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Everything posted by 1para{god-father}
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setVehicleIni is this correct ?
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am creating some IED's objects and need to add the following to the Init , is this correct ? create Objects.. blar blar blar _ied setVehicleInit "null= [this,100] execVM "scripts\InitIED.sqf"; processInitCommands; -
Patrol and capture markers [SCRIPT]
1para{god-father} replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Many thanks Great Script , very happy now ! -
Insurgency
1para{god-father} replied to Fireball's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK now and again I am getting the following message " UPS group all dead or surrender" Then i get now more AI spawning ? -
Insurgency how to spawn at certain location at start
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK trying to mod Insurgency Mission to my needs , anyone know how I can spawn at a certain location at the start for players and Mobile ? as i would like to start at a bases that i have build rather than at a random location. Thanks -
Insurgency
1para{god-father} replied to Fireball's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
is there a way to to spawn players and Mobile in a certain location at the start , instead of a random location ? as i would like to start at a main base Thanks -
Light weight status HUD
1para{god-father} replied to iceman77's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Very nice ! -
random carbomb script
1para{god-father} replied to Tonmeister's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
For some reason dropbox just opens the file , weird , but i can see the scripts and it looks like you are using your script not the one i posted ? -
random carbomb script
1para{god-father} replied to Tonmeister's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yep that would work , there would be a lot going off ! -
random carbomb script
1para{god-father} replied to Tonmeister's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This works in MP & on Dedi Add this to SILVIE Module BIS_silvie_mainscope setvariable ["vehicleInit",{[_this] execVM "carbomb.sqf";_this lock false}]; then carbomb.sqf _object = _this select 0; _value = random 100; //Change 30 to what ever you like test with 100 ! if (_value < 30) then { _blowup = false; while {alive _object} do { // include vehicles _targetArray = nearestObjects [(getPos _object), ["MAN", "LandVehicle"], 10]; if ((count _targetArray) > 0) then { { if (str(side _x) == "WEST") then { _blowup = true; }; } forEach _targetArray; }; if (_blowup) then { //HINT "CAR BOMB....."; if (isServer) then { [nil, nil, rHINT, "CAR BOMB...TAKE COVER"] call RE; }; // player commandChat "CAR BOMB....." ; sleep 5; _boom = "Bo_GBU12_LGB" createVehicle (position _object); } else { sleep 10; // change to tweak wait time before checks }; }; }; -
BattlEye Installers (A2:OA, A2: RFT, A2)
1para{god-father} replied to Dwarden's topic in ARMA 2 & OA - MULTIPLAYER
Sorry to bump but still having no joy , and would appreciate any help -
Random Town Pos but x distance away from Marker
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am selecting a random Town but I need it to not be near to my marker i.e "Respawn_west" so approx 1200 away How can i do that ? _towns = nearestLocations [getPosATL player, ["NameVillage","NameCity","NameCityCapital","StrongPoint"], 15000]; _pos = position (_towns select (floor (random (count _towns)))); -
Random Town Pos but x distance away from Marker
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_towns = nearestLocations [getPosATL player, ["NameVillage","NameCity","NameCityCapital","StrongPoint"], 15000]; _myTown = mhq_safe; /// object at start position _minDistanceFrom = 1200; _filtered = []; { if (_x distance _myTown > _minDistanceFrom) { _filtered set [count _filtered, _x]; }; } forEach _towns; _pos= position _filtered select (floor (random (count _filtered))); -
Random Town Pos but x distance away from Marker
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Getting an error but cannot work out why ? Error in expression <_x distance _myTown > _minDistanceFrom) { _filtered set [count _filtered, _x]; }> Error position: <{ _filtered set [count _filtered, _x]; }> Error Missing ; -
JIP Markers (Blue Force Tracker)
1para{god-father} replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Without your code it is hard for anyone to help ! however I use this for vehicles - written by SHK works for JIP & on Dedi and after respawn - is awesome as it even changes the color if the vehicle is damaged and shows a timer until respawn. you could try that ? SHK_vehicleMarker.sqf // nul = [this] execvm "SHK_vehicleMarker.sqf"; // nul = [Vehicle,MarkerIconType,MarkerColor,WreckTimer] execvm "SHK_vehicleMarker.sqf"; if !isdedicated then { if (isnil "SHK_fnc_VehMrk_showHint") then { SHK_fnc_VehMrk_showHint = { hint parseText format["<t align='center'>Vehicle Lost</t><br/><br/><t color='#3366FF'><img size='4' image='%2'/></t><br/><t color='#FFCC33'>%1</t>", getText (configFile >> "cfgVehicles" >> typeOf _this >> "displayName"), getText (configFile >> "cfgVehicles" >> typeOf _this >> "picture") ]; }; }; if (isnil "SHK_eh_VehMrk_showHint") then { SHK_eh_VehMrk_showHint = ""; "SHK_eh_VehMrk_showHint" addpublicvariableeventhandler { (_this select 1) call SHK_fnc_VehMrk_showHint; }; }; }; if !isserver exitwith {}; private ["_veh","_typ","_col","_tmr","_pos","_txt","_str"," _mrk","_dmg","_crw","_man","_wrc","_tim"]; _veh = _this select 0; _typ = if (count _this > 1) then {_this select 1} else {"mil_dot"}; _col = if (count _this > 2) then {_this select 2} else {"ColorOrange"}; _tmr = if (count _this > 3) then {_this select 3} else {180}; _veh setvariable ["SHK_VehMrkWrecked",false]; _pos = getpos _veh; _str = format ["SHK_VehicleMarker_%1%2%3",typeof _veh,(_pos select 0),(_pos select 1)]; _mrk = createmarker [_str,_pos]; _mrk setmarkeralpha 0; _mrk setmarkershape "ICON"; _mrk setmarkertype _typ; _mrk setmarkercolor _col; while {sleep 2.345; true} do { if (isnull _veh) exitwith {}; if (count crew _veh > 0) exitwith {}; if (damage _veh > 0.8) exitwith {}; }; while {sleep 0.567; !isnull _veh} do { _mrk setmarkerpos (getpos _veh); _dmg = damage _veh; _crw = crew _veh; if (count _crw > 0) then { _man = _crw select (count _crw - 1); _txt = _man getvariable ["SHK_VehMrkGrp",str group _man]; } else { _txt = ""; }; if (_dmg <= 0.2) then { _mrk setmarkeralpha 1 }; if (_dmg > 0.2) then { _mrk setmarkeralpha 0.5 }; if (_dmg > 0.8) then { _mrk setmarkercolor "ColorBlack"; _txt = format ["%1 (Wrecked)",_txt]; _wrc = _veh getvariable ["SHK_VehMrkWrecked",false]; if _wrc then { _tim = _tmr - (time - (_veh getvariable "SHK_VehMrkWreckTime")); private ["_h","_m","_s"]; _h = floor(_tim / 3600); _m = floor((_tim/60)-(_h*60)); _s = floor(_tim mod 60); _txt = format ["%1 %2:%3:%4",_txt, if (_h < 10) then {format ["0%1",_h]} else {_h}, if (_m < 10) then {format ["0%1",_m]} else {_m}, if (_s < 10) then {format ["0%1",_s]} else {_s} ]; } else { _veh setvariable ["SHK_VehMrkWrecked",true]; _veh setvariable ["SHK_VehMrkWreckTime",time]; SHK_eh_VehMrk_showHint = _veh; publicvariable "SHK_eh_VehMrk_showHint"; if !isdedicated then { _veh call SHK_fnc_VehMrk_showHint; }; }; }; _mrk setmarkertext _txt; }; deletemarker _mrk; Also works with tophes vehicle respawn as Iceman recommended -
Random Town Pos but x distance away from Marker
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks If i want to use a marker would I have to use getmarkerpos ? _myTown =getmarkerpos "respawn_west"; or an object _myTown = objectName -
Will not Empty Ammo Crate ?
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
testing on a dedi , will give that a try thanks Yep that done the JOB ! -
UPSMON - Urban Patrol Script Mon
1para{god-father} replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This will do what you need, just change the _dis to what distance you are looking for _dis = 250; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos "yourmakername") select 0) + _dx, ((getmarkerpos "yourmarkername") select 1) + _dy, 0]; _upsgrp1 = [1,_positionToSpawnIn,1,["yourmarkername","spawned","showmarker","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; -
How to work out how much time is left
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
WOW now that is an answer !!! All sorted out works a treat ! -
How to work out how much time is left
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a timer that I am using that Ends the mission when it runs out however, If they finish it before the times runs out I need to know how long they took , how would I be able to work that out ? If they finish before the timer runs out i execute "timerout.sqf" that simply displays stats using Titletext, so i need to pass the remaining time to that , just not sure how ? ////run from SERVER not client as using marker///// _hour = 2; _minute = 30; _second = 0 ; while {true} do { if (_second == 0 AND (_minute > 0 OR _hour > 0)) then { _second = 59; if (_minute > 0) then { _minute = _minute - 1; } else { if (_hour > 0) then { _hour = _hour - 1; _minute = 59; }; }; } else { _second = _second - 1; }; "Time_left" setMarkerText format["Timeleft = %1 : %2 : %3",_hour, _minute,_second]; sleep 1; if (_hour == 0 and _minute == 0 and _second == 0) THEN { ////END mission and show Scores as no time left no need to work out time taken //// []execVM "timerout.sqf"; }; }; -
Marker just for EAST to see ?
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am trying to make a marker for Just EAST to see on the Map but it does not show and i get no error ? (its spawns in the crate No problem) _ammobox = createVehicle ["GuerillaCacheBox",getmarkerpos "marker_clear", [], 0, "NONE"]; if ((side player) == EAST) then { _markerstr = createMarkerLocal["Ammo Crate",getpos _ammobox]; _markerstr setMarkerShapeLocal "ICON"; _markerstr setMarkerTypeLocal "DOT"; }; -
BattlEye Installers (A2:OA, A2: RFT, A2)
1para{god-father} replied to Dwarden's topic in ARMA 2 & OA - MULTIPLAYER
Having an issue with battle eye for some reason - running on Linux and getting this it is a new install, all works apart from Battle eye and RCON any help would be much appreciated ! .rpt 13:26:37 Dedicated host created. 13:26:38 BattlEye Server: Initialized (v1.170) 13:26:38 Host identity created. ArmA 2 OA Console version 1.62 : port 2303 13:26:38 BattlEye Server: Unknown command in the following folder i have /httpdocs/arma2/expansion/battleye beserver.so beserver_active_a1ac197.cfg when i put beserver.cfg into the folder it changes it to _active_xxxxxx.cfg when i run the server ? I have the following in beserver.cfg RConPassword mypasswordishere -
Marker just for EAST to see ?
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK so this should work should it not ??? or am i missing something ? as I still do not get any Marker for EAST ? if (isserver) then { _towns = nearestLocations [getPosATL player, ["NameVillage","NameCity","NameCityCapital","StrongPoint"], 20000]; //_towns = [getPosATL player, ["StrongPoint","FlatAreaCity"], 25000]; _pos = position (_towns select (floor (random (count _towns)))); _size=30; ["Rescue","Black Hawk Down","The Americans have a Black Hawk down and we need to retrieve their Pilot who is surrounded by Rebels and safely return him to SAG HQ you are also to make sure no parts of the Black Hawk fall into rebel hands",true,["MissionAO",_pos,"flag","ColorYellow"]] call SHK_Taskmaster_add; _wreck = "UH60_wreck_EP1" createVehicle [(_pos select 0) + 2*_size - random 4*_size,(_pos select 1) + 2*_size - random 4*_size,0]; //[_wreck] execVM "scripts\c4only.sqf"; _wreck addEventHandler ["Killed",{ (_this select 0) spawn { sleep 2; deleteVehicle _this; }; }]; //////////Create Pilot////////////////// _grp = createGroup WEST; TAG_pilot = _grp createUnit ["US_Soldier_Pilot_EP1", _pos, [], 0, "FORM"]; TAG_pilot setCaptive true; TAG_pilot setHit ["hands",1]; TAG_pilot setHit ["head_hit",0.4]; TAG_pilot setHit ["body",0.5]; TAG_pilot playMoveNow "AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon"; TAG_pilot disableAI "MOVE"; TAG_pilot disableAI "ANIM"; TAG_pilot setVehicleInit "this addaction ['Capture', 'scripts\capture.sqf', [],1,false,true,'','((side _this) == west)'];"; processInitCommands; publicVariable "TAG_pilot"; //////////////////////Trigge///////////////////// _triggeram1 = createTrigger["EmptyDetector",[getPos TAG_pilot select 0,getPos TAG_pilot select 1,0]]; _triggeram1 setTriggerArea [120,120,0,false]; _triggeram1 setTriggerActivation ["WEST","PRESENT",false]; _triggeram1 setTriggerTimeout [1,1,1,true]; _triggeram1 setTriggerStatements ["this", "TAG_pilot allowDamage true;",""]; ////////////////////CREATE /MARKER LOCAL /////////////////////////////////// }; if ((side player) == EAST) then { waitUntil {!isNil "TAG_pilot"}; _markerstr = createMarkerLocal["Pilot",getPos TAG_pilot]; _markerstr setMarkerShapeLocal "ICON"; _markerstr setMarkerTypeLocal "DOT"; _markerstr setMarkerTextLocal "Pilot Location"; }; if (isserver) then { _houses = [TAG_pilot,120] call getEnterableHouses; if((count _houses) > 0) then { _house = _houses call getRandomElement; _buildingpos = 1 max (round random (_house select 1)); _house = _house select 0; TAG_pilot setPos (_house buildingPos _buildingpos); } else { TAG_pilot setPos [(getpos _wreck select 0) + _size - round random (2*_size),(getpos _wreck select 1) + _size - round random (2*_size),0]; }; /////DEBUG///////// if ((paramsarray select 0) == 1) then { _cid = floor(random 10000); _t = format["Pilot is here%1",_cid]; [_t, TAG_pilot, "Icon", [1,1], "TEXT:", _t, "TYPE:", "dot", "COLOR:", "ColorGreen", "GLOBAL", "PERSIST"] call CBA_fnc_createMarker; }; _pos= Getpos _wreck; //////////////////////////Set UP AI NOW///////////////////// ////GROUP1///////// _grp1 = [_pos, EAST, (configFile >> "CfgGroups" >> "EAST" >> "BIS_TK_INS" >> "Infantry" >> "TK_INS_Patrol")] call BIS_fnc_spawnGroup; [_grp1,getpos TAG_pilot,50] execVM "scripts\BIN_taskDefend.sqf"; { _x addEventHandler ["Killed", { if (isPlayer (_this select 1) AND side (_this select 1) == WEST ) then {totalscore = totalscore + 10;}}]; } forEach (units _grp1); ///////////////////////////////////////////////////////////// ////GROUP2///////// _grp2 = [_pos, EAST, (configFile >> "CfgGroups" >> "EAST" >> "BIS_TK_INS" >> "Infantry" >> "TK_INS_Patrol")] call BIS_fnc_spawnGroup; [_grp2,_pos,250] execVM "scripts\BIN_taskPatrol.sqf"; { _x addEventHandler ["Killed", { if (isPlayer (_this select 1) AND side (_this select 1) == WEST ) then {totalscore = totalscore + 10;}}]; } forEach (units _grp2); ////GROUP3///////// _grp3 = [_pos, EAST, (configFile >> "CfgGroups" >> "EAST" >> "BIS_TK_INS" >> "Infantry" >> "TK_INS_Patrol")] call BIS_fnc_spawnGroup; [_grp3,_pos,250] execVM "scripts\BIN_taskPatrol.sqf"; { _x addEventHandler ["Killed",{ if (isPlayer (_this select 1) AND side (_this select 1) == WEST ) then {totalscore = totalscore + 10;}}]; } forEach (units _grp3); ///////////Buildings///////////// _grpbuild1 = [_pos, EAST, (configFile >> "CfgGroups" >> "EAST" >> "BIS_TK_INS" >> "Infantry" >> "TK_INS_Group")] call BIS_fnc_spawnGroup; _grpbuild1 execVM "PlaceInBuilding.sqf"; { _x addEventHandler ["Killed", { if (isPlayer (_this select 1) AND side (_this select 1) == WEST ) then {totalscore = totalscore + 10;}}]; } forEach (units _grpbuild1); waitUntil{(TAG_pilot distance MHQ_SAFE) < 30 or !alive TAG_pilot} ; if(!alive TAG_pilot) then { ["Rescue","failed"] call SHK_Taskmaster_upd; [] call SHK_addTask; [_pilot] joinSilent grpNull; totalscore = totalscore -80; publicVariable "totalscore"; titleText ["Mission Failed you just lost -80 Points you score is now......" + str totalscore,"PLAIN DOWN"];titleFadeOut 6; } else { ["Rescue","succeeded"] call SHK_Taskmaster_upd; [] call SHK_addTask; [TAG_pilot] joinSilent grpNull; totalscore = totalscore +80; publicVariable "totalscore"; titleText ["Well Done Mission Succeeded you got an extra 80 Points you score is now......" + str totalscore,"PLAIN DOWN"];titleFadeOut 6; }; }; -
Marker just for EAST to see ?
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well i never knew that I presumed if it was on the server they would also be able to see & reference it ! So I cannot use a Variable "_Pilot" would i have to change all my code to TAG_Pilot to PV it ? i.e ? _grp = createGroup WEST; _pilot = _grp createUnit ["US_Soldier_Pilot_EP1", _pos, [], 0, "FORM"]; _pilot setCaptive true; _pilot setHit ["hands",1]; _pilot setHit ["head_hit",0.4]; _pilot setHit ["body",0.5]; _pilot playMoveNow "AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon"; _pilot disableAI "MOVE"; _pilot disableAI "ANIM"; _pilot setVehicleInit "this addaction ['Capture', 'scripts\capture.sqf', [],1,false,true,'','((side _this) == west)'];"; processInitCommands; publicVariable "_pilot"; if ((side player) == EAST) then { waitUntil {!isNil "_pilot"}; _markerstr = createMarkerLocal["Pilot",getPos _pilot]; _markerstr setMarkerShapeLocal "ICON"; _markerstr setMarkerTypeLocal "DOT"; _markerstr setMarkerTextLocal "Pilot Location"; }; or would that not work ? -
Marker just for EAST to see ?
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hmmm this is strange as it still will not work on Dedi server, we get no markers still ? if (isserver) then { My code I need to spawn etc.. on server }; if ((side player) == EAST) then { _markerstr = createMarkerLocal["Pilot",getpos _pilot]; _markerstr setMarkerShapeLocal "ICON"; _markerstr setMarkerTypeLocal "DOT"; _markerstr setMarkerTextLocal "Pilot Location"; }; if (isserver) then { My code I need to spawn etc.. on server }; -
Only allow West to shoot VIP
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I need away to make only Bluefor be able to shoot my pilot ( it would be by mistake ), as i do not want any Playable EAST to shoot him as it is mission over if they do so need a way to stop it. _grp = createGroup WEST; _pilot = _grp createUnit ["US_Soldier_Pilot_EP1", _pos, [], 0, "FORM"]; _pilot setCaptive true; _pilot setHit ["hands",1]; _pilot setHit ["head_hit",0.4]; _pilot setHit ["body",0.5]; _pilot playMoveNow "AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon"; _pilot disableAI "MOVE"; _pilot disableAI "ANIM"; _pilot setVehicleInit "this addaction ['Capture', 'scripts\capture.sqf', [],1,false,true,'','((side _this) == west)']"; processInitCommands; removeAllWeapons _pilot;