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Everything posted by 1para{god-father}
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Waituntill and Player
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, Basically I just need it to activate once any member of the team are within distance, it is a bomb that will go off, but i do not want 25 bombs ! Would this work then ? if (isServer) then { _grpdummy = createGroup EAST; _vip1 = _grpdummy createUnit ["RU_Functionary1", getMarkerPos "task6spawn", [], 10, ""]; removeAllWeapons _vip1; _vip1 setCaptive true; _vip1 setBehaviour "CARELESS"; _vip1 setPos ((position _vip1 nearestObject 115676) buildingPos 14); _vip1 switchMove "AmovPercMstpSsurWnonDnon"; waituntil {player distance _vip1 < 20}; sleep .5; [nil, nil, rHINT, "HAHAHA you will not take me alive I have triggered the device you have 15 sec."] call RE; sleep 15; _boom = "Bo_GBU12_LGB" createVehicle ((position _vip1 nearestObject 115676) buildingPos 14); ["Task6","succeeded"] call SHK_Taskmaster_upd; }; -
Spawn Helicopter with VIP
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK I have created a helicopter and then put my VIP in as cargo in my script so far but now stuck. How can I make it fly to a WP and land and the VIP gets out and walks to a WP ? Sorry I have this all working in editor , but trying to get this working in a script -
BIS_fnc_spawnGroup issue
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi demonized, I get an error when i try your code this is in the rpt:- Error in expression <t 2; _offset = _offset + 10; if (_grp == "none") then { _grp = _grp1; } else {> Error position: <== "none") then { _grp = _grp1; } else {> Error Generic error in expression -
Some advise on clearing map / Lag
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok guys have a issue with game lag , and no idea why. I have about 20ish players on a dedi server, when we start the mission it has no lag what so ever. I spawn group in and am using UPSMON , and have about 6 tasks - so once task 1 is resolved i spawn in the nest task groups. The issue is that about 1 hour into the game we start to get lag , i am using "delete:",200 in UPSMON to clear up the dead , and also have the garbage collector function on , to clear up any that if have put in the editor. Any idea why I would be getting lag later on in a game, I can only put it down to the map not cleaning up? But it should be! This seems to happen top all my missions Any suggestions how to resolve this -
Some advise on clearing map / Lag
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, So i could use a trigger around the area and when i leave activate it with something like:- Trigger name :- clean_task1 500x500 {deletevehicle _x} foreach (list clean_task1); That should then delete eveything in the area ? -
Some advise on clearing map / Lag
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes that could be the case, If say i spawn a group using BIS_fnc_spawnGroup how would i make sure they are deleted after they are all dead ? Also would it help if i delete old trigger that are not needed anymore ? -
Spawn a single man in a tower
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a snipper placed on the map :- this setPos ((position this nearestObject 126466) buildingPos 2) Is there a way I can spawn him in via script to that location ? -
Spawn a single man in a tower
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks that sone the Job ! -
Some advise on clearing map / Lag
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks guys, They all delete no problem when using UPSMON so UPSMON is not the issue, yes I do spawn other groups in using the BIS_fnc_spawnGroup , but they should be cleared up by the Garbage collector ? It just seems the longer we play the more lag we get, sometimes we have to stop reset the game and activate the last task and it runs great again. We do not really have too many JIP will have a look at the server log to see if I can see anything -
Remove Greeting Dialogue
1para{god-father} replied to Funkman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
just put this in your INI.sqf file { _x setVariable ["BIS_noCoreConversations",true]; } forEach allUnits; -
Editor based AI spawn script by trigger
1para{god-father} replied to Murklor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK guys this Does work so to use this script with UPSMON:- nul = [this,"triggertname","once", 1, 1, "nul=[this,'marker_mame','showmarker','delete:',200] execVM 'scripts\UPSMON.sqf''] execVM "murk_spawn.sqf"; UPSMON must be between " " not ' ' :) ---------- Post added at 09:46 AM ---------- Previous post was at 09:44 AM ---------- Found a little issue you might want to look at this does not work on Qom province ! For some reason they go to there set WP then wait for 5 sec then the all run to the bottom left corner of the MAP ! ? -
BIS_fnc_spawnGroup issue
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ahhh nice one that done the trick cheers as allways Demonized -
Iranian Forces Mod
1para{god-father} replied to yort's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
is there a list of the class names anywhere ? -
How to script Manned AA pods
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Many thanks -
How to script Manned AA pods
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Guys, I am spawning in a AA site and i thought it would be manned, how can i get it manned? if (isServer) then { _aasite = createVehicle ["Stinger_Pod", getMarkerPos "marker_aa", [], 0, "NONE"]; }; thanks -
Inserted by Helicopter - JIP issue
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK did have a look on the search but could not find anything! On a mission that will be COOP i would like to be inserted by Helicopter , so at the start I put them all in the Helicopter and we insert - all ok so far , then the heli RTB (am I delete it) My issue is with JIP – as I always get a player turning up late, how can I deal with this,? I would still like him to come in on heli if possible, if not start at the LZ. Any help would be appreciated Thanks -
Change time 1/2 way through game ?
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a COOP mission on a dedi server and I start it at night time, but when we complete the first task I need it to them go to Day time. I sure I have seen this somewhere but cannot find it on search. But i need everyone including any JOIP to be on the same time, is this possible ? Many thanks I think i found it , but will this work for JIP ? will this cause any lag issue ? movetime.sqf while {true; } do { setDate [2011, 6, 15, 12, 00]; sleep 5; }; -
LOCK vehicles when using BIS_fnc_spawnGroup
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Many thanks and thanks for the explanation that helped me to understand! -
LOCK vehicles when using BIS_fnc_spawnGroup
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Guys, I am using the following to spawn some armour in , but not sure how I can lock the vehicles ? _grp1 = [getMarkerPos "taskarmour1", east,["T72_MOL", "BMP2_MOL","ibr_T55"]] call BIS_fnc_spawnGroup; Can somone please let me know how I can lock them all Thanks -
LOCK vehicles when using BIS_fnc_spawnGroup
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the reply but having a problem , I now get nothing if i add that to the end ? armour1.sqf _grp2 = [getMarkerPos "taskarmour2a", east,["T72_MOL", "BMP2_MOL","ibr_T55","Ural_MOL"]] call BIS_fnc_spawnGroup; [(units _grp2) select 0, "marker_t2a","random","nofollow","spawned"] execVM "scripts\upsmon.sqf"; { lock vehicle _x } forEach units _grp2; _grp21 = [getMarkerPos "taskarmour2b", east,["ibr_T55", "BMP2_MOL","ibr_T55"]] call BIS_fnc_spawnGroup; [(units _grp21) select 0, "marker_t2b","random","nofollow","spawned"] execVM "scripts\upsmon.sqf"; { lock vehicle _x } forEach units _grp21; -
Taskmaster 2
1para{god-father} replied to shuko's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
errrrrrrrrrrrrrrrrrrrrrrrr:j::j: I spelt the markers wrong - sorry my BAD all works- 187 replies
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- briefing
- taskmaster
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Taskmaster 2
1para{god-father} replied to shuko's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Shuko, Tried that but it does not show any markers , however the task does come up fine ?- 187 replies
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Taskmaster 2
1para{god-father} replied to shuko's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Shk, Is there a way to have 3 markers on 1 task appear ? ,marker on map are task1aspawn,task1bspawn,task1cspawn ["Task1","Task1","Your first Mission 3 places ",true,["markertask2",getmarkerpos "task1aspawn"]] call SHK_Taskmaster_add;- 187 replies
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Change time 1/2 way through game ?
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Guys, Still having a issue with this, it works great when we are all in the game , but JIP players it does not work. Any idea how I can get JIP to work? Thanks -
ArmA2 Persistent Database Scripts - WIP
1para{god-father} replied to [kh]jman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there any further progress on this project ?