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1para{god-father}

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Everything posted by 1para{god-father}

  1. I would like to have my Base come under attack now and again but only if say 5 players are at base and say 50meters near marker "respawn_west" and have been there for say 10 min then spawn inf in then sleep for a random numer amount of time. Any help would be most welcome ! while {true} do { waituntil {count playableUnits >= 5}; /// not sure hot to have distance to marker and make sure they been @ base for 10 min _distances = [90,120,150] call BIS_fnc_selectRandom; _ang = random 360; _dis = _distances; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _loc = [((getmarkerpos "respawn_west") select 0) + _dx, ((getmarkerpos "respawn_west") select 1) + _dy, 0]; //////spawn in inf _grp1 = [_loc, EAST, (configFile >> "CfgGroups" >> "EAST" >> "INS" >> "Infantry" >> "INS_InfSquad")] call BIS_fnc_spawnGroup; //////make them attack Base//// [_grp1,getmarkerpos "Respawn_west",70,"SAD", "AWARE", "RED","Normal","LINE", "_grp1 spawn CBA_fnc_searchNearby"] call CBA_fnc_addWaypoint; ////wait 1 hour before espawn sleep 3600; };
  2. nice to know that for next time thanks !
  3. That works great, still learning to code as you can see :) The reason I did not use a trigger was because the Respawn point can move so I thought it would be easier to try via script! Again many thanks !
  4. 1para{god-father}

    Addon restrict to player "s1"

    Worked great thanks
  5. 1para{god-father}

    Need help with UPSMON and respawn

    Create a group and place them on the map with a marker named "marker_template" x50x50 then place this in the leaders Ini nul=[this,"marker_template","delete:",150,"template:",1] execvm "scripts\UPSMON.sqf"; This is now your template. So now you can call this template when you like this will spawn in the group @ positionToSpawnIn patrol around marker "marker_name" and respawn 10 times once group is dead _upsgrp1 = [1,positionToSpawnIn,1,["marker_name","spawned","showmarker","delete:",120,"respawn:",10]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; Hope that helps
  6. 1para{god-father}

    Taskmaster 2

    Is there a way to delete Tasks once complete ?
  7. 1para{god-father}

    Trigger area and Civilian

    Will be using the Alice Module just wanted to put down a marker on the map when a civilian is killed, and who killed him.
  8. Sorry could not find an answer is there a way i can detect in a trigger area if a civilan has been killed by bluefor only Thanks
  9. When we play missions there is always someone who kills civilians - so my aim is to try and cut this down. By doing something when this happens i.e. create a task or spawn stuff in etc... Am I correct in saying the only way to detect if someone has killed a civilian is to add an event handler to each civilian, is this possible witn ALICE ? Also how would I make sure that it only happens once in a location i.e. a town marker or trigger area ? Just thought someone might have done something already ?
  10. OK need some help please on the following:- 1) Is there a way I can get a town location as below but also then the second town location (_RandomTownPosition2) must be x amount away from town 1 i.e radius of 1000 must be outside this but find the closest then outside that radius. 2) My way-points do not seem to work is the below WP bit correct ? -- also as this might be some way away do i need to add more way points , if so how would i know where to put them as it is random ? /// get town locations _towns = nearestLocations [getPosATL player, ["NameVillage","NameCity","NameCityCapital"], 25000]; ///start location spawn point _RandomTownPosition1 = position (_towns select (floor (random (count _towns)))); /// convoy end destination _RandomTownPosition2 = position (_towns select (floor (random (count _towns)))); ///spawn vehicle // need to work out how to put them on a road///// _v1 = [_RandomTownPosition1, 001, "Ural_INS", east] call bis_fnc_spawnvehicle; ////add waypoints _wp1 = _v1 addWaypoint [_RandomTownPosition2, 1]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FULL";
  11. 1para{god-father}

    Script Convoy and towns

    I see you are using the following to spawn in the convoy:- [_convoystart,_convoyend,7] call createConvoy; how do you make your own function like that, as i am sure that will save me a lot of time on each mission re writting code? Thanks
  12. Sorry a little confused trying to spawn a truck , then fill it with troops then spawn SUV and add a Civilian call;ed VIP2 into the car then move them both to the Way point. It spawns find but no men in cargo , and the VIP will not get into the SUV. Then only the Truck moves to the Waypoint not both ? Can anyone point me in the correct direction Thanks _side = EAST; _pos = _RandomTownPosition1; _grptank = creategroup EAST; _tankSpawn = [[(_pos) select 0, (_pos select 1)-30,0], 180, "V3S_Open_TK_EP1", _grptank] call BIS_fnc_spawnVehicle; _cargoNum = _tankSpawn emptyPositions "cargo"; if (_cargoNum > 0) then { _fillSlots = round (random _cargoNum); _locGr = _pos findEmptyPosition [10, 100]; sleep .2; if (_locGr select 0 > 0)then { _cargo = [_locGr, _side , _cargoNum,[],[],[],[],[_fillSlots,.5], _dir] call BIS_fnc_spawnGroup; sleep .2; {_x moveInCargo _tankSpawn;} forEach units _cargo; }; }; _suvvip = [[(_pos) select 0, (_pos select 1)- 20, 0], 180, "SUV_TK_EP1", _grptank] call BIS_fnc_spawnVehicle; sleep.2; ////move Civilian into Car he is pre placed called vip2 vip2 moveInCargo _suvvip; ////add waypoints to group _wp1 = _grptank addWaypoint [_RandomTownPosition2, 1]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FULL";
  13. 1para{god-father}

    Script Convoy and towns

    Guys thank you so much , all works great !!
  14. I am creating a Marker with a trigger area around it , but how can I refer to that marker in the trigger using the variable ?, I call this script a few time so need to keep the variables. _id= floor(random 10000); _t = format["s%1",_id]; _m = [_t, _RandomTownPosition, "ELLIPSE", [150, 150], "COLOR:", "Colorred", "TEXT:", _t,"GLOBAL", "PERSIST"] call CBA_fnc_createMarker; _triggeram1 = createTrigger["EmptyDetector",[_RandomTownPosition select 0, _RandomTownPosition select 1,0]]; _triggeram1 setTriggerArea [160,160,0,false]; _triggeram1 setTriggerActivation ["WEST","PRESENT",false]; _triggeram1 setTriggerTimeout [1,1,1,true]; _triggeram1 setTriggerStatements ["this", " _t setMarkerColor 'ColorBlack'; ",""]; OR is that the wrong way to change the color of the CBA marker ?
  15. 1para{god-father}

    Variable in Trigger how ?

    Many thanks that done the job
  16. 1para{god-father}

    How to get Town Locations

    Ohh nice thanks !!
  17. 1para{god-father}

    COOP 20 Takistan Force (OA)

    Hmmm not sure why , I have even tested on standalone with no other Mods running just in case but no joy , results , can you have a look the example and let me know if it works for you if so it must be something on my PC ! Example.. http://www.4shared.com/rar/-Qam4f9i/bon_supplydropDesert_E.html
  18. 1para{god-father}

    A working non addon train

    Very nice indeed !
  19. Instead of placing multiple Object down is there a way to Replicate them , i.e i need a lot of Barb Wire so when I load 1 into a vehicle how can i replicate another on teh ground where i got it from , so save placing lot and lots on the editor ? Thanks
  20. 1para{god-father}

    COOP 20 Takistan Force (OA)

    Any chance you can resolve the Supply Drop as i think the latest patch broke it as nothing comes up now in the list ? thanks
  21. I need to check to see if a marker exists if not create it , how can i check to see if it exists I thought the variable would return NULL is that correct ? is this correct ? //Might be created above but if not create it if (ISNULL _marker )then { Does not exist so create it } else { just add stuff as it exists };
  22. 1para{god-father}

    Check to see if it Exists ISNULL ?

    I am creating a marker as follows:- _marker = createMarker ["sZoneLocal", [(position player select 0), (position player select 1) +1500 , 0]]; But the problem is it might not even get created so _marker will not even exist, so if _marker does not exist what would it return ? or would i just get an error ?
  23. OK having an issue and not sure why? The script spawns in fine (it is just a test so it spawn in the same for now) but it will not assign the Task to the Group ? If i place the Task right after the spawn as below it all works fine , it is like the _grpP does not exist in the 2nd case ,is it something to do with the variable ? do i need to declare it so the 2nd case can use it ? I know it is getting there as i get the Hint works case 0: { closeDialog 0; sZoneLocal = createMarker ["sZoneLocal", [(position player select 0), (position player select 1) +1500 , 0]]; sZoneLocal setMarkerBrushLocal "SOLID"; sZoneLocal setMarkerShapeLocal "ELLIPSE"; sZoneLocal setMarkerColorLocal "ColorGreen"; sZoneLocal setMarkerDirLocal 0; sZoneLocal setMarkerSizeLocal [20,20]; click = 0; _cpPos = markerPos "sZoneLocal"; hint 'click on Map for Enemy Spawn Point'; onMapSingleClick "sZoneLocal setMarkerPosLocal _pos; click = 1"; waitUntil {click == 1}; HINT ""; sleep 5; _grpP = [getmarkerpos "sZoneLocal", EAST, (configFile >> "CfgGroups" >> "EAST" >> "BIS_TK_INS" >> "Infantry" >> "TK_INS_Group")] call BIS_fnc_spawnGroup; /////add task///////// [color="#FF0000"][_grpP, _cpPos, 300, 7, "MOVE", "SAFE", "YELLOW", "NORMAL", "STAG COLUMN", "_grpP spawn CBA_fnc_searchNearby", [5+(random 5),10+(random 5),15+(random 5)]] call CBA_fnc_taskPatrol;[/color] This spawns but will not give the _grpP the task ? if (_sgroup >= 0) then { switch (_selectedgroup) do { ////INF case 0: { closeDialog 0; sZoneLocal = createMarker ["sZoneLocal", [(position player select 0), (position player select 1) +1500 , 0]]; sZoneLocal setMarkerBrushLocal "SOLID"; sZoneLocal setMarkerShapeLocal "ELLIPSE"; sZoneLocal setMarkerColorLocal "ColorGreen"; sZoneLocal setMarkerDirLocal 0; sZoneLocal setMarkerSizeLocal [20,20]; click = 0; _cpPos = markerPos "sZoneLocal"; hint 'click on Map for Enemy Spawn Point'; onMapSingleClick "sZoneLocal setMarkerPosLocal _pos; click = 1"; waitUntil {click == 1}; HINT ""; sleep 5; _grpP = [getmarkerpos "sZoneLocal", EAST, (configFile >> "CfgGroups" >> "EAST" >> "BIS_TK_INS" >> "Infantry" >> "TK_INS_Group")] call BIS_fnc_spawnGroup; }; ///Tek case 1: { closeDialog 0; sZoneLocal = createMarker ["sZoneLocal", [(position player select 0), (position player select 1) +1500 , 0]]; sZoneLocal setMarkerBrushLocal "SOLID"; sZoneLocal setMarkerShapeLocal "ELLIPSE"; sZoneLocal setMarkerColorLocal "ColorGreen"; sZoneLocal setMarkerDirLocal 0; sZoneLocal setMarkerSizeLocal [20,20]; click = 0; _cpPos = markerPos "sZoneLocal"; hint 'click on Map for Enemy Spawn Point'; onMapSingleClick "sZoneLocal setMarkerPosLocal _pos; click = 1"; waitUntil {click == 1}; HINT ""; sleep 5; _grpP = [getmarkerpos "sZoneLocal", EAST, (configFile >> "CfgGroups" >> "EAST" >> "BIS_TK_INS" >> "Infantry" >> "TK_INS_Group")] call BIS_fnc_spawnGroup; }; //ARMOUR case 2: { closeDialog 0; sZoneLocal = createMarker ["sZoneLocal", [(position player select 0), (position player select 1) +1500 , 0]]; sZoneLocal setMarkerBrushLocal "SOLID"; sZoneLocal setMarkerShapeLocal "ELLIPSE"; sZoneLocal setMarkerColorLocal "ColorGreen"; sZoneLocal setMarkerDirLocal 0; sZoneLocal setMarkerSizeLocal [20,20]; click = 0; _cpPos = markerPos "sZoneLocal"; hint 'click on Map for Enemy Spawn Point'; onMapSingleClick "sZoneLocal setMarkerPosLocal _pos; click = 1"; waitUntil {click == 1}; HINT ""; sleep 5; _grpP = [getmarkerpos "sZoneLocal", EAST, (configFile >> "CfgGroups" >> "EAST" >> "BIS_TK_INS" >> "Infantry" >> "TK_INS_Group")] call BIS_fnc_spawnGroup; }; /////AIR case 3: { closeDialog 0; sZoneLocal = createMarker ["sZoneLocal", [(position player select 0), (position player select 1) +1500 , 0]]; sZoneLocal setMarkerBrushLocal "SOLID"; sZoneLocal setMarkerShapeLocal "ELLIPSE"; sZoneLocal setMarkerColorLocal "ColorGreen"; sZoneLocal setMarkerDirLocal 0; sZoneLocal setMarkerSizeLocal [20,20]; _cpPos = markerPos "sZoneLocal"; click = 0; hint 'click on Map for Enemy Spawn Point'; onMapSingleClick "sZoneLocal setMarkerPosLocal _pos; click = 1"; waitUntil {click == 1}; HINT ""; sleep 5; _grpP = [getmarkerpos "sZoneLocal", EAST, (configFile >> "CfgGroups" >> "EAST" >> "BIS_TK_INS" >> "Infantry" >> "TK_INS_Group")] call BIS_fnc_spawnGroup; }; //INF & TEK case 4: { closeDialog 0; sZoneLocal = createMarker ["sZoneLocal", [(position player select 0), (position player select 1) +1500 , 0]]; sZoneLocal setMarkerBrushLocal "SOLID"; sZoneLocal setMarkerShapeLocal "ELLIPSE"; sZoneLocal setMarkerColorLocal "ColorGreen"; sZoneLocal setMarkerDirLocal 0; sZoneLocal setMarkerSizeLocal [20,20]; click = 0; _cpPos = markerPos "sZoneLocal"; hint 'click on Map for Enemy Spawn Point'; onMapSingleClick "sZoneLocal setMarkerPosLocal _pos; click = 1"; waitUntil {click == 1}; HINT ""; sleep 5; _grpP = [getmarkerpos "sZoneLocal", EAST, (configFile >> "CfgGroups" >> "EAST" >> "BIS_TK_INS" >> "Infantry" >> "TK_INS_Group")] call BIS_fnc_spawnGroup; }; }; }; [color="#FF0000"]///////////////////////////NOW DO THE TASK /This get there but does not add the task ////////////////////////////////////////////////[/color] if (_stask >= 0) then { switch (_selectedtask) do { case "Patrol": {[_grpP, _cpPos, 300, 7, "MOVE", "SAFE", "YELLOW", "NORMAL", "STAG COLUMN", "_grpP spawn CBA_fnc_searchNearby", [5+(random 5),10+(random 5),15+(random 5)]] call CBA_fnc_taskPatrol;}; hint format ["Task Type: %1", _selectedtask]; case "Defend": {[_grpP, _cpPos, 200] call CBA_fnc_taskdefend;}; case "Building": {_grpP execvm "PlaceInBuilding.sqf";}; case "Attack": {[_grpP,300,70,"SAD", "AWARE", "RED","Normal","LINE", "_grp spawn CBA_fnc_searchNearby"] call CBA_fnc_addWaypoint;}; case "Hunt": { while {{alive _x} count (units _grpP) >= 1} do { _pos = _hunted call CBA_fnc_getpos; [_grpP,_pos,50,"SAD", "AWARE", "RED","FULL","COLUMN", "_grp spawn CBA_fnc_searchNearby"] call CBA_fnc_addWaypoint; sleep 30 + (random 15); deleteWaypoint [_grpP, 0]; deleteMarkerLocal sZoneLocal; }; }; }; }; sleep 5; Deletemarker "sZoneLocal"; hint "";
  24. Not sure if this is the correct section , have searched but could not locate ?! Is there a tutorial or walk through on how to make a dialog box with a drop down list , never tried before and would liek to know how to make one. Thanks
  25. Does anyone know a way to sort of stress test a mission , for lagg on a Dedi server ? There is nothing worse than starting a mission and getting 1 hour in then get hit with Lagg , So i was wondering the best way to test for this apart from getting 20 players to give up there time to all join in and test ! We played a mission with 8 players the other night all great ,no issues, then had another go with 15 players another night and it started to lagg out really bad ! So is there a way to test a mission for Lagg before playing it ? BTW No idea why it posted 2 threads as i only hit the submit once !
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