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Everything posted by 1para{god-father}
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Revive script for ACE2 Wounding system [V1.5]
1para{god-father} replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Would I be correct if I wanted it to be set to 48 Hours ? Colum_revive_LifesPersist=(172800*60); -
Intel on 5 locations 1 at a time ?
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry guys racking my brains but cannot seem to work out how to do this. I have a civilian that i need to get Intel from so was thinking of a addaction that would display a hint on one of the 5 tanks that are pre placed - tank1 - tank5. My issue is how can i just work out to show 1 tank at a time i.e once it is destroyed they come back and get the next location etc.. until they have all been destroyed. [nil, this, "per", rADDACTION, "Gather Intel on Location","intel.sqf",[],1,false,true,"",""] call RE; //get approx location of tank _name = tank1 _dist = 550; _angle = random 359; _marker1 = createMarker[format["marker%1",_name],getPos _name ]; _marker1 setMarkerShape "ICON"; _marker1 setMarkerType "FLAG"; _marker1 setMarkerText "T72 Location 550m"; _marker1 setMarkerSize [.50, .50]; _marker1 setMarkerPos [(getPos _name select 0) - 0.5 * _dist + (random _dist), (getPos _name select 1) - 0.5 * _dist + ( _dist)]; -
Intel on 5 locations 1 at a time ?
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ahhh that helped ill use that as it save reinventing the wheel !! Cheers ! -
Destroy AApod man only
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a AApod placed down called pod1 Then in my script i have a waituntill however when i shoot the man it is not classed as destroyed if i place a satchel charge and blow it is then shows the hint. How can I get it so that only the Man needs to be shot down to show the hint ? waitUntil{!alive(pod1)} Hint "BAA pod down; -
Intel on 5 locations 1 at a time ?
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I was really to get Intel from 1 guy i.e add action give me Intel on 1st tank location. when that is destroyed go back and get the next location etc... No sure how to do it as a If statement would not work , nor e a case ? -
Destroy AApod man only
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Guys , a question by would using EH be better ? -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
1para{god-father} replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
Hmmmm, Thanks for testing ! OK I made my own script with a load out and the same happened so it must be the latest ACE and pukf pack causing the issue. Again thanks for your time -
Revive script for ACE2 Wounding system [V1.5]
1para{god-father} replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just tested it and It works like a charm , many , many thanks indeed !!!!! -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
1para{god-father} replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
Thanks sent :) -
Revive script for ACE2 Wounding system [V1.5]
1para{god-father} replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
WOW great work !!!!!! -
Stop spawn into water ?
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks guys will use both Cheers works so far :) -
Stop spawn into water ?
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am using the below to spawn in a random position from a marker but how can i stop it spawning into Water , as sometimes it spawns into water :( _marker = _this select 0; // marker name _radius = _this select 1; //5K _pos = getmarkerpos _marker; _exp = "(1 + meadow) * (1 - forest) * (1 - trees)"; _prec = 100; _bestplace = selectBestPlaces [_pos,_radius,_exp,_prec,1]; _spot = _bestplace select 0; _spot2 = _spot select 0; -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
1para{god-father} replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
Many thanks https://dl-web.dropbox.com/get/Mod/testloadout.utes.pbo?w=820b6e7a -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
1para{god-father} replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
Still need some help on this I have removed all Mods apart from ACE , ACRE and CBA. I get the weapon load out but for some reason still do not get any Personal Med supplies I have set first aid to all 2x some Kits i get 1x Bandage but most i get nothing? If i go to a med box I can then fill them all up , any suggestions ? Clean mission only the following in the ini INI leaFunction = compile preprocessFileLineNumbers "lea\loadout-init.sqf"; call leaFunction;//line generated by LEA. If I take out everything from the 8 slot where you can store extra Med supplies / 203 rounds etc... I then get the MED aid x 2 on all !? So it has something to so with using these slots . -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
1para{god-father} replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
I am using the LEA auto add to INI so that line is in there allready like you said so very strange , it must be something i am runningh I guess as I presume no one eles has the issue :confused: Ill try remove all mods just in case -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
1para{god-father} replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
Thanks When i try using the @lea its all works great I get all the correct loadouts. - thanks ! Try again using the same profile but without the @lea I get all the correct gear but still no luck with the Epi and morphine all i get is 2x bandage. This is a clean map with only the ACE wounds module placed -
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 any way to disable the persistence lives , as trying to run a MSO style mission where it replenished every 24 hours or is there a way Revive can do this ? -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
1para{god-father} replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
No Not using the add on so I presume it should be fine :) 1.... Question I have set my load-out but for some reason the load-out is not the same when I go into the game , they have Grenades and also the standard round not the tracer rounds i have put in. all other equipment looks OK apart from the personal Epi,Bandage etc is also mission . It looks like they are not clearing there original gear ? -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
1para{god-father} replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
Ahhhh I see now many thanks ! A quick question I am Using the MSO style mission where it saves all my gear on disconnect will this overwrite my load out each time ? -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
1para{god-father} replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
Does this alos support the ukf_ukweps if so where are they as i could not see them ? -
Dedi Server Ignoring OPFOR AI Skill settings
1para{god-father} posted a topic in ARMA 2 & OA - TROUBLESHOOTING
I have a dedi server set up and all working however i have noticed that when any Units are spawned in they get set to 1.0 for all there skills ? It is like it is ignoring the setting on the server that are below: If i change say the 3rd person view , it does change in game but the skill is ignored , any suggestions where to start looking ? class Regular { class Flags { 3rdPersonView=1; armor=1; autoAim=0; autoGuideAT=1; autoSpot=1; cameraShake=1; clockIndicator=1; deathMessages=1; enemyTag=0; friendlyTag=1; hud=1; hudGroupInfo=1; hudPerm=1; hudWp=1; hudWpPerm=1; map=1; netStats=1; tracers=1; ultraAI=0; unlimitedSaves=1; vonId=1; weaponCursor=1; }; skillFriendly=1; precisionFriendly=1; skillEnemy=0.40000001; precisionEnemy=0.40000001; }; -
Addon restrict to player "s1"
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Could not find anything on the Addaction for MP , Is this correct ? I need it so only players get the addaction if "actionActive" is true . ////_informant is the man I created///// [nil, _informant, "per", rADDACTION, "Get Information","intel1.sqf""",1,false,true,"","actionActive"] call RE; OK solved i was missing a "," ! -
Addon restrict to player "s1"
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Can anyone please let me know how I can restrict a addaction so only player named "s1" can see / use it ? using this on my object Sqh=this addAction ["Get Intel !", "intel.sqf"]; -
How to Remove all Objects
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am creating a roadblock and all works great but how can i remove all objects when needed, I presume i can delete each object i.e Deletevehicle _bg1; but is there a cleaner way ? Thanks // Define [ Gate, Blocks, Barriers, Guides, Nest, Wire, Weapon] for each faction _list = switch (_fac) do { // RU case "RU": {["ZavoraAnim","Land_CncBlock","RoadBarrier_long","Land_arrows_desk_L","Land_arrows_desk_R","Land_fortified_nest_small","Fort_RazorWire","M2StaticMG"]}; // ACE_RU case "ACE_RU": {["ZavoraAnim","Land_CncBlock","RoadBarrier_long","Land_arrows_desk_L","Land_arrows_desk_R","Land_fortified_nest_small","Fort_RazorWire","M2StaticMG"]}; // GUE case "GUE": {["","Sign_Checkpoint","RoadBarrier_long","RoadCone","RoadCone","Land_BagFenceLong","RoadBarrier_light","SearchLight"]}; // INS case "INS": {["ZavoraAnim","Sign_Checkpoint","RoadBarrier_long","RoadCone","RoadCone","Land_BagFenceLong","RoadBarrier_light","M2StaticMG"]}; // BIS_TK case "BIS_TK": {["ZavoraAnim","Land_CncBlock","RoadBarrier_long","Land_arrows_desk_L","Land_arrows_desk_R","Land_fortified_nest_small","Fort_RazorWire","M2StaticMG"]}; // BIS_TK_INS case "BIS_TK_INS": {["","Sign_Checkpoint_TK_EP1","RoadBarrier_long","Land_Pneu","Land_Pneu","","Misc_TyreHeapEP1","DSHKM_TK_INS_EP1"]}; // Default default {["ZavoraAnim","Land_CncBlock","RoadBarrier_long","Land_arrows_desk_L","Land_arrows_desk_R","Land_fortified_nest_small","Fort_RazorWire","M2StaticMG"]}; }; // Place Gate if !(_list select 0 == "") then { _bg1 = _list select 0 createVehicle (_roadpos modelToWorld [0,7,0]); _bg1 setDir ((direction _roadpos) -360); }; // Place Blocking Element (concrete, tyres etc) if !(_list select 1 == "") then { _cb1 = _list select 1 createVehicle (_roadpos modelToWorld [5,6,0]); _cb1 setDir ((direction _roadpos) -360); _cb2 = _list select 1 createVehicle (_roadpos modelToWorld [10,6,0]); _cb2 setDir ((direction _roadpos) -360); _cb3 = _list select 1 createVehicle (_roadpos modelToWorld [-5,6,0]); _cb3 setDir ((direction _roadpos) -360); _cb4 = _list select 1 createVehicle (_roadpos modelToWorld [-10,6,0]); _cb4 setDir ((direction _roadpos) -360); }; // Place Road Barriers if !(_list select 2 == "") then { _rb1 = _list select 2 createVehicle (_roadpos modelToWorld [5,5,0]); _rb1 setDir ((direction _roadpos) -360); _rb2 = _list select 2 createVehicle (_roadpos modelToWorld [10,5,0]); _rb2 setDir ((direction _roadpos) -360); _rb3 = _list select 2 createVehicle (_roadpos modelToWorld [-5,5,0]); _rb3 setDir ((direction _roadpos) -360); _rb4 = _list select 2 createVehicle (_roadpos modelToWorld [-10,5,0]); _rb4 setDir ((direction _roadpos) -360); }; // Place Guides if !(_list select 3 == "") then { _s1 = _list select 3 createVehicle (_roadpos2 modelToWorld [-4,0,0]); _s1 setDir ((direction _roadpos) -90); _s2 = _list select 3 createVehicle (_roadpos modelToWorld [-4,4,0]); _s2 setDir ((direction _roadpos) -90); _s3 = _list select 4 createVehicle (_roadpos modelToWorld [3,4,0]); _s3 setDir ((direction _roadpos) -270); _s4 = _list select 4 createVehicle (_roadpos modelToWorld [3,0,0]); _s4 setDir ((direction _roadpos) -270); _s5 = _list select 4 createVehicle (_roadpos modelToWorld [3,-4,0]); _s5 setDir ((direction _roadpos) -270); _s6 = _list select 4 createVehicle (_roadpos modelToWorld [0,-7,0]); _s6 setDir ((direction _roadpos) -180); }; // Place Fortification if !(_list select 5 == "") then { _b1 = _list select 5 createVehicle (_roadpos modelToWorld [10,-6,0]); _b1 setDir ((direction _roadpos) -180); _b2 = _list select 5 createVehicle (_roadpos modelToWorld [-10,-6,0]); _b2 setDir ((direction _roadpos) -180); }; // Place Wire if !(_list select 6 == "") then { _rw1 = _list select 6 createVehicle (_roadpos modelToWorld [10,8,0]); _rw1 setDir ((direction _roadpos) -360); _rw2 = _list select 6 createVehicle (_roadpos modelToWorld [-10,8,0]); _rw2 setDir ((direction _roadpos) -360); }; // Place Weapon if !(_list select 7 == "") then { _sg1 = _list select 7 createVehicle (_roadpos modelToWorld [10,-7,0]); _sg1 setDir ((direction _roadpos) -360); _sg2 = _list select 7 createVehicle (_roadpos modelToWorld [-10,-7,0]); _sg2 setDir ((direction _roadpos) -360); }; _triggeram1 = createTrigger["EmptyDetector",[getPos _roadpos select 0,getPos _roadpos select 1,0]]; _triggeram1 setTriggerArea [150,150,0,false]; _triggeram1 setTriggerActivation ["EAST","NOT PRESENT",false]; _triggeram1 setTriggerTimeout [5,5,5,true]; _triggeram1 setTriggerStatements ["this", "psdelete=true; publicvariable 'psdelete'",""]; waituntil{psdelete}; -
How to Remove all Objects
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Many thanks for the Explanation of private variable and scope , I forgot that and i think that is why i have been having issues elsewhere in my scripts !