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1para{god-father}

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Everything posted by 1para{god-father}

  1. Hi Guys, Anyone point me in the right direction I need to resync a vehicle with a Module when it respawns, had no luck so far I am using Tophe v1.7 Respawn script Would I have to put it in the Vehicle respawn script ? Modulename synchronizeObjectsAdd vehiclename Cheers
  2. 1para{god-father}

    BIS_fnc_spawnGroup on Dedi

    Ahhh thanks, no wonder I had a shed load of them LOL many thanks
  3. I am using the below code which I thought would spawn in 4 vehicles, however it seems to spawn in a lot more, I am running this on a dedi server and was testing with a few players, is it because it runs it on every PC so it is spawning them in for each player? Or am i missing something ? From a trigger i am calling the script. spawnveh1.sqf _grp2 = [getMarkerPos "taskarmour2", east,["UAZ_AGS30_RU", "UAZ_AGS30_RU","BMP3","GAZ_Vodnik"]] call BIS_fnc_spawnGroup; [(units _grp2) select 0, "marker_jav","random","nofollow","spawned","delete:",200] execVM "scripts\upsmon.sqf";
  4. 1para{god-father}

    Local Stats on MP Server (MySQL & AWK)

    Hi Nuxil, Any further news , as really would like to put this into my Mission to Capture stats ! Cheers
  5. 1para{god-father}

    Change time 1/2 way through game ?

    Many thanks for the replys ! Just so I get this correct. On a trigger after I complete the first mission:- Trigger 0 = [] execVM "Movetime.sqf" Movetime.sqf if (isServer) then { [nil, nil, "per", rSpawn, [time, [2011, 6, 15, 12, 00]], { private ["_minutesPassed","_newMinutes","_secondsOfChange","_dateTarget"]; _secondsOfChange = _this select 0; _dateTarget = _this select 1; _minutesPassed = round ((time-_secondsOfChange)/60); _newMinutes = (_dateTarget select 4) + _minutesPassed; _dateTarget set [4, _newMinutes]; setDate _dateTarget; }] call RE; }; A Question what is "CALL RE" ?
  6. 1para{god-father}

    Change time 1/2 way through game ?

    OK setdate does work but it does seem to cause a lot off Lag , - am i not looping it with - While{True} ?? Anyway is there a way it can just be set once so no need for a loop ? I presume the problem will be JIP if they join after the time reset ? any idea's ? Thanks
  7. Is there a way to Respawn an ammo crate , could not find anything on the threads ? Thanks
  8. thanks Guys Just a quick question if i spawn say 3 things they spawn on top of eachother and sometimes they end up upside down ? any way round that ? _grp2 = [getMarkerPos "taskarmour2", east,["2S6M_Tunguska", "BMP3","GAZ_Vodnik"]] call BIS_fnc_spawnGroup; [(units _grp2) select 0, "marker_jav","random","nofollow","spawned"] execVM "scripts\upsmon.sqf";
  9. Hi has anyone been able to solve the issue of spawning Armour from a template, where they stay in their tanks and do not go off on foot, as I still cannot get this to work? Or can some let us know how I can spawn them from a script so they use UPSMON, as I do not want to place anything on the map, if it is a Template issue Thanks
  10. I am trying to get this to work with UPSMON , It all works Great but not with the loader I get a missing "]" message in the error ? Any idea why it will not work with teh loader but works without ? nul = [this,"triggertower","once", 1, 1, 'nul=[this,"marker_tower","showmarker","delete:",200] execVM "scripts\UPSMON.sqf"'] execVM "murk_spawn.sqf"; This is what the capture generates:- [[[["RU_Soldier_SL",[7878.79,4666.58,0],195.409,"",0.6,"LIEUTENANT",["AK_107_pso","ItemGPS","Binocular","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio","Makarov"],["30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","HandGrenade_East","HandGrenade_East","SmokeShell","SmokeShell","SmokeShellOrange","SmokeShellBlue","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"],[]]],EAST,[[[7878.79,4666.58,0],-1,"UNCHANGED","NO CHANGE",0,"","NO CHANGE","","NEVER","UNCHANGED",["true",""],[0,0,0],"MOVE"]],"triggertest","once",1,1,"nul=[this,"marker_chal","showmarker","track","delete:",200] execVM "scripts\UPSMON.sqf"",120]] Looks like I get the same message if i use House patrol script as well , can I use a script inside or is this nor a feature that will work with the loader ?
  11. look 3 post's below ! http://forums.bistudio.com/showthread.php?t=118676
  12. 1para{god-father}

    Random Smoke with markers

    thanks guys learning slowly the grey cells might kick in soon !
  13. I am trying to get a Random Smoke to pop , so I have placed 5 markers on the map , and wanted them to be a random selection so far :- _markers = ["m1", "m2", "m3","m4","m5"]; _pos = (getMarkerPos (random _markers)); _BlueSmoke = "SmokeShellBlue" createVehicle position _pos; Where am i going wrong ?
  14. 1para{god-father}

    Random Smoke with markers

    Thanks, I am getting "Expect Object location" or something like that in the error ? _markers = ["m1","m2","m3","m4","m5"]; _mrk = _markers select (floor random count _markers); _pos = getmarkerpos _mrk; _BlueSmoke = "SmokeShellBlue" createVehicle position _pos;
  15. At the moment in my editor I have a trigger that is grouped to my pilot and in condition i have THIS and act i have ps_pilotnear=true. I am trying to do this via script to learn, so how can I group this to my Pilot , so it activates when he is withing the Area ? and sets my varible to true ? _trig = createTrigger ["EmptyDetector", [getmarkerPos Mission1marker select 0,getmarkerPos Mission1marker select 1,0]]; _trig setTriggerArea [350, 350, 0, true]; _trig setTriggerActivation ["VEHICLE", "present", true]; // not sure how to link to pilot _trig setTriggerStatements ["ps_pilotnear=true"]; many thanks
  16. 1para{god-father}

    Trigger via script then grouped

    thanks sku, So no need to make a trigger then ! Cheers
  17. 1para{god-father}

    Distance from dropzone advice

    yep sidechat worked ! Nice one thanks !!!!!
  18. I am dropping a ammo crate attached to a parachute, and I need to know when It lands if it is close to where the smoke has been popped, if not delete it and place it back where it started. I am using this in a trigger, but how can I tell if it is outside this zone? Ammo_1 distance MHQ_SAFE) < 100 I presume i will need to script ? if so some advice would be great Many thanks
  19. 1para{god-father}

    Distance from dropzone advice

    Thanks have been playing around, and this is a strange one! I replaced the hints with vehicle spawn just to test it as it should work , and guess what the vehicles spawn in as they should a merlin if I miss and a apache if I am on target ! But no hint comes up, any idea why a hint would not show ?
  20. 1para{god-father}

    Distance from dropzone advice

    Err thought it worked but still no hint comes up ? waitUntil {(getPos baf_ammo select 2) < 2}; this should fire when it touched the ground ?
  21. 1para{god-father}

    Distance from dropzone advice

    Hmmm i get the smoke ok but ill change it thanks. but i get no hint, it like the following does not work i do not even get the hint "ground hit" waitUntil {(getPos baf_ammo select 2) < 2}; hint "Ground Hit "; // to see if it fires If ((baf_ammo distance MHQ_SAFE) < 30) then { hint "Drop on Target well done" } Else { hint "Drop to far away " }; I know that the crate is called baf_ammo as i can delete if via a trigger so it is 100% called baf_ammo. Any suggestions on how i can work out when the crate hits the ground ? Thanks
  22. 1para{god-father}

    Distance from dropzone advice

    do not seem to get any hint once the ammo box is on the ground baf_ammo = createVehicle ["BAF_BasicWeapons", getMarkerPos "Cargo", [], 0, "NONE"]; baf_ammo setvehiclevarname "baf_ammo"; //// Mission variables ammo_Loaded = false; ammo_Unloaded = false; ammo_Near = false; ammo_End = false; ps_smoke=false; //// Mission flow waitUntil {ammo_Loaded}; ///////////////////Make Marker//////////////////// ammo_marker = createMarker["ammo_marker",[getPos ammo_can select 0, getPos ammo_can select 1]]; ammo_marker setMarkerShape "ICON"; ammo_marker setMarkerText "Drop Off area"; ammo_marker setMarkerType "DOT"; waitUntil {ammo_Near}; /////Create Smoke make it loop ps_smoke=true; sleep 1; while {ps_smoke} do { _smoke="SmokeShell" createVehicle [getPos ammo_marker select 0,getPos ammo_marker select 1, .2]; sleep 25; }; waitUntil {ammo_Unloaded}; /////check when on ground and if withing distance of drop point waitUntil {(getPos baf_ammo select 2) < 2}; If ((baf_ammo distance MHQ_SAFE) < 30) then { hint "Drop on Target well done" } Else { hint "Drop to far away " };
  23. 1para{god-father}

    Pilots only, your not allowed

    I use the F2 frame work for this and it works great ! f_isAuthorisedCrew.sqf // F2 - Authorised Crew Check // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) // ==================================================================================== =================================================================================== // DECLARE VARIABLES AND FUNCTIONS private ["_fromEH","_vehicle","_vehicleRole","_unitToCheck","_restrictedCrew","_warningMsg"]; // ==================================================================================== // SET KEY VARIABLES // Using the arguments passed to the script, we first define some local variables. _fromEH = _this select 0; _vehicle = _fromEH select 0; _vehicleRole = _fromEH select 1; _unitToCheck = _fromEH select 2; _restrictedCrew = _this select 1; _warningMsg = localize "STR_f_UnauthorisedCrew_Warning"; // DEBUG if (f_var_debugMode == 1) then { player sideChat format ["DEBUG (f\common\f_isAuthorisedCrew.sqf): _fromEH = %1",_fromEH]; player sideChat format ["DEBUG (f\common\f_isAuthorisedCrew.sqf): _vehicle = %1",_vehicle]; player sideChat format ["DEBUG (f\common\f_isAuthorisedCrew.sqf): _vehicleRole = %1",_vehicleRole]; player sideChat format ["DEBUG (f\common\f_isAuthorisedCrew.sqf): _unitToCheck = %1",_unitToCheck]; player sideChat format ["DEBUG (f\common\f_isAuthorisedCrew.sqf): _restrictedCrew = %1",_restrictedCrew]; player sideChat format ["DEBUG (f\common\f_isAuthorisedCrew.sqf): _warningMsg = %1",_warningMsg]; }; // ==================================================================================== // PERFORM CHECKS // We do not need to perform all of this script on all clients simulaneously, so if // the unit triggering the the event handler is local to another client, we exit the // script. Unless the unit is entering as cargo, or part of the authorised crew, it // is ejected from the vehicle with a warning message (as a hint). if ((local _unitToCheck) && (_vehicleRole != "CARGO") && (!(_unitToCheck in _restrictedCrew))) then { hint format ["%1",_warningMsg]; _unitToCheck action ["getout",_vehicle]; }; // ==================================================================================== if (true) exitWith {}; init.sqf : helicoptername addEventhandler ["GetIn", {[_this,[playername]] execVM "f_isAuthorisedCrew.sqf"}]; presume it is ok to post some F2 framework if not sorry please delete it
  24. 1para{god-father}

    Distance from dropzone advice

    OK guys should this work ? when baf_ammo touches the ground I need it to show the correct hint depending if it is within range. waitUntil {(getPos baf_ammo select 2) < 1}; If ((baf_ammo distance MHQ_SAFE) < 50) then { hint "Drop on Target" } Else { hint "Drop to far away" }
  25. 1para{god-father}

    Spawn heli and set name to it

    if i want to then put fuel back in via a trigger i presume this should work ? stealm18 setFuel 1; but it does not ? sorry it does my bad ! stealm18 = createVehicle ["Ka52Black", getMarkerPos "helimarker", [], 0, "NONE"]; -------------------- But this does not how would i call it just for info as i thought it would be the same now ?! _vehicle = createVehicle ["Ka52Black", getMarkerPos "helimarker", [], 0, "NONE"]; _vehicle Call Compile Format ["%1=_This ; PublicVariable ""%1""","stealm18"];
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