-
Content Count
2047 -
Joined
-
Last visited
-
Medals
Everything posted by 1para{god-father}
-
Marker just for EAST to see ?
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ahhh yes i have this at the start of my script no wounder ! if(not isServer) exitWith{}; Ill wrap what i need in if (isserver) then {} apart from the markerlocal Thanks -
trigger activation with smoke
1para{god-father} replied to Wiki's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Create smoke on a marker , you can change it to a Object etc.. _smoketest = "1Rnd_SmokeGreen_GP25" createVehicle (getMarkerPos "smokepos1"); -
Marker just for EAST to see ?
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK this works great when i test , but when i try on Dedi server no marker comes up ? Any idea how i can get it to work on Dedi ? -
Revive script for ACE2 Wounding system [V1.5]
1para{god-father} replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is there a way to just have WEST use this ? as i have a different spawn style I use for EAST (insurgency style) Thanks -
Only allow West to shoot VIP
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks , After thinking about it i thought it would be unfair as they could just shoot the building where he is and not kill him , which would not be fair so i need a distance check really. Can I reference him like "_pilot allowDamage true" in a trigger or would i not be able to reference him as a\ variable i.e _pilot ? _triggeram1 = createTrigger["EmptyDetector",[getPos _pilot select 0,getPos _pilot select 1,0]]; _triggeram1 setTriggerArea [200,200,0,false]; _triggeram1 setTriggerActivation ["WEST","PRESENT",false]; _triggeram1 setTriggerTimeout [1,1,1,true]; _triggeram1 setTriggerStatements ["this", "_pilot allowDamage true;",""]; -
Some help on my addEventHandler
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK I have added the below to my ALICE Module and it works great. i.e if executes civideath.sqf and generates a score. But i need it to only add up the score if Bluefore kill the Civi not OPFOR thuis is the bit io cannot get top work , but i get no error ? Working _ALICE setVariable [ "ALICE_civilianinit", [{_this addEventHandler ["Killed", {_this execVM "civilians\civdeath.sqf";totalscore = totalscore -50;} ]; }] ]; not working - no error no Civilians even spawn in ? anyone spot the error ? _ALICE setVariable [ "ALICE_civilianinit", [{_this addEventHandler ["Killed", {if (isPlayer (_this select 1) AND side (_this select 1) == WEST ) then {totalscore = totalscore -50};_this execVM 'civilians\civdeath.sqf';} ]; }] ]; -
Addaction to Just show for WEST ?
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there a way I can have a Addaction to just show for up for West as I doi not wnat EAST ro be able to Captute the Pilot _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"; //////Just need BlueFor to see the addaction ////// _pilot setVehicleInit "this addAction ['capture','scripts\capture.sqf'];"; processInitCommands; removeAllWeapons _pilot; -
Addaction to Just show for WEST ?
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ahhhh works great now, many thanks !!!!! -
Addaction to Just show for WEST ?
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hmmm getting an error using this ? missing ";" ? -
Is ther a way to check if any WEST players are with xxx distance ?
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How would i go about checking to see if Any West Players are within a certain Range of an any EAST OPFOR ? As trying to stop a spawn in they are xx distance Thanks -
Insurgency style respawn
1para{god-father} replied to bangabob's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK another Request :) Would it be possible to Stop spawning if Enemy is near by say 100m ? I have tweaked your code slightly to now allow Spawning to any Alive Unit , but sometimes we spawn in right on the action and get shot so is there something like If EAST is nearby do not allow them to spawn onto that Man ? and display a message ? Cheers -
Allow 3rd Person View just for Vehicles / helicopters
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok worked it out using the AAS scripts that i found and it works great you can then set it to what you like in parameters at mission start. in my Init.sqf i have this [] execVM "Launchthirdperson.sqf"; then Launchthirdperson.sqf waitUntil { player == player }; if( local player ) then { [] execVM "limitThirdPersonView.sqf"; }; limitThirdPersonView.sqf ////Params_CameraView=1; ////uncomment this if you do not set up parameters on mission start // ---------------------------------------------------------------------------- // MAIN ROUTINE // ---------------------------------------------------------------------------- // no loop need, if third person view is not available anyway if (difficultyEnabled "3rdPersonView") then { switch (Params_CameraView) do { case 1://vehicles only { while {(true)} do { if (cameraView == "External") then { if ((vehicle player) == player) then { player switchCamera "Internal"; }; }; sleep 0.1; }; }; case 2://infantry only { while {(true)} do { if (cameraView == "External") then { if ((vehicle player) != player) then { (vehicle player) switchCamera "Internal"; }; }; sleep 0.1; }; }; case 3://disabled { while {(true)} do { if (cameraView == "External") then { if ((vehicle player) == cameraOn) then { (vehicle player) switchCamera "Internal"; }; }; sleep 0.1; }; }; }; }; -
Allow 3rd Person View just for Vehicles / helicopters
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have set our server to stop 3rd part so that bit is fine, I Just need it to be allowed for Helicopters / vehicles can he post his script then ? -
Random Start Position of Player
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Still having an issue with this ! All works until i try on dedi then My played does not move or is Unconscious - presume it is due to the Marker not being there as @ the start ? Anyone have any Suggestions on how i can have a Random Start Position for Players ? ---------------------------- Ignore all Resolved -- forgot to put down Respawn_west marker -
Random Start Position of Player
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am trying to create a Random start location , which all works until i try on a dedi server ? It moves All my base to the random location but the Player starts where I placed him in the Editor? ( it all works fine when i test ) if (isserver) then { _pads = [hpad1,hpad2,hpad3,hpad4,hpad5,hpad6,hpad7,hpad8,hpad9,hpad10,hpad11,hpad12,hpad13,hpad14,hpad15,hpad16,hpad17,hpad18,hpad19,hpad20]; _dest = _pads select (floor (random count _pads)); [siteObjects,_dest,35] execvm "shk_moveobjects.sqf"; ["Base",getpos _dest, "Icon", [1,1], "TYPE:", "Start", "COLOR:", "ColorGreen", "GLOBAL", "PERSIST"] call CBA_fnc_createMarker; }; server execVM "revive_init.sqf"; -
spawning efficiency advice
1para{god-father} replied to Rothwell's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a made a few mission where I have pre built 2-3 bases and there was a lot of Objects in those bases and they where ready at mission start up ,and i would stay away from that as even running on our dedi server it ground to a holt. I would do as you said Spawn them in and out again do not have them all on the map at the start , well that is my option I only tend to have 1 base now due to the number of Objects in those bases. -
Help Creating a Base that uses CodePad
1para{god-father} replied to BlackViperGaming's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i think i have one pm me with your email and ill mail it to you -
Timer Issue on Dedi server
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Been playing with this most of today but just cannot work out how to do it?! All I am looking for is a countdown time , that when it reached 0 it end the mission , OK this works fine so far, My issue is I need this to work on a Dedi server , that way everyone gets the same time and should also work for JIP. So i thought I could run it on the server - wrong :( If i run it inside the IF (isserver) I get no timer when testing on the Dedi server , if i run it local I get the timer , but JIP will get a different time . Best way to get a timer working on a dedi that will not have any performance impact Examples.......... I get no Time at all INIT.sqf if (isserver) then { []execvm "timer.sqf"; }; I get a timer but it will be local so JIP will get a different time Init.sqf []execvm "timer.sqf"; timer.sqf /////set to 30 sec for testing//// _hour = 0; _minute = 0; _second = 30 ; 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; }; hintSilent format["Timeleft = %1 : %2 : %3",_hour, _minute,_second]; sleep 1; if (_hour == 0 and _minute == 0 and _second == 0) THEN { []execVM "timerout.sqf"; }; }; -
Timer Issue on Dedi server
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok thought of another way will this have much impact on server load ? create a marker on the map using CBA persistent then run this from server as well _hour = 1; _minute = 45; _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 { //exitWith {endmission "END1 []execVM "timerout.sqf"; }; }; -
Timer Issue on Dedi server
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hmmmmmmmmmmmmmmmmmmm. OK Would it be possible to have something like a time running just on the server , which just will let players know at certain Points with a hint ? I.e my mission is 1:45min so display a hint every to all plays at start :145 keep it displayed for 10 sec then show it again at 1:00, 30 min 15 min 10min 5 min thgen count for say the last 5 min Would that be any better and be better and for JIP sync ? and if so how ? -
Timer Issue on Dedi server
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
what about JIP will they not get the time starting from the beginning again ? -
Camera Script Issues
1para{god-father} replied to Kettlewell's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try like I said it will work fine then create a new .sqf called Intro.sqf put the code i gave you into that file then in your INI. add this on the bottom [] execVM "intro.sqf"; Everyone will get the cam when they join -
Dialog Tutorial For Noobs [By A Noob]
1para{god-father} replied to iceman77's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Great work Many thanks for your time and effort to share with others ! -
EventHandlers causing Freezing on Dedi Server or Public Varibles
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am adding Event Handlers to all AI that I spawn in , approx 35 AI I have 12 players who also have Killed EH added and 4 vehicles. So I did not think that would be many EH in total, or is it the Public Variable Each time adding up the score causing the Freezing ? if so any suggestions ? I played a mission and it Froze 1/2 way through each time, if i take of the EH it runs no issue why would it cause the Dedi server to Freeze ? Example of my spawn.. _grp2 = [_pos, EAST, (configFile >> "CfgGroups" >> "EAST" >> "BIS_TK_INS" >> "Infantry" >> "TK_INS_Patrol")] call BIS_fnc_spawnGroup; [_grp2,_pos,150] execVM "scripts\BIN_taskPatrol.sqf"; { _x addEventHandler ["Killed", { if (isPlayer (_this select 1) AND side (_this select 1) == WEST ) then {totalscore = totalscore + 5; publicVariable "totalscore";}}]; } forEach (units _grp2); -
Domination like intro
1para{god-father} replied to Kettlewell's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK here you go Create 2 invisible Helipads on the Editor 1 called camstart and the other called camtarget place Camstart where you like and the other on a player then run the below from your INI.sqf intro.sqf private ["_camera","_dlg"]; setViewDistance 3500; "dynamicblur" ppeffectenable true; "dynamicblur" ppeffectadjust [3]; "dynamicblur" ppeffectcommit 0; "dynamicblur" ppeffectadjust [0]; "dynamicblur" ppeffectcommit 10; _line = 0; i = 0; _camera = "camera" camCreate [(position camstart select 0), (position camstart select 1) + 1, 120]; _camera camSetTarget [(position camtarget select 0), (position camtarget select 1) , 1.5]; _camera camSetFov 0.7; _camera cameraEffect ["INTERNAL", "Back"]; _camera camCommit 1; waitUntil {camCommitted _camera}; sleep 3; playMusic "startmusic"; enableRadio false; ////// Loadingtext _camera camSetTarget player; _camera camSetPos [(position player select 0), (position player select 1) , 2]; _camera camCommit 18; sleep 4; waitUntil {camCommitted _camera}; player cameraEffect ["terminate","back"]; camDestroy _camera; closeDialog 0; enableRadio true; setViewDistance (paramsArray select 3); [] Spawn { waitUntil{!(isNil "BIS_fnc_init")}; // Info text [str("Welcome to") , str("type what you like "), str("by who made missioin YOU ")] spawn BIS_fnc_infoText; }; sleep 15; sleep 44; playMusic ""; 5 fadeMusic 0.7; if (true) exitWith {}; Just tweak to your needs i./e take out music etc..