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1para{god-father}

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Everything posted by 1para{god-father}

  1. 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;
  2. 1para{god-father}

    setVehicleInit

    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.
  3. 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:
  4. 1para{god-father}

    Addaction and [] call

    You sir are GREAT !!!!! Works like a dream even the remove action , tested on server and perfect ! :notworthy:
  5. 1para{god-father}

    Addaction and [] call

    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 !
  6. 1para{god-father}

    Addaction and [] call

    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 !
  7. 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
  8. 1para{god-father}

    Addaction advice

    Many thanks for the explanation and the help
  9. 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
  10. 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 ?
  11. 1para{god-father}

    Clay Dogs (Dog Handler & Guard Dogs)

    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
  12. 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
  13. 1para{god-father}

    Delete Trigger via script

    Nice to know thanks will give that a try as well!
  14. 1para{god-father}

    Delete Trigger via script

    Yes it is in the same script , ill double check on spelling just in case then if it should work Thanks
  15. 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
  16. 1para{god-father}

    Remove Addaction then put it back ?

    Will this way work on Hosted server for MP ?
  17. 1para{god-father}

    Remove Addaction then put it back ?

    @ kylania - many thanks as allways that done the Job
  18. 1para{god-father}

    Addaction and passing info

    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 ?
  19. 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; };
  20. 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
  21. 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
  22. 1para{god-father}

    Getpos + some distance

    That is nice to know ! Many thanks
  23. 1para{god-father}

    Getpos + some distance

    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'", ""]; };
  24. 1para{god-father}

    Revive Script

    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 ?
  25. 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
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