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1para{god-father}

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Everything posted by 1para{god-father}

  1. How can i activate a trigger by AIR i.e if a plane / heli fly over the trigger area it will set it off but if i drive /walk it will not Thanks
  2. 1para{god-father}

    How to trigger just by Air

    thanks that done the job !
  3. 1para{god-father}

    AI Land and load C-130J

    NP will do One thing if i wanted the trigger to only work once touch down would this be correct "Land" counttype thislist > 0 as i get it to fly over the airfield first and do not want to trigger it :) Cheers
  4. 1para{god-father}

    AI Land and load C-130J

    Any chance you can do a scripted version as you suggested ill be very interested in that !
  5. I need some help please, I am trying to create an assassination mission, but when the target has been shot I need to be able to detect this so I trigger men in the area , however I do not want the target to be killed just injured and go prone. Any idea how I can do this ?
  6. 1para{god-father}

    Help with detecing a shot

    Hi, I have tried setting this in his init this addEventHandler ["hit", "hint format['Hit by %1',_this select 1]"] Which works , but as I do not want him to be killed I have set him with allowDamage false and then it does not work when i put that in as well , nor does HandleDamage. I presume I pop this in his init ?
  7. 1para{god-father}

    How to detect a heli has taken off

    Cool works great Thanks !!!!
  8. How can i detect a heli has taken off via a trigger , or leave a trigger area if that is better ? Cheers
  9. 1para{god-father}

    How to detect a heli has taken off

    Thanks so would this work? Condition If( getPosATL Heli1>3) Then in my condition do something ... Is that correct ?
  10. I am still having Big issues with using Tanks/ Armour in UPSMON they allways seem to get out and walk around on foot every bit of armour I see on the map is abandoned, and the crew are patrolling on foot ??? nul=[this,"marker_patrol","delete:",600,"template:",1] execvm "scripts\UPSMON.sqf"; 3 T55 tanks are in template 1 ul = [1,getMarkerPos "marker_patrol",3,["marker_patrol","move","spawned","delete:",400]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF Marker patrol is 150x150. am i missing something so i need to change anything in settings ? How can i get them to stay in there vehicles and patrol ? Thanks
  11. 1para{god-father}

    Help with Script please

    Many thanks , I now get the add addaction when the vehicle respawns but nothing happend when i click it - it's like it is not firering any code , i put a simple Hint in the attach_ammobox.sqf and it did not show the hint , but it did before the respawn
  12. I am playing with the Vehicle Respawn script by by Tophe of Östgöta Ops [OOPS] v1.7 I am trying to get the add action if the vehicle is destroyed so it will load up the ammo box again. but i get no Add action to load , any idea why and where i am going wrong ? the name is keeping the same i.e "MHQ_1" but no action comes up ? It does on my PC but on the DEDI it does not work ? My code is from..... // This checks if it's the MHQ being respawned Thanks ========================================================= */ if (!isServer) exitWith {}; // Define variables _unit = _this select 0; _delay = if (count _this > 1) then {_this select 1} else {30}; _deserted = if (count _this > 2) then {_this select 2} else {120}; _respawns = if (count _this > 3) then {_this select 3} else {0}; _explode = if (count _this > 4) then {_this select 4} else {false}; _dynamic = if (count _this > 5) then {_this select 5} else {false}; _unitinit = if (count _this > 6) then {_this select 6} else {}; _haveinit = if (count _this > 6) then {true} else {false}; _hasname = false; _unitname = vehicleVarName _unit; if (isNil _unitname) then {_hasname = false;} else {_hasname = true;}; _noend = true; _run = true; _rounds = 0; if (_delay < 0) then {_delay = 0}; if (_deserted < 0) then {_deserted = 0}; if (_respawns <= 0) then {_respawns= 0; _noend = true;}; if (_respawns > 0) then {_noend = false}; _dir = getDir _unit; _position = getPosASL _unit; _type = typeOf _unit; _dead = false; _nodelay = false; // Start monitoring the vehicle while {_run} do { sleep (2 + random 10); if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true}; // Check if the vehicle is deserted. if (_deserted > 0) then { if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then { _timeout = time + _deserted; sleep 0.1; waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0}; if ({alive _x} count crew _unit > 0) then {_dead = false}; if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; if !(alive _unit) then {_dead = true; _nodelay = false}; }; }; // Respawn vehicle if (_dead) then { if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;}; if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;}; if (_explode) then {_effect = "M_TOW_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;}; sleep 0.1; deleteVehicle _unit; sleep 2; _unit = _type createVehicle _position; // This checks if it's the MHQ being respawned and if so, sets the vehicle name back to "MHQ1" so the scripts all keep working. if (_type == "BAF_Merlin_HC3_D") then { _VarName = "CH2"; _unit SetVehicleVarName _VarName; _unit Call Compile Format ["%1=_This ; PublicVariable ""%1""",_VarName]; sleep 1; // If for some reason the ammo box is still alive, give the option to load it again. if (alive mhq2_ammobox) then { _null = CH2 addaction ["Load ammobox", "attachammo1\attach_ammobox.sqf"]; }; }; if (_type == "BAF_Offroad_D") then { _VarName = "MHQ_1"; _unit SetVehicleVarName _VarName; _unit Call Compile Format ["%1=_This ; PublicVariable ""%1""",_VarName]; sleep 1; // If for some reason the ammo box is still alive, give the option to load it again. if (alive mhq1_ammobox) then { _null = MHQ_1 addaction ["Load ammobox", "attachammo\attach_ammobox.sqf"]; }; }; // _unit setPosASL _position; _unit setDir _dir; if (_haveinit) then {_unit setVehicleInit format ["%1;", _unitinit]; processInitCommands;}; if (_hasname) then {_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; processInitCommands;}; _dead = false; // Check respawn amount if !(_noend) then {_rounds = _rounds + 1}; if ((_rounds == _respawns) and !(_noend)) then {_run = false;}; }; };
  13. 1para{god-father}

    Help with Script please

    Thanks but getting very confused :) So how can I call the below when the vehicle is respawned so i get the Addaction again. MHQ_1 addaction ["Load ammobox", "attachammo1\attach_ammobox.sqf"]; sorry been trying for the last 2 days to get thsi to work! Cheers
  14. 1para{god-father}

    Help with Script please

    Looking at the code it has : if (_haveinit) then {_unit setVehicleInit format ["%1;", _unitinit]; processInitCommands;}; Would this not process the INI line again, I have the following in the init line in the vehicle. _null = mhq_1 addaction ["Load ammobox","attachammo\attach_ammobox.sqf"]; Sorry A little confused as to what your explaining , as still learning. If I take out if (!isServer) exitWith {}; It All works but i get 2 x vehicle spawns
  15. 1para{god-father}

    Help with Script please

    REally sorry but how do i do that then please ?
  16. 1para{god-father}

    Help with Script please

    Thanks SHK, So do i need to take that line out for it to work on dedi ?
  17. 1para{god-father}

    Timer script on Dedi

    Many thanks works great !
  18. 1para{god-father}

    Timer script on Dedi

    Hi Shk, Is it possible to set a PV to true once the timer runs out in timer.sqf ? , that way I can trigger something else. Sorry no idea where to put it !?! Thanks
  19. Has anyone been able to get the respawn to work as when the vehicle is destroyed it will not pick up the ammo carte ?
  20. 1para{god-father}

    Kill all units in a Radius

    works great thanks
  21. 1para{god-father}

    Kill all units in a Radius

    nice one thanks !
  22. 1para{god-father}

    Kill all units in a Radius

    thanks but i need it in a radius as i still need some opfor in other areas ! any idea how to do it within a radius
  23. 1para{god-father}

    Cargo Load and Drop Script

    Anyone been able to Get into an Ammo box after you air Drop it ? I can open it but cannot take anything out is this a Common Bug ?
  24. Many thanks will give that a go tonight , also Many thanks for the crbsquad3 = true tip i use crB_taskPatrol.sqf with a game logic but now now how to call it when i need it ! Cheers
  25. I have grouped about 5 amour vehicles together and made them template 1 they all spawn fine however my problem is that they all get out and leave there vehicles ? how can i get them to say in there vehicles and patrol ? what am i doing wrong ? nul=[this,"marker_patrol","delete:",600,"template:",1] execvm "scripts\UPSMON.sqf"; ul = [1,getMarkerPos "marker_patrol",3,["marker_patrol","random","move","spawned","delete:",400]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF
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