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Everything posted by 1para{god-father}
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AA pods stop fire under hight xx
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there a way to get AA pods to just fire if you are over a certain height ? i.e. if under say 80ft do not fire at them. Is this possible Thanks trying to get pilots to fly low ! -
AA pods stop fire under hight xx
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yep that seemed to work thanks to you both !!! If I wanted to add this to a spawned helicopter from scrit would this be correct ? _name setVehicleInit "_null = (vehicle this) spawn { _veh = _this; if (!isServer) exitWith {}; _aaPods = [pod1,pod2,pod3]; _disable = ["TARGET","AUTOTARGET"]; while {(getDammage _veh) < 1 AND !isNull _veh} do { if ((getPos _veh select 2) < 80) then { { _gun = _x; {_gun disableAI _x} foreach _disable; } foreach _aaPods; } else { { _gun = _x; {_gun enableAI _x} foreach _disable; } foreach _aaPods; }; sleep 1; }; };" processInitCommands; -
Reset a Trigger area
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a trigger that I am using , but I need to know if there is a way to reset it after bluefor have left the area so it will trigger again if they come in the trigger area ? Is that possible trigger Bluefor , Present Condition isServer AND "Land" counttype thislist > 0 Act on nul = [] execVM "missions\dubrovka.sqf"; -
AA pods stop fire under hight xx
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just tested this again but still no luck. Named the pods , and placed that in the INIT of the heli and set it to 150 for testing and did not fly above 100 but still the buugges shoot me down -
Reset a Trigger area
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So If I set it to that when does it reset once bluefor leave the area ? -
AA pods stop fire under hight xx
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just tested this and for some reason the AA pods still shoot at me ? have set it to 150 for testing but they shoot me down :( Any idea ? -
Removing dead BIS_fnc_spawnGroup
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am spawning in a group but after they all die i need to remove their bodies and the group , I thought i could just use deletevehicle but that does not work. What is the best way to remove theses dead? _grpradar = [getPos _name, east, _enemyCount] call BIS_fnc_spawnGroup; -
how to addaction to a spawned Object
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks guys -
how to addaction to a spawned Object
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Having an issue putting a add action onto a spawned object just not gettting it , how can I do this ? _random = floor(random 5); _spawnspot = ["point1", "point3", "point3","point4","point5","point6"] select _random; _name = "Notebook" createVehicle getmarkerpos _spawnspot; _name setVehicleInit "radaradd = _name addaction ['Pickup','missionradar.sqf']"; processInitCommands; -
Simple Bomb defusal with keypad
1para{god-father} replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
When you enter the numbers on the pad should they not show up on the pad ? As in the demo they do not show ? -
Simple Bomb defusal with keypad
1para{god-father} replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
that looks cool nice work will give that a go ! -
Random Marker name
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
:j: had a extra "_" in _marker :j: Thanks guys forgot to put scripterror on hence no error LOL -
Random Marker name
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hmmm ill double check now i might have missed something , and ill double check the ":"! Thanks -
Random Marker name
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I did the following but it did not work, am i missing something ? _upsgrp1 = [1,_positionToSpawnIn,1,[_marker1,"spawned","showmarker","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; -
Team Kill punishment [script]
1para{god-father} replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nice work , can this this being used on Domination for sure :) -
waituntil player distance on Dedi
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am running this on a dedi server so Ipresume this will not work ? can i use player ? I need it to work if anyone who is in game goes withing 5m of Vip waituntil {player distance _vip1 < 5}; do the rest... Thanks -
waituntil player distance on Dedi
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Many thanks ill give that a go -
waituntil player distance on Dedi
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok so Player will not work then if not how can i get any player to work on a dedi ? My civ has the addaction, that generate a random mission Not the VIP MyCivAction1=this addAction ["get mission!", "intel.sqf"]; this calls intel.sqf which pick a random mission 1-10.sqf and in one of those mission i spawn in a VIP and if any player goes up to him , this is where i need the Waituntil 1.sqf _grpdummy = createGroup EAST; _vip1 = _grpdummy createUnit ["RU_Functionary1", getMarkerPos "vipcapture", [], 10, ""]; removeAllWeapons _vip1; _vip1 setCaptive true; _vip1 setBehaviour "CARELESS"; //move to position //_vip1 setPos ((position _vip1 nearestObject 115676) buildingPos 14); _vip1 switchMove "AmovPercMstpSsurWnonDnon"; waituntil {player distance _vip1 < 5}; ???? What Can i USE ??? ///do other stuff once any player is near him........................ -
waituntil player distance on Dedi
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well there will be about 25players on this mission and the caller might be on patrol outside or dead and at Base another player might go in to get the VIP , hence I need any player. So should this work on a dedi ? waituntil {player distance _vip1 < 5}; The addaction just gives a random mission. -
waituntil player distance on Dedi
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
But there could be 25 players so if the player who used the addaction might not be there!? would it not work then ? -
waituntil player distance on Dedi
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oppps sorry I mean Dedi server this one will be on ! Well from an addaction on a civi i get a task which will fire this script:- _grpdummy = createGroup EAST; _vip1 = _grpdummy createUnit ["RU_Functionary1", getMarkerPos "vipcapture", [], 10, ""]; removeAllWeapons _vip1; _vip1 setCaptive true; _vip1 setBehaviour "CARELESS"; //move to position //_vip1 setPos ((position _vip1 nearestObject 115676) buildingPos 14); _vip1 switchMove "AmovPercMstpSsurWnonDnon"; waituntil {player distance _vip1 < 5}; ///do other stuff once any player is near him........................ -
AA pods stop fire under hight xx
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just a question is this height worked out on ground level or sea level ?? So if flying over a BIG hill or the AA pod was on a Big hill would that make any difference ? -
AA pods stop fire under hight xx
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OOOO thanks that worked great :) -
Addaction and playsound
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a addaction that runs a script and in that I have the following playsound "blownammo"; This all works great when testing on my PC but when i pop it on a dedi i get no sound ? any idea why ? -
AA pods stop fire under hight xx
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Problem is I have a lot of AA pods - how would i set them to "Never Fire" as you suggested ? Like Demonized solution but i really need other small arms fire to still take pop shots at the pilot ! - It is NOT AI so need some flack :)