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Everything posted by 1para{god-father}
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spawn enemy by a script
1para{god-father} replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have sent you a PM, let us know if that is what you are after -
Secondary Ops Manager Module Discussion
1para{god-father} replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nope but it should work , ill test it tonight and let you know tomorrow -
Flight medical surgeon script
1para{god-father} replied to Doofy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
LOL i want a ACE version :) -
How to Randomise Game / Tasks to complete
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have 5 markers on my map and at the moment they are 5 tasks to complete before end of game. However what I would like to do is randomise this little but have no idea how. What I am after is as follows:- At start of the game in server settings be able to select how many tasks’ to complete 1-5 before end of the game - it does not matter which order but it would show them tasks. Then it would randomly select any of the 5 tasks to complete once x number of task’s have been completed end game Any idea how I could do this? In my Briefing I have //objective 2 tskobj_2 = player createSimpleTask["Clear Shanbaz"]; tskobj_2 setSimpleTaskDescription ["Take out all enemies located in and around <marker name=shahbaz'>this</marker> tower to complete the objective", "Clear Shahbaz", "Clear Shahbaz]; tskobj_2 setSimpleTaskDestination (getMarkerPos "shahbaz"); In my trigger I have "2" objStatus "DONE"; tskobj_2 setTaskState "SUCCEEDED"; player setCurrentTask tskobj_3 ; obj_2 = true; publicVariable "obj_2"; Any help would be most welcome ! -
BIS Module Improvement Project
1para{god-father} replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Wolffy, Sorry mate I am still looking how to do this , any idea where/ how i can add something to the Vehicle init of spawned cars that CIVI drive in the alice2_traffic.fsm Thanks -
Secondary Ops Manager Module Discussion
1para{god-father} replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is what I use it is somewhere back in this thread ,change anything in the setting you like then ! In yout INI.sqf @ the top [] execVM "init_SOM.sqf"; init_som.sqf //Configure SOM module with custom settings. Must run during the first 2 seconds of a mission. private ["_pool", "_hq", "_callsigns", "_initialDelay", "_autoReinforce", "_secOpSpacing", "_randomActivation", "_secOpDistances", "_settings"]; //List of secops. //Default: ["ambush", "attack_location", "defend_location", "destroy", "escort", "patrol", "rescue", "search", "trap"] _pool = ["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "search", "trap"]; //Enable or disable HQ. //Default: true _hq = true; //Team text, team speech, H.Q. text, H.Q. speech. //Default: ["ALPHA", ["Alpha"], "H.Q.", ["HQ"]] _callsigns = ["Bravo", ["Bravo"], "Zero Alpha", ["Zero Alpha"]]; //Delay in seconds before starting random SecOps selection. Only seems to affect the first secops. //Default: 30 _initialDelay = ((random 300) + 300); //Should an automatic Reinforce be triggered when there are casualties? //Default is true. _autoReinforce = true; //??? Delay between sec ops? //Default: 30 _secOpSpacing = ((random 300) + 300); //??? From 0 to 1. 0 means no secops starting. With 1 they do start. Some kind of chance variable? //Default: 0.7 _randomActivation = 0.4; //Min Max distance of sec ops. //Default: [300, 700] _secOpDistances = [1200, 2000]; _settings = [_pool, _hq, _callsigns, _initialDelay, _autoReinforce, _secOpSpacing, _randomActivation, _secOpDistances]; //BIS_SOM is module name. BIS_SOM setVariable ["settings", _settings]; -
How to Randomise Game / Tasks to complete
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Many Many ways to do that, I use like to use UPSMON. Set up a template i.e make a group place this in leader:- null=[this,"marker_template_area","delete:",150,"template:",1] execvm "scripts\UPSMON.sqf"; Then call them in when you need to via any script i.e spawnmission1.sqf:- if (!isServer) exitWith {}; _upsgrp1 = [1,getmarkerpos "Spawnmarkername",1,["Patrolmarkername","showmarker","spawned","respawn:",5,"delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; Download UPSMON and have a look -
This is probably me but i just cannot get this to work ? I have put the IED area module down and added this:- this setVariable ["reezo_eod_range",[0,1]]; this setVariable ["reezo_eod_probability",1]; this setVariable ["reezo_eod_interval",1]; But i never get any IED's? Also tried the Ambient Module and syn to player but still nothing Anyone got a little test mission i can test ? i have removed all other MODS but still no luck ! I am getting this is my Log if that helps any ? 11:39:46 "STUFF NEAR IED: []" 11:39:46 "reezo_eod_fnc_pressureDetection - IED 1754eaf8# 400700: ied_v3.p3d WAS CHECKED BUT HAS NO v is there a way I can put a Debug on it ?
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A.C.R.E - Advanced Combat Radio Environment - 1.3 Stable - Release Thread
1para{god-father} replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I am using ACE 2 Revive, and wanted to know is there any way that when you are dead and waiting to be revived you can still hear players ? as it is sometimes a very long wait and players sometimes hit respawn when being revived. Found this but not sure what it does really ? ["wounds", true] call acre_api_fnc_toggleAceFeatureCompat; Thanks -
Flight medical surgeon script
1para{god-father} replied to Doofy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If i wanted to use this on say a Med Tent would that be possible ? -
ACE for OA 1.13
1para{god-father} replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If i am using a 113 ambulance or a med tent should I not be able to get a full heal there , do i have to do anything as i am getting no options to heal. Thanks -
Patrol and capture markers [SCRIPT]
1para{god-father} replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am talking about OPFOR can you try this and let us know ! Move OPFOR say 3 man squad and just you - put this in your ini line this allowDamage false;this setcaptive true Then test - when they spawn shoot them all - they will respawn and keep doing it can you let us know if they spawn back more than 2 times ! it is set to 5 times but they never respawn back more than 2 times including the first spawn. You might not have noticed as you have a lot of OPFOR on that test mission so the only way to test is to move you and a small squad away from the rest so you see them spawn. -
Patrol and capture markers [SCRIPT]
1para{god-father} replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hmmmm - did you test by moving a small squad away with yourself shooting them all - then they will respawn , then shooting them again - do they respawn after that ? as I just cannot get them to keep respawning, even in your mission ?! -
Patrol and capture markers [SCRIPT]
1para{god-father} replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hmm very strange as I have all my mods off, and they only respawn back 2 times, can you please double check that they respawn more than 2 times as i cannot get them to spawn more than that ?! Sorry only 1 respawn not two i counted the original spawn so only 1 respawn ! So i am sure it does not work -
Patrol and capture markers [SCRIPT]
1para{god-father} replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I just tested the Demo mission and they only respawn 2 times and I set them to 10 - you sure they respawn more than 2x ? can you upload a mission so i can test it , as i could well be a mod my end ! I have fixed the timer If you still need that , not sure it is the best way but it now works on a dedi ! -
Patrol and capture markers [SCRIPT]
1para{god-father} replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Same here must be the new version as just tested the old verstion and it works, lets hope Demonized is back soon :) -
Simple Hint on Dedi server !
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ahhh that is how i get the Hint to be silent, that one works now , Happy again ! and thanks for the advice ! [nil, nil, rSPAWN, [], { hintSilent "This hint will show up in every connected machine...every 5 seconds..." }] call RE; -
Simple Hint on Dedi server !
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How can i get a Hint to work on a dedi server, I am trying to get a timer to show on each screen, but with no luck This works on Hosted when i test but NOT on Dedi , can someone advise me why this would be ? ///Just test for now//// _who="Test"; _min=5; _sec=30; [nil,nil,rHINT,hint (format["%3 WIN %1:%2",_min,_sec,_who])] call RE; How can i get a hint to work on a dedi box ? -
Simple Hint on Dedi server !
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK thought it had worked but played on Dedi server last night and no timer :( It all works great on Host but still not on a dedi server ! any other suggestions ? -
Stop units randon chatting
1para{god-father} replied to thetrooper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
put this in your INI.sqf { _x setVariable ["BIS_noCoreConversations",true]; } forEach allUnits; -
Simple Hint on Dedi server !
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
NIce one working!!! Happy chappy now !!!! -
Simple Hint on Dedi server !
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK Still having an issue with this it works great on HOST but NOT on DEDI, never thought it would be so hard to get a silent timer working on a dedi. INI if (isNil "MyNetHintSilent") then { MyNetHintSilent = 0; }; "MyNetHintSilent" addPublicVariableEventHandler { hintSilent format ["%1:%2",_min,_sec]; }; if (!isServer) exitWith {}; private ["_t","_min","_sec"]; _t = _this * 60; while {_t > 0 && psholdtimer} do { _min = floor (_t / 60); _sec = floor (_t mod 60); _min = (if (_min <= 9) then {"0"} else {""}) + str _min; _sec = (if (_sec <= 9) then {"0"} else {""}) + str _sec; publicVariable "MyNetHintSilent"; _t = _t - 1; sleep 1; }; -
Simple Hint on Dedi server !
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Now you would have thought it would be that easy! But alas not as soon as I put in the hintSilent it no longer works on the dedi , but it works when I test and host !! What is that all about ?! also "rSPAWN " - what does that mean , and BTW that does not work with or without Hintsilent so not sure that is DEDI compatable. Any other suggestions ? -
Simple Hint on Dedi server !
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yep that cracked it :) Thanks !!! ---------- Post added at 07:49 PM ---------- Previous post was at 06:27 PM ---------- OK Another little issue :) how can I stop the Beep now each time it comes up ? [nil,nil,rHINT,(format["%3 WIN %1:%2",_min,_sec,_who])] call RE; -
Simple Hint on Dedi server !
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK so .... This works on Dedi _str="This is a test"; [nil,nil,rHINT,_str] call RE; This does not work on dedi _var=30; [nil,nil,rSPAWN,hint (format["%1",_var])] call RE; Any idea how I can get numbers to work on the dedi as it is for a countdown timer that i need to show on All clients. ideal run on the server not on each client Thanks