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Everything posted by 1para{god-father}
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When i spawn something in i need it to only be destroyed by a Pipebomb so i thought this would work but not :( Can someone please advise how to get this to work Many thanks _spawnname = "GUE_WarfareBUAVterminal" createVehicle _spot2; _spawnname setVehicleInit addEventHandler ["HandleDamage",{(_this select 4) == "PipeBomb"}] processInitCommands;
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setVehicleInit
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just read this, so are they saying do not use the setVehicleInit if not can you let us know how i would do this as not sure after reading that !? How would I attaché a PVEH to my spawn so it can only be destroyed by a pipe bomb @ kylania No not using ace but thanks. -
Addaction and [] call
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry Another MP issue, not sure ill ever get my head around MP! This all works great when testing, but as soon as i put it on my hosted server i get no mission. Civi unit this addAction ["Random Mission!", "getamission.sqf"] getamission.sqf [] call SHK_addmission; in my INI if isserver then { SHK_addmission = { if isserver then { if (count SHK_missions == 0) then { player sideChat "Opps Sorry But I have no Intel for you come back next week"; } else { _this spawn { private "_t1"; if (count _this > 0) then { _t1 = _this select 0; } else { _t1 = SHK_missions select (floor random count SHK_missions); }; SHK_missions = SHK_missions - [_t1]; switch _t1 do { case 0: { nul = [] execVM "missions\1.sqf"; }; case 1: { nul = [] execVM "missions\2.sqf"; }; case 2: { nul = [] execVM "missions\3.sqf"; }; case 3: { nul = [] execVM "missions\4sqf"; }; }; }; }; }; }; private "_selectedmission"; missionCount= 4 ;//paramsarray select 4; _selectedmission = paramsarray select 5; if isserver then { private ["_temp1","_t1"]; _temp1 = [0,1,2,3]; SHK_missions = []; for "_i" from 0 to (missionCount - 1) do { _t1 = _temp1 select (floor random count _temp1); SHK_missions set [_i,_t1]; _temp1 = _temp1 - [_t1]; }; // first task if (_selectedmission < 99) then { [_selectedmission] call SHK_addmission; } else { [] call SHK_addmission; }; }; }; If i place [] call SHK_addmission; in a radio trigger and test on MP it all works great ! So I presume it is something to do with the addaction ? Why o Why can things not be easy :confused: -
Addaction and [] call
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You sir are GREAT !!!!! Works like a dream even the remove action , tested on server and perfect ! :notworthy: -
Addaction and [] call
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
WOW many many thanks Just so I completely understand:- once i change my INI - then CIVI this addAction ["Random Mission!", "getamission.sqf"] getamission.sqf ["new_mission", []] call CBA_fnc_globalEvent; Ill give it a test as soon as i get home :) then work on the remove bit ! -
Addaction and [] call
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ahhh that would be why, as it is on a deli hosted server so no one is getting anything! Yes we all use CBA - so if you could that would be really really great! Basically what I am trying to do is go up to a civi get the action and he give us a new mission, but I do not want him to repeat the same mission again. And take the addaction off for a while to stop generating all the mission at the same time :) mant thanks ! -
Trying to understand a little better! If I have a addaction on a non playable unit i.e civi :- this addAction ["Rescue Him!", "spawnstuff.sqf"] then in spawnstuff.sqf bla blar _spawnScud1 = [_spawnplace, 0, "MAZ_543_SCUD_TK_EP1", EAST] call BIS_fnc_spawnVehicle; blar blar If i am playing on a hosted server, and say I have 15 players would it spawn 15 Scud's or just 1 ? do i need to wrap it with isserver then { my code}; round it all ? Thanks
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Addaction advice
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Many thanks for the explanation and the help -
Static objects - Lagg ???
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If I place a lot of Static Object down on the map , say 3-4 FOB that are very BIG indeed, will this have an big impact of speed of a hosted server , and cause Lag ? I ask because i have a mission and it words great when i test but when i try on a hosted server I get so much lag - so trying to work out if it is all the object i have placed ? the mission.sqm is just over 1.2mb -
Playaction and stop it ?
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am using this for a suspect to make some moves , but how do I stop him fron the playaction ? If i trigger this via a script will All see this action in MP ? _suspect playAction "SceneCommanderTalk"; Ps is theer a list of playAction anywhere ? -
Clay Dogs (Dog Handler & Guard Dogs)
1para{god-father} replied to Clayman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I need to spawn these in can anyone let us know what the class name would be could not find it in the readme Thanks -
Delete Trigger via script
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am creating a trigger as follows:- _triggerpremove = createTrigger["EmptyDetector",[getPos _vehiclpilot1 select 0,getPos _vehiclpilot1 select 1,0]]; _triggerpremove setTriggerArea [390,390,0,false]; _triggerpremove setTriggerActivation ["EAST","PRESENT",true]; _triggerpremove setTriggerTimeout [5,5,5,true]; _triggerpremove setTriggerStatements ["this", "{_x setDammage 1} foreach thisList;",""]; I am then trying to clean up after so would like to delete the trigger, but cannot seem to thought it would be this but did not work ? DeleteVehicle _triggerpremove; Delete -
Delete Trigger via script
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nice to know thanks will give that a try as well! -
Delete Trigger via script
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes it is in the same script , ill double check on spelling just in case then if it should work Thanks -
Remove Addaction then put it back ?
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks to kylania, i am can remove all actions on somone, but what i am trying to do is remove the action but for only a limited time say 10 min then put them back, any idea how I can do that ? It is MP mission btw. Addaction this addAction ["Get Intel","intel1.sqf",["marker1", 5000]] intel1.sqf //blablabla _dummyAction = _object addAction["foo", "foo.sqf"]; while {_action >= 0} do { _object removeAction _action; _action = _action - 1; }; //blabla bla -
Remove Addaction then put it back ?
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Will this way work on Hosted server for MP ? -
Remove Addaction then put it back ?
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@ kylania - many thanks as allways that done the Job -
Addaction and passing info
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Many thanks works great. To stop getting lots of mission , how can i take the Addaction off the ? or better still delay them using it again for say 10 min ? -
Addaction and passing info
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I was running a random mission , via a trigger which works well. nul = ["marker1", 5000] execVM "missions\spawnRandomMissions.sqf"; But now I would like to add this to a civi addaction but not sure how to pass the variable,I thought it would be something like this... but that does not work this addAction ["Get Intel","inform1.sqf","marker1", 5000] inform1.sqf if isserver then { _source = _this select 0; _radius = _this select 1; _mission = switch (floor random(5)) do { // radio tower stuff case 0: {"missions\mission1.sqf"}; // scud launcher stuff case 1: {"missions\mission2.sqf"}; // suicide bomber stuff case 2: {"missions\mission3.sqf"}; // suicide bomber stuff case 3: {"missions\mission4.sqf"}; // suicide bomber stuff case 4: {"missions\mission5.sqf"}; }; _nul = [_source, _radius] execVM _mission; }; -
cannot move at start of mission
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Having an issue with my mission when we start and spawn in a few players cannot move at all they are stuck ? I have the following in my INI. if ((!isServer) && (player != player)) then { waitUntil {player == player}; waitUntil {time > 10}; }; If they kill themself and respawn they then can move fine, Any idea why this happends ? is it something to do with loading stuff up at the beggining of the game ? if so any way round it ? It only happend on hosted server Thanks -
Getpos + some distance
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am setting a marker position but i need to add some distance onto this so it will be way from the _vehicle and in a randon directon as it is a appreox location marker. Not sure how to addthis bit on getPos _vehicle -
Getpos + some distance
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That is nice to know ! Many thanks -
Getpos + some distance
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Many thanks, But this seems to put the marker a very long way infact the other end of the map most of the time? does not matter what i set the _Dist to ? tower.sqf if isserver then { // get starting spot and range _marker = _this select 0; _radius = _this select 1; _pos = getmarkerpos _marker; // Find a good spot for the spawn (open area, not in trees) _exp = "(1 + meadow) * (1 - forest) * (1 - trees)"; _prec = 100; _bestplace = selectBestPlaces [_pos,_radius,_exp,_prec,1]; _spot = _bestplace select 0; _spot2 = _spot select 0; // Create the radar tower _name = "Land_radar_EP1" createVehicle _spot2; // Name it randomly _unitname = format["radar_%1", floor(random 100)]; _name setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; processInitCommands; // Create a marker at the tower. _dist = random 5; _angle = random 359; _marker = createMarker[format["marker%1",_name],getPos _name ]; _marker setMarkerShape "ICON"; _marker setMarkerType "FLAG"; _marker setMarkerText " Radar Tower"; _marker setMarkerSize [.50, .50]; _marker setMarkerPos [(getPos _name select 0) - 0.5 * _dist + (random _dist), (getPos _name select 1) - 0.5 * _dist + (random _dist)]; // Create a trigger at the tower. _trigger = createTrigger["EmptyDetector", getPos _name]; _trigger setTriggerArea[0,0,0,false]; _trigger setTriggerActivation["None","PRESENT",true]; _trigger setTriggerStatements[format["!alive %1",_name], "HINT 'Radar Down'", ""]; }; -
Revive Script
1para{god-father} replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am trying to get a vehicle as my Mobile respawn but i just cannot seem to get it to work. _mobile_type = 0; //array no.60 - set as 0 - for vehicle and 1 for man _mobile_man = medirevive; I ahve placed a vehicle on the map and called it "medirevive" is that correct or am I missing something ? -
How to work out if a x in onboard a heli ?
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I need to know when "Prisoner1" unit is onboard a helicopter ,so I can then move the heli to a wp via script. How do i work out if x in onboard ? waitUntil{Prisoner1 ??? }; thanks