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Everything posted by 1para{god-father}
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How to set zoom level on custom map displayed with cutRsc?
1para{god-father} replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Any chance you can post how you got this working etc.. as would like to also use the map on the bottom right ! Thanks -
BIS_fnc_spawnGroup
1para{god-father} replied to Koni's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
it is all here .. http://community.bistudio.com/wiki/BIS_fnc_spawnGroup Spawn a TK Militia Medic and Soldier at aPos facing south: [getPos aPos, EAST, ["TK_INS_Bonesetter_EP1", "TK_INS_Soldier_2_EP1"],[],[],[],[],[],180] call BIS_fnc_spawnGroup -
FSM Support Systems
1para{god-father} replied to Desrat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK cool.. thanks Would be good to limit it to certain players but if they use it in MP then Team leaders can shout at them –LOL One thing that would be really assume would be to give it a Random placement , because if you click drop ammo box and put the x you know 100% it will be there why not have a random area around the drop zone it could land ? same with ARTY but a smaller random % if you get what I mean ? I use this to spawn enemy in that give it a more random placement _dis = 120; // disctance from marker _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getpos _markerspot) select 0) + _dx, ((getpos _markerspot) select 1) + _dy, 0]; forgot to say Great script thanks ! -
FSM Support Systems
1para{god-father} replied to Desrat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nice one will download now and have a go , can this be made available to more than just 1 player in MP ? i.e 2 Squad leaders s1, s2 only Looks like it should be fun ! -
Removing marker on map
1para{god-father} replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can set it to Veteran mode that will do the Job or in the server change the profile:- class Regular { class Flags { 3rdPersonView = 1; armor = 1; autoAim = 0; autoGuideAT = 1; autoSpot = 1; cameraShake = 1; clockIndicator = 1; deathMessages = 1; enemyTag = 0; friendlyTag = 1; --- - change this to 0 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 = 0.7; precisionEnemy = 0.5; }; -
After some help please, have just moved to a new Hosting company and they are running it on Linux, my problem is that I cannot find a .RPT file on the hosted server, have looked everywhere as I am trying to write back to it with some data i generate during a mission. Have spoken to the hosting company and they say as it is Linux it writes to the .log file but have check that and I get nothing there - always worked on previous hosting on windows ! Anyone have any idea if there should be one or how to generate one !
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Lost .RPT file !!
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK spoke to the Hosting company and they say they never generate a .rpt file - but they have now managed to get it to send it all to a .log file , not sure how they done it but it seems to work. Anyway have the data I need in now in the.log file now so all good , thanks guys very strange ! -
Lost .RPT file !!
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks still no joy it must just be a linux thing no .rpt file :( -
Lost .RPT file !!
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well thanks for that ! I have searched ALL files and there is no .RPT on the server hence my question. should there be a .RPT file on a linux server? -
OK after some help please, I have an idea but just do not know how to do it ! Via script I have spawned 3 repair trucks in at my FOB and I have to get them to a location on the map to end the task , this is fine but i need to try and make it more intersting. What I would like is that if a repair truck stops for more than 20 seconds or there is a big gap between the truck - spawn some enemy behind the trucks to try and get them to engage. or if easier spawn another vehicle in that needs to follow the convoy and if that leaves a big gap then spawn enemy in ? Is this possible and how would i do this via script ?
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A non ace version would be most welcome :)
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Simple Bomb defusal with keypad
1para{god-father} replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
but it all works when i test it on my PC as is - it just does not work when i test it on our hosted server !? -
Simple Bomb defusal with keypad
1para{god-father} replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK I really need some help here, I have this all working it spawns the suitcase and i get the defuse etc.. the only bit that DOES NOT WORK is the explosion ! ( This is on a Hosted server that it does not work ) - if I test in MP myself it all works ? I get the defuse and then the title text and the Hint on screen - but for some reason I do not get the explosion ? so the line _bombexplode = "Bo_GBU12_LGB" createVehicle (position Cheget); Any ideas why it would not work on a hosted server ?????????????????:confused: missionIED.sqf //////////////IED misssion from //////////////////////////////////////// ["remove_action3", []] call CBA_fnc_globalEvent; if (!isServer) exitWith {}; deletevehicle Cheget; [nil,nil,rHINT,"We have some Intel on another bomb location, you are to try and defuse the Bomb and stop collateral damage"] call RE; waituntil { !isNil "BIS_fnc_init" }; _random = floor(random 5); _spawnspot = ["boom1", "boom2", "boom3","boom4","boom5"] select _random; Cheget = "Suitcase" createVehicle getmarkerpos _spawnspot; Cheget setVehicleInit "defuseaction = this addaction [""Defuse"", ""DefuseAction.sqf""]"; processInitCommands; _marker = createMarker[format["marker%1",Cheget],getmarkerpos _spawnspot ]; _marker setMarkerShape "ICON"; _marker setMarkerType "FLAG"; _marker setMarkerText "Bomb Location"; _marker setMarkerSize [.50, .50]; private ["_code", "_inputcode", "_DEFUSED"]; _code = _this select 0; _inputcode = _this select 1; // compare arrays to see if code matches _DEFUSED = [_code, _inputcode] call BIS_fnc_areEqual; if (_DEFUSED) then { titletext ["BOMB DEFUSED", "PLAIN DOWN"]; terminate BombTimerScript; Cheget removeaction defuseaction; sleep.5; HINT " NO BOOM"; deletevehicle Cheget; }; if (!_DEFUSED) then { titletext ["BOMB ARMED in 8 SECONDS", "PLAIN DOWN"]; sleep 5; HINT "BOOM"; _bombexplode = "Bo_GBU12_LGB" createVehicle (position Cheget); terminate BombTimerScript; sleep.5; deletevehicle Cheget; }; CODEINPUT = []; -
Stop 3rd Person View ?
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there a way to set Pilots or Helicopters to not allow 3rd person view ? Thanks -
Game Servers
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA - QUESTIONS & ANSWERS
thanks will give them a lookup now :) -
Addaction for MP and trigger
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Many thanks for the timer part , will try and get the rest to work as well now :) -
Addaction for MP and trigger
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok really need some help with Addaction and getting it to work in MP, This is what I have so far it all works great but when i put it on a dedi server I am having issues , it seems that the person who uses the Addaction , seems to be the only one who can get the timer and set off the IED. I am trying to get it so anyone who sets off the trigger gets the timers and can defuse / setoff the IED Any help advice would be most welcome.... init intelstart= false; publicvariable "intelstart"; Trigger In editor // to try and get it so it will activate for anyone Con: intelstart Act: Null = [] execVM "intelIED.sqf" Addaction:- MyCivAction1=this addAction ["Get IED", "starintelIED.sqf"] starintelIED.sqf: // so it is not just local now ?! intel1start= True; publicvariable "intel1start"; intelIED.sqf //////////////IED misssion//////////////////////////////////////////////////// if (!isServer) exitWith {}; // just run on server now deletevehicle Cheget; // just incase it is still on map ["remove_action3", []] call CBA_fnc_globalEvent; // remove Addaction [nil,nil,rHINT,"We have some Intel on another bomb location, you are to try and defuse the Bomb and stop collateral damage"] call RE; waituntil { !isNil "BIS_fnc_init" }; [nil,nil,rPlaysound,"dropbox"] call RE; _random = floor(random 5); _spawnspot = ["boom1", "boom2", "boom3","boom4","boom5","boom6","boom7","boom8","boom9","convoywp10_a"] select _random; //get random location from markers Cheget = "Suitcase" createVehicle getmarkerpos _spawnspot; Cheget setVehicleInit "defuseaction = this addaction [""Defuse"", ""DefuseAction.sqf""]"; processInitCommands; //Create Marker _marker = createMarker[format["marker%1",Cheget],getmarkerpos _spawnspot ]; _marker setMarkerShape "ICON"; _marker setMarkerType "FLAG"; _marker setMarkerText "Bomb Location"; _marker setMarkerSize [.50, .50]; //Create Trigger to start _triggeram1 = createTrigger["EmptyDetector",[getmarkerpos _spawnspot select 0,getmarkerpos _spawnspot select 1,0]]; _triggeram1 setTriggerArea [20,20,0,false]; _triggeram1 setTriggerActivation ["WEST","PRESENT",true]; _triggeram1 setTriggerTimeout [5,5,5,true]; _triggeram1 setTriggerStatements ["this", "BombTimerScript = [this, 25] execVM 'BombTimer.sqf';",""]; /////ctreate OPFOR////////////////// _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getpos Cheget) select 0) + _dx, ((getpos Cheget) select 1) + _dy, 0]; _armourgrp1 = [_positionToSpawnIn, east,["Offroad_DSHKM_INS", "BTR90","BTR90","BTR90"],[[-3,-3], [3,3], [0,0], [3,-3]]] call BIS_fnc_spawnGroup; Sleep .5; [_armourgrp1, getPos cheget, 380] call bis_fnc_taskPatrol; // Initialize Functions waitUntil{!(isNil "BIS_fnc_init")}; waitUntil{!(isNil "BIS_MPF_InitDone")}; // If you only wanted one of the two markers to get guys use this line. // How many enemies in each group. _enemyCount = 10 ;//_this select 0; // Spawn the first group and have them attack. _grprIED = [getPos Cheget, east, _enemyCount] call BIS_fnc_spawnGroup; [_grprIED, getPos cheget, 180] call bis_fnc_taskPatrol; waituntil{!alive Cheget}; ["add_action3", []] call CBA_fnc_globalEvent; [nil,nil,rHINT,"Well done come back for more intel when you have time "] call RE; Deletemarker _marker; deletevehicle _triggeram1; deletevehicle Cheget; _grprIED spawn { _units = units _this; waitUntil {sleep 300; ({alive _x} count _units) == 0}; {deleteVehicle _x} foreach _units; deleteGroup _this; {deletevehicle _x;} foreach crew _armourgrp1; deletevehicle _armourgrp1; Bombtimer: private ["_bomb", "_timer"]; _bomb = _this select 0; _timer = _this select 1; waitUntil {_timer = _timer - 1; sleep 1; hintsilent format ["Time: %1", _timer]; _timer < 0 || DEFUSED}; if (_timer < 0) then { _blast = "Bo_GBU12_LGB" createVehicle (position Cheget); Cheget removeaction defuseaction; deletevehicle Cheget; }; -
Addaction for MP and trigger
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Opppss that is just a type o , as the trigger does fire. But like i said only the player who uses the addaction is able to see the timer and get the defuse etc.. -
I am generating a random marker name but then I need to use this for other stuff an example UPSMON so I need to find the name of the marker so i can then use it later. Anyone suggest the best way , or a diffrent way of doing it ? _marker1 = createMarker format["marker_%1", floor(random 100)],getPos _vehicname ]; _marker1 setmarkershape "ELLIPSE"; _marker1setmarkersize [200,200]; _upsgrp1 = [1,_positionToSpawnIn,1,["markername ??????? how would i find this out ????","spawned","showmarker","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF";
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Custom Composition - Detect Not Alive
1para{god-father} replied to SD_BOB's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am using that in a script, Ill send you a demo if you want ? -
Custom Composition - Detect Not Alive
1para{god-father} replied to SD_BOB's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This worked for me so hopefully it will help you http://forums.bistudio.com/showthread.php?t=123005 -
Simple Bomb defusal with keypad
1para{god-father} replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, Who thought it would be sooo hard to do this through addaction ...LOL If someone could kindly help me,a demo mission or script change that would be really appreciated. I need to try and get this to work through addaction on a Laptop that generates a random IED that would work on a dedi server. so anyone could defuse the Device Bascicaly it will be like a side mission. -
Simple Bomb defusal with keypad
1para{god-father} replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, Sorry I might not have been to clear. Whoever uses the addaction to generate the Intel mission , it looks like they are the only one who can see the timer once in range no one elses, also it seems that they are the only one who can defuse or trigger the IED, once it blows eveyone can see the explosion fione , but if someone goes upto the device and tries to defuse it dose not blow. So it looks like only the person who uses the addaction seems to see the Timer and activate the IED. ? -
Simple Bomb defusal with keypad
1para{god-father} replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Any help with getting this to work on a dedi would be most helpful, it all works great when I host and I go upto the device, but if anyone else goes up to the device they get the Defuse action but and it seems to work but they never get the timer , nor any explosion etc.. Is it because it is run from the addaction so it is local to who activates it ? Add action onto Laptop MyCivAction=this addAction ["Phone HQ","intel.sqf"] Intel.sqf //////////////IED misssion from FOB/////////// deletevehicle Cheget; // delete just in case it is still on map ["remove_action", []] call CBA_fnc_globalEvent; // remove the add action from the Laptop [nil,nil,rHINT,"We have some Intel on another bomb location, you are to try and defuse the Bomb and stop collateral damage"] call RE; waituntil { !isNil "BIS_fnc_init" }; //[nil,nil,rPlaysound,"dropbox"] call RE; ////get a random Marker _random = floor(random 5); _spawnspot = ["boom1", "boom2", "boom3","boom4","boom5","boom6","boom7","boom8","boom9","convoywp10_a"] select _random; Cheget = "Suitcase" createVehicle getmarkerpos _spawnspot; //add the defuse addation on the case Cheget setVehicleInit "defuseaction = this addaction [""Defuse"", ""DefuseAction.sqf""]"; processInitCommands; //Create marker location _marker = createMarker[format["marker%1",Cheget],getmarkerpos _spawnspot ]; _marker setMarkerShape "ICON"; _marker setMarkerType "FLAG"; _marker setMarkerText "Bomb Location"; _marker setMarkerSize [.50, .50]; ///create trigger to activate timer _triggeram1 = createTrigger["EmptyDetector",[getmarkerpos _spawnspot select 0,getmarkerpos _spawnspot select 1,0]]; _triggeram1 setTriggerArea [30,30,0,false]; _triggeram1 setTriggerActivation ["WEST","PRESENT",true]; _triggeram1 setTriggerTimeout [5,5,5,true]; _triggeram1 setTriggerStatements ["this", "BombTimerScript = [this, 25] execVM 'BombTimer.sqf';",""]; waitUntil{!(isNil "BIS_fnc_init")}; waitUntil{!(isNil "BIS_MPF_InitDone")}; ////Create Enemy////////////////// _dis = 80; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getpos Cheget) select 0) + _dx, ((getpos Cheget) select 1) + _dy, 0]; _armourgrp1 = [_positionToSpawnIn, east,["Offroad_DSHKM_INS", "BTR90","BTR90","BTR90"],[[-3,-3], [3,3], [0,0], [3,-3]]] call BIS_fnc_spawnGroup; Sleep .5; [_armourgrp1, getPos cheget, 150] call bis_fnc_taskPatrol; // How many enemies in each group. _enemyCount = 10 ; // Spawn the first group and have them patrol _grprIED = [getPos Cheget, east, _enemyCount] call BIS_fnc_spawnGroup; [_grprIED, getPos cheget, 150] call bis_fnc_taskPatrol; waituntil{!alive Cheget}; ["add_action", []] call CBA_fnc_globalEvent; /// add action back to laptop [nil,nil,rHINT,"Well done come back for more intel when you have time "] call RE; ///Clean Up///////////////////// Deletemarker _marker; deletevehicle _triggeram1; deletevehicle Cheget; _grprIED spawn { _units = units _this; waitUntil {sleep 300; ({alive _x} count _units) == 0}; {deleteVehicle _x} foreach _units; deleteGroup _this; {deletevehicle _x;} foreach crew _armourgrp1; deletevehicle _armourgrp1; -
Simple Bomb defusal with keypad
1para{god-father} replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Anyway to get this MP compatible ?