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1para{god-father}

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Everything posted by 1para{god-father}

  1. Yes just make a .sqf and put this in:- spawnexample.sqf if isserver then { _armourgrp1 = [getpos Spawn1, EAST,["BMP3", "BMP3"],[[-3,-3], [3,3]]] call BIS_fnc_spawnGroup; [(units _armourgrp1) select 0, "marker_armour","spawned","delete:",120] execVM "scripts\upsmon.sqf"; }; On trigger set activation to whatever you like on act put this null = [] execVM "spawnexample.sqf" that should do the trick
  2. 1para{god-father}

    Revive Script

    Make sure you have all the markers down "Respawn_west", "boot_hill", "center" etc.. on the map And you have named you men i.e s1, s2 ,s3 then in revive_init.sqf NORRN_player_units = [s1,s2,s3,s4,s5,s6,s7,s8,s9,s10,s11,s12,s13,s14,s15,s16,s17,s18,s19,s20]; You must be just missing something like that !
  3. 1para{god-father}

    Civilian kill Counter

    LOL - cannot see any changes that should not work. I use this one all the time never had an issue so try this one and see - it is set to WEST not RESISTANCE as you one is ////////////////////////CIVI LIMIT//////////////////////////////////// SHK_DeadCivilianCount = 0; SHK_DeadCivilianLimit = 25; /// paramsarray select 2; SHK_EndMission = false; [] spawn { waituntil {SHK_EndMission}; cuttext ["Game over. Unfortunately, you killed too many civilians.","PLAIN",2]; sleep 10; endmission "END2"; }; SHK_fnc_deadCivilians = { hintsilent format ["Civilians dead: %1",_this]; if (_this >= SHK_DeadCivilianLimit) then { SHK_EndMission = true; publicvariable "SHK_EndMission"; }; }; SHK_eh_killed = { private "_side"; _side = side (_this select 1); if (_side == WEST) then { SHK_DeadCivilianCount = SHK_DeadCivilianCount + 1; publicvariable "SHK_DeadCivilianCount"; if isdedicated then { if (_this >= SHK_DeadCivilianLimit) then { SHK_EndMission = true; publicvariable "SHK_EndMission"; }; } else { SHK_DeadCivilianCount call SHK_fnc_deadCivilians; }; }; }; if isserver then { { if (side _x == Civilian && _x iskindof "Man") then { _x addEventHandler ["killed", SHK_eh_killed]; }; } foreach allunits; } else { "SHK_DeadCivilianCount" addpublicvariableeventhandler { (_this select 1) call SHK_fnc_deadCivilians }; }; [] spawn { waituntil {!isnil "BIS_alice_mainscope"}; waituntil {!isnil "bis_fnc_variablespaceadd"}; [bIS_alice_mainscope,"ALICE_civilianinit",[{_this addEventHandler ["killed", SHK_eh_killed]}]] call bis_fnc_variablespaceadd; };
  4. This should do the trick :- it will spawn @ spawn1 then place a marker whatever size called marker_armour and it will drive to that marker then patrol around it _armourgrp1 = [getpos Spawn1, EAST,["BMP3", "BMP3"],[[-3,-3], [3,3]]] call BIS_fnc_spawnGroup; [(units _armourgrp1) select 0, "marker_armour","spawned","delete:",120] execVM "scripts\upsmon.sqf";
  5. 1para{god-father}

    ASR AI Skills

    OK ill give that a go , Do i need to add in the classname for Insurgents into the userconfig or are they already in there by default ? and if so what level are they as i could not find them in there. Thanks
  6. 1para{god-father}

    ASR AI Skills

    I am still having a issue with AI being Aim-bots - I have set it to Regular and set the server to below to test skillEnemy=0.6; precisionEnemy=0.1; But they still shoot me within 2 bullets in the head ! I am using ACE and also UPSMON - but i believe UPSMON would not have any effect on skill etc.. I really would like to dumb them down a lot as it is for a training mission and would like a lot of bullet flying around they are OPFOR insurgents - if that make any difference ?
  7. 1para{god-father}

    ASR AI Skills

    Many thanks ill give it a go now , do i need to add anything into the INI of the mission or just run the MOD on the server ? Thanks
  8. 1para{god-father}

    ASR AI Skills

    No playing in regular on Dedi box with UPSMON but as far as I am aware and been informed UPSMON does not use any Skill settings, so I was hoping this mod would solve my issue. using the below settings AI are so acurate they just head shot evey shot they never miss ! I am NOT running this MOD at the moment , so will it reduce their accuracy if I run this on the server ? This is what I have on the Dedi atm:- 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=0.6; precisionEnemy=0.1; };
  9. 1para{god-father}

    ASR AI Skills

    Sorry never used this before, what i am after is to try and Dumb down AI skills as they seem to be very very good indeed! I have even set the server to this:- skillEnemy=0.7; precisionEnemy=0.2; But they still seem to kill you miles away and are so accurate, will using this MOD help at all in reducing their precision , if not any solution , as i want bullets to fly around you so fired fights last a lot longer. Many thanks
  10. 1para{god-father}

    ASR AI Skills

    I would like to use this in a mission on a DEDI server , would I need all Clients to also have MOD installed ? or can it just be run on the server? Thanks
  11. WOW Looking forward to the next update some nice features there !
  12. Had a great mission last night using this script very easy and fast to set up a new mission ! Is there way to use Helicopters , so that they will land near the Patrol area and then capture hold the zone and then move off to the next just like vehicles ?
  13. Worked like a charm ! Many thanks !
  14. Great release, and thanks for all your work on this! Just a suggestion or tweak if possible? Say I have 3 Zones and have preplaced some OPFOR in those zones at the start hiding in buildings or what ever It will turn red at the start of the mission which is correct but then the countdown timer will also start. I do not want the timer to start until at least one of those zones have been re captured by Bluefor. If you get my meaning? i.e OPFOR have all 3 zones at start Bluefor captures one zone so then if OPFOR recapture that one back and they then have all zones the countdown timer should start and blufor have to recapture a zone before it runs out. otherwoise it is a mad rush to get a zone at the start of a mission. Is that possible ? hope that makes sence :)
  15. Great Script , is there a way to take away the ACRE radio requirement to call Medic heli ? as We do not use ACRE Thanks
  16. I have a Linux Dedi server and I cannot seem to get ACE to work on it , I have all other MODS working on the server but not ace - all i am doing is making sure it is all lower case then FTP my local version of ACE to the server , is that correct do i need to do anything else to get ACE to work ( i have CBA already running on server)? do i need to upload Userconfig as well ? Thanks
  17. Soooooooooooooooooo coooooooooooooollllllllll Many thanks works like a dream, makes setting up a quick mission very easy for sure now !
  18. Works great now !!! I have been playing with the End Mission script , and really wanted a timer to show on screen with a countdown say 10min when all are captured , so if it reaches 0 and they still have all zones it will end game , if they recapture a zone it stops the countdown and wait until they are all captured again But it is over my head so would there be any change you could help on this as well ? My countdown timer i use / but for some reason it does not show on all clients well it does sometimes :) // Usage: nul = 10 execvm "timer.sqf" //psholdtimer = set to true / false as needed 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; hintsilent format["%1:%2",_min,_sec]; _t = _t - 1; sleep 1; }; hintsilent "";
  19. Just started to use this and love it , as always keep up the great work. Will you be updating the Auto Trigger for MP at some point ? Also would it be possible to have it so when ALL zones are captured by Bluefor or OPFOR a message will popup or you can end mission ? Cheers ************edit************ Found a little issue but not sure why ?! If you place a few Objects in one of the trigger zones i.e bunkers walls etc.. it changes red for some reason even when no OPFOR are near the zone ? any idea why that would happen as i do not understand that ? cond count thisList != 0 AND ( ({side _x == west} count thisList) == 0 OR ({side _x == east} count thisList) == 0 ) init if ( ({side _x == west} count thisList) != 0 ) then {"townMarker1" setMarkerColor "colorBlue"} else {"townMarker1" setMarkerColor "colorRed"};
  20. Can anyone please let me know why this will not spawn ? Am I missing something ? i have the marker placed on the map but it will not spawn the Composition in ? _newComp = [getmarkerpos "MissionAO2","Firebase1_RU"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"));
  21. 1para{god-father}

    Move Marker

    I am using the following at the moment:- _markertsk=task1; _marker1 = ["MissionAO",getpos _markertsk,"PERSIST"] call CBA_fnc_createMarker; _markertsk=task2; _marker2 = ["MissionAO",getpos _markertsk,"PERSIST"] call CBA_fnc_createMarker; I am moving "MissionAO " marker around when i start a new task which works great and works for JIP as well. however I need a mission that does not use CBA any idea or suggestion on the best way ?
  22. 1para{god-father}

    Move Marker

    Many thanks Mikie Boy that worded a treat ! Never will have a problem with JIP and markers again!!!!
  23. Does UPSMON use the skill setting of the server ? I really am trying to find a way to dumb down there shooting skills , any suggestions ? I have changed the server nut they still seem to shoot a AK from 1K away and get a head shot :( - I also have set the skill level in the Template to near min as well skillEnemy=0.20000001; precisionEnemy=0.10000001;
  24. I am getting this error anyone have any Idea's ? Error in expression <grp,_CivType,_SpawnPos];}; _unit = _grp createUnit [_CivType, _Pos, [], 100, "NO> Error position: <createUnit [_CivType, _Pos, [], 100, "NO> Error 0 elements provided, 3 expected
  25. 1para{god-father}

    SLP_Spawing script

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