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Everything posted by 1para{god-father}
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I am setting all my marker using a game logic to call my .sqf which then runs the following to hide the markers "hold_area" setMarkerAlpha 0; Then when a certain task is ready from a trigger I am setting issuing "hold_area" setMarkerAlpha 1; so we can see the marker as I need them to show on the map, That all works but the problem is JIP will never see the markers how can i get around this any suggestions. Cheers
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Markers and JIP
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Shk, I thought this was working but for some reason it does not ? I have the following in my Ini.sqf if (!isnil "mrkPV_roadblock") then {"roadblock" setmarkeralpha 1}; I have a game logic that sets my markers to setmarkeralpha 0 _anyName = [] execVM "markerAlpha.sqf" trigger act on hint"showmarker";mrkPV_roadblock = true ;publicvariable "mrkPV_roadblock"; the marker is named roadblock linked it to radio - i see the hint come up but no marker ? Any idea why ? Thanks -
Simple CountDown script
1para{god-father} replied to resistance-rat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nice one :) -
Markers and JIP
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cool just tested and that works , thanks as ever Shk ---------- Post added at 12:58 PM ---------- Previous post was at 12:52 PM ---------- If i wanted to have a few would it be ? if (!isnil "mrkPV_hold_area","mrkPV_blar_blar") then {"hold_area","Road_block" setmarkeralpha 1}; -
Simple CountDown script
1para{god-father} replied to resistance-rat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To be honest I now use your script he just wanted to know how that one worked. -
Markers and JIP
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No will not work for JIP as they was not in game when the trigger fired and showed the marker (: Found this that looks like it will work but not had a chance to test it! initJIPCompatible.sqf: "obj01mrkColor" addPublicVariableEventHandler { "obj01m" setMarkerColor ((_this select 1) select 0); }; Trigger obj01mrkColor = ["ColorWhite"]; publicVariable "obj01mrkColor"; looks like initJIPCompatible.sqf is called automatically let us know how you get on as well! :) -
Simple CountDown script
1para{god-father} replied to resistance-rat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I use the following works on SP & MP but not on dedi. //nul = [951, "Reinforcements arrive:", "Reinforcements arriving..."] execVM "timer.sqf" private ["_remaining", "_ref", "_timer", "_msg1", "_msg2"]; _timer = _this select 0; _msg1 = _this select 1; _msg2 = _this select 2; _ref = time; "glt_timerMsg" addPublicVariableEventHandler {[] call glt_showCountdown}; if (isnil "glt_timeFormat") then { glt_timeFormat = { private ["_hours", "_minutes", "_seconds"]; _hours = 0; _minutes = 0; _seconds = 0; _seconds = _this; if (_seconds > 59) then { _minutes = floor (_seconds / 60); _seconds = _seconds - (_minutes * 60); }; if (_minutes > 59) then { _hours = floor (_minutes / 60); _minutes = _minutes - (_hours * 60); }; if (_seconds < 10) then { _seconds = format ["0%1", _seconds]; }; if (_minutes < 10) then { _minutes = format ["0%1", _minutes]; }; [_hours, _minutes, _seconds] }; }; if (isnil "glt_showCountdown") then { glt_showCountdown = { hintsilent glt_TimerMsg; }; }; if (isServer) then { while {_timer > 0 && psstarttimer } do { _remaining = _timer call glt_timeFormat; glt_timerMsg = format ["%1\n\n%2:%3:%4",_msg1, (_remaining select 0), (_remaining select 1), (_remaining select 2)]; publicVariable "glt_timerMsg"; if (local player) then {[] call glt_showCountdown}; _timer = _timer - 1; sleep 1; }; }; glt_timerMsg = _msg2; publicVariable "glt_timerMsg"; if (local player) then {[] call glt_showCountdown}; timerholdDone = true; You have to set psstarttimer=true somewhere before you start the timer then set it to false to end the timer it should work fine. If not let us know and ill send you a demo -
Editor based AI spawn script by trigger
1para{god-father} replied to Murklor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi ArmAIIholic, Yes all works great on the Dedi - just have to be little careful with the triggers to start them if you start to may all at once using the loader some groups do not spawn , if you leave a few seconds between the triggers fire they all spawn fine. No idea why it did not work before on Lingor , but started a completely new mission and it works a treat , great update on this Script BTW. Recommendations, if you ever get time that is ïŠ 1. Used static objects do not seem to work - when spawned back in the man just stands next to the object 2. Unmanned Objects do not work - never have in the original would be goods so you can spawn them in the same Thanks again for a cool script ! -
Air Support Scripts
1para{god-father} replied to Draper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nice one ! Just a question if I allow 2 people to have the action, and I set it to allow them to call support 1 time is that 1 time per person or 1 in total for both ? Cheers -
Simple CountDown script
1para{god-father} replied to resistance-rat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
use the below:- Set pstimerstart somewhere to true i.e in a trigger act pstimerstart=true; then if you finish sooner turn it to false and it will stop the timer if (isServer) then { while {_timer > 0 && pstimerstart } do { _remaining = _timer call glt_timeFormat; glt_timerMsg = format ["%1\n\n%2:%3:%4",_msg1, (_remaining select 0), (_remaining select 1), (_remaining select 2)]; publicVariable "glt_timerMsg"; if (local player) then {[] call glt_showCountdown}; _timer = _timer - 1; sleep 1; }; }; -
Simple CountDown script
1para{god-father} replied to resistance-rat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just put something like timerDone = true; At the bottom of the script and in your trigger condition put timerDone Then in the act on put your completion task details -
Editor based AI spawn script by trigger
1para{god-father} replied to Murklor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
will this work on a dedi server like the old version ? thanks -
Where is the Scud in the editor?
1para{god-father} replied to PELHAM's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Look under class Cars - 9P117 Scud :) -
UPSMON - Urban Patrol Script Mon
1para{god-father} replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Agree with comments above is there a way we can turn off CBA as I cannot use it on our Dedi as no Mod’s allowed :( -
Unit intoa building
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes 0.12 sorry bad typing I do have it correct in editor :) Thanks will give that a go ! cheers -
Unit intoa building
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Shk, I am using your script to place men in buildings nul = [(thislist select 0),thislist,20,0,[true,true]] execvm "shk_buildingpos.sqf"; My issue is that as i have set them to not move (as they will jump of the buildingd before i gte there !), they stand there like lemon's and only if you walk direly in from of them they will shoot , how can I take of the disable move once in range from another trigger? Cheers -
final score to a log file on server
1para{god-father} replied to weedkiller's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@ PVP the Kills that show on the scorecard is what i am after. as i would like to keep track of mission and total kills etc.. Thanks Nuxil ill strat working my way though that :) and get back to you ! -
final score to a log file on server
1para{god-father} replied to weedkiller's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Nuxil, So there is no way to Automaticaly store them after the end of a mission ? So would need to go into the server.log and manually extract them to another file to use them ? Thanks -
Simple CountDown script
1para{god-father} replied to resistance-rat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cool thanks will test it tomorrow on the dedi ! -
final score to a log file on server
1para{god-father} replied to weedkiller's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Any idea where the Scores are stored and how to ref them ? as i would like to store them as well ?! Have searched but could not find anything (: -
Simple CountDown script
1para{god-father} replied to resistance-rat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I just need a timmer that starts about 30 sec after bluefor enter a trigger and counts down from 25 Min and that to be displayed to all players on a Dedi so we all get the same time as it is part of a mission - not worried about JIP. Have tride a lot but for some reason they do not seem to work on a dedi in MP no problem it allways works. I was using this but does not work on dedi in MP works evey time when i test and even if i play on a dedi on my own but as soon as i get a squad it never works ! //nul = [951, "Reinforcements arrive:", "Reinforcements arriving..."] execVM "timerhold.sqf" private ["_remaining", "_ref", "_timer", "_msg1", "_msg2"]; _timer = _this select 0; _msg1 = _this select 1; _msg2 = _this select 2; _ref = time; "glt_timerMsg" addPublicVariableEventHandler {[] call glt_showCountdown}; if (isnil "glt_timeFormat") then { glt_timeFormat = { private ["_hours", "_minutes", "_seconds"]; _hours = 0; _minutes = 0; _seconds = 0; _seconds = _this; if (_seconds > 59) then { _minutes = floor (_seconds / 60); _seconds = _seconds - (_minutes * 60); }; if (_minutes > 59) then { _hours = floor (_minutes / 60); _minutes = _minutes - (_hours * 60); }; if (_seconds < 10) then { _seconds = format ["0%1", _seconds]; }; if (_minutes < 10) then { _minutes = format ["0%1", _minutes]; }; [_hours, _minutes, _seconds] }; }; if (isnil "glt_showCountdown") then { glt_showCountdown = { hintsilent glt_TimerMsg; }; }; if (isServer) then { while {_timer > 0 && psholdtimer } do { _remaining = _timer call glt_timeFormat; glt_timerMsg = format ["%1\n\n%2:%3:%4",_msg1, (_remaining select 0), (_remaining select 1), (_remaining select 2)]; publicVariable "glt_timerMsg"; if (local player) then {[] call glt_showCountdown}; _timer = _timer - 1; sleep 1; }; }; glt_timerMsg = _msg2; publicVariable "glt_timerMsg"; if (local player) then {[] call glt_showCountdown}; timerholdDone = true; Ill give your one a go let you know how i get on -
Simple CountDown script
1para{god-father} replied to resistance-rat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes that script works fine on SP and MP but not on a dedi :( so if anyone can get a timer working on a dedi that would be good have tried a lot but none work :( -
Editor based AI spawn script by trigger
1para{god-father} replied to Murklor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi , Thanks for the reply , I allready have them on the map set to 0, so do not think it can be that.:confused: Maybe the loader just does not like other scripts running inside I think ill stick to the original as that works like a charm and ill have some hair left. thanks anyway -
Editor based AI spawn script by trigger
1para{god-father} replied to Murklor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi ArmAIIholic, Is there any chance I can send you this pbo for you to have a little look at !? I can get the copy to clip working , past it in loader then take them out of the editor and they no longer spawn in ? Could it be Lingor ? -
Editor based AI spawn script by trigger
1para{god-father} replied to Murklor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK I have been testing a little more, and it looks like it is the copy to clipboard part that is having the issue, and not the spawnas that works eveytime. Is there a limit to the trigger name ? If i use "triggerpalace" i get [] in clipboard if i use"triggerone" i get the full lot in clipboard. But both spawn fine each time. have ameded all trigger to be short i.e pvtask1, pvtask2 and it works graet with latest !