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Everything posted by 1para{god-father}
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How to trigger just by Air
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
How to trigger just by Air
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks that done the job ! -
AI Land and load C-130J
1para{god-father} replied to Paddy086's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
AI Land and load C-130J
1para{god-father} replied to Paddy086's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Any chance you can do a scripted version as you suggested ill be very interested in that ! -
Help with detecing a shot
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 ? -
Help with detecing a shot
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 ? -
How to detect a heli has taken off
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cool works great Thanks !!!! -
How to detect a heli has taken off
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How can i detect a heli has taken off via a trigger , or leave a trigger area if that is better ? Cheers -
How to detect a heli has taken off
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks so would this work? Condition If( getPosATL Heli1>3) Then in my condition do something ... Is that correct ? -
UPSMON - Urban Patrol Script Mon
1para{god-father} replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
Help with Script please
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
Help with Script please
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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;}; }; }; -
Help with Script please
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
Help with Script please
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
Help with Script please
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
REally sorry but how do i do that then please ? -
Help with Script please
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks SHK, So do i need to take that line out for it to work on dedi ? -
Timer script on Dedi
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Many thanks works great ! -
Timer script on Dedi
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
help - load/unload ammo crates into MHQ/vehicles
1para{god-father} replied to zipman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Has anyone been able to get the respawn to work as when the vehicle is destroyed it will not pick up the ammo carte ? -
Kill all units in a Radius
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
works great thanks -
Kill all units in a Radius
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nice one thanks ! -
Kill all units in a Radius
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
Cargo Load and Drop Script
1para{god-father} replied to sxp2high's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 ? -
UPSMON - Urban Patrol Script Mon
1para{god-father} replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
UPSMON - Urban Patrol Script Mon
1para{god-father} replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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