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SmartGun

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Everything posted by SmartGun

  1. search the readme for "events" there are examples
  2. SmartGun

    Mp uav

    Hi, you could check Doolittle's Example Scripts there is a UAV-template in it
  3. Hi, the F2 Mission-framework has a Multiplayer Ending Controller
  4. Hi, your ammocrate should work so far. Do you get the "gear" option in your actionmenu when testing? When testing in editor you sometimes have to wait a few seconds until your soldier "recogises" the crate and gets the gear-action. regarding teammates: depends on what you want them to do. you can, e.g. stop a unit at mission start by putting doStop this; in its initline
  5. Good thing, THX! demo-missions are always good to learn from
  6. SmartGun

    Why Winzip?

    or 7-Zip
  7. Hi, on the first question: { task1 = _x createSimpleTask ["NewTask"]; } forEach units group soldier1; could work, not tested -> forEach on the different objectives: i think TASKS are global. So you give one unit a task -> task1 = unit createsimpletask; blah blah blah If you give an other task to an other unit but name it also task1 then this could be a problem.
  8. do you mean all of these one by one? in that case i would use a script, something like: Initline unit/waypoint/trigger: nul=[guard] execVM "anim.sqf"; anim.sqf: _guard = _this select 0; _guard playMove "CtsPercMstpSnonWnonDnon_idle33rejpaniVzadku"; sleep 0.2; waitUntil { ((animationState _guard) != "CtsPercMstpSnonWnonDnon_idle33rejpaniVzadku") }; _guard playMove "c7a_bravoTOerc_idle24"; sleep 0.2; waitUntil { ((animationState _guard) != "c7a_bravoTOerc_idle24") }; _guard playMove "c7a_bravoTleskani_idle3"; sleep 0.2; waitUntil { ((animationState _guard) != "c7a_bravoTleskani_idle3") }; _guard playMove "c7a_bravoTleskani_idle4"; sleep 0.2; waitUntil { ((animationState _guard) != "c7a_bravoTleskani_idle4") }; _guard playMove "c7a_bravoTleskaniTOerc"; sleep 0.2; waitUntil { ((animationState _guard) != "c7a_bravoTleskaniTOerc") }; _guard playMove "c7a_bravo_dovadeni5"; sleep 0.2; waitUntil { ((animationState _guard) != "c7a_bravo_dovadeni5") }; _guard playMove "c5calming_apc"; sleep 0.2; waitUntil { ((animationState _guard) != "c5calming_apc") }; €: ups, too slow, 2nd Ranger already posted
  9. Hi, addAction is the command you are looking for. addAction always referes to a scriptfile AFAIK. put in your first trigger something like myAct = player addAction ["nameOfAction", "myScript.sqf"]; in your init.sqf: variableAction1 = false; in myScript.sqf -> goes to your missionfolder _obj = _this select 0; _caller = _this select 1; _id = _this select 2; _obj removeAction _id; variableAction1 = true; the condition of your second Trigger will be variableAction1 this should work in SP, MP will be more complicated
  10. according to createMarker rallymarker1 hast to be a String -> "rallymarker1" try using "rallymarker1" instead of rallymarker1
  11. Hi, cant help on the marker / jip but regarding the comosition: i bet you will find the createVehicleLocal command in your "Createcomposition.sqf" your "mallette" is created via createVehicle wich is global If you change the "Createcomposition.sqf" from createVehicleLocal to createVehicle you´ll have to make sure that only one machine runs the script otherwise you will get multiple compositions.
  12. you dont need to remove the lines, you can just comment them out with //: //BIS_alice_mainscope setVariable ["debug", true]; If you put // at the start of a line in sqf scripts then this line will be ignored. In sqs you use ; for that. If you dont want the whole island being populated you can try it this way: add this setvariable ["townlist",[town01,town02,town03]]; to the initline of the Alice2Manager-logic put location-logics type citycenter on your map and name them town01, town02, and so on. You could also add a trigger area. Then all locations within the trigger area will add to the townlist. This works only on vanilla islands or other islands/maps that support ALICE! this setvariable ["townlist",[trigger01,town01,town02,town03]];
  13. SmartGun

    Pre Load A vehicle with AMMO ?

    Hi, if you want to put weapons / magazines in the cargospace of a car you can do it this way put this execVM "cargo_truck.sqf"; in the initline of the car cargo_truck.sqf contains clearWeaponCargo _this; clearMagazineCargo _this; _this addWeaponCargo ["SCAR_L_STD_Mk4CQT",4]; _this addWeaponCargo ["SCAR_L_STD_EGLM_RCO",2]; _this addWeaponCargo ["M24_des_EP1",1]; _this addWeaponCargo ["glock17_EP1",8]; _this addMagazineCargo ["17Rnd_9x19_glock17",40]; _this addWeaponcargo ["MAAWS",1]; _this addWeaponCargo ["Laserdesignator",1]; _this addMagazineCargo ["MAAWS_HEAT",2]; _this addMagazineCargo ["MAAWS_HEDP",2]; _this addMagazineCargo ["30Rnd_556x45_Stanag",20]; _this addMagazineCargo ["1Rnd_HE_M203",22]; _this addMagazineCargo ["5Rnd_762x51_M24",20]; _this addMagazineCargo ["20rnd_762x51_B_SCAR",20]; _this addMagazineCargo ["laserbatteries",4]; _this addMagazineCargo ["pipebomb",9]; _this addMagazineCargo ["HandGrenade_West",20]; _this addMagazineCargo ["SmokeShell",20]; the string in the Bracket is the classname of the item and the number is the amount. classlists addMagazineCargo addWeaponCargo
  14. Hi, try this addaction: _ActionID = officer addaction [ "Patrol", "obj\patrol.sqf", [], 1, false, true, "", "_this == (leader group player)" ]; now only the leader should see the addaction In obj\patrol.sqf put _officer = _this select 0; _caller = _this select 1; _id = _this select 2; _officer removeAction _id; chatOfficerVar = true; puplicvariable "chatOfficerVar"; dont forget to put chatOfficerVar = false; in your init.sqf now place a trigger. condition: chatOfficerVar onactivation: nul=[] execVM "obj\chatPatrol.sqf"; in obj\chatPatrol.sqf officer sideChat "Welcolme To FOB Revolver Lads"; sleep 7; officer sideChat "I Am Cpt.America And I Am The Person In charge Of This FOB"; Sleep 7; officer sideChat "Now All Thats Over Lets Get Alpha Squad Onto Your First Patrol"; Sleep 7; officer sideChat "Your Task Is To Patrol Sangin Town,Report Any Findings, But Be Warned There Are Civillians In Town So Remember The ROE"; sleep 7; tsk1 = player createSimpleTask["Patrol Sangin Town"]; tsk1 setSimpleTaskDescription["Our Officer Wants Alpha Team To Patrol Sangin Town","Patrol Sangin Town","Patrol Sangin Town"]; tsk1 setSimpleTaskDestination (getMarkerPos "tsk1"); player setCurrentTask tsk1; "tsk1" setMarkerType "Warning"; officer sideChat "Your task Has Been Set, Good Luck Alpha Team"; just an idea, NOT tested, just typed down fast hope it helps SmartGun
  15. Hi, No idea. but have you already tried the setFace command?
  16. you dont get the action by just loading this addon and playing with vanilla-weapons. you have to use the ASC-classes for weapons and stuff. if you want to test it place a unit in the editor and put the following in the init -line: removeallweapons this; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addweapon "ASC_M4_SOP_AIM_Camo"; this addWeapon "ASC_Item_SD_556mm"; this addWeapon "ASC_Item_Optics_ACOG"; this addWeapon "ASC_Item_Optics_M4Handle"; a list of all ASC-classnames: http://a.kiel.us/ASC/ASC_WP_Readme_eng.html
  17. Hi, 15 is the amount of WP´s created in this zone for Infantry. I liked the WP-zone with the campzone so all units respawning at the camp will move to WP-zone (hopefully). To be sure you could link both zones (unit + WP) to the campzone.
  18. Hi, try readme page 35 "DAC_Com_Values" is what youre searching for greets!
  19. Hi there, This is a outstanding Mission! Good Work, thanks Zipper5 and Celery! We tried it yesterday and it was so immersive that i couldnt go to bed until 2am. Have to work today :p As mentioned by j rock -You need to do teamwork -every bullet counts -if you get lost youre most likely dead -sometimes you try to run away, but running makes it even worse :D no addons, JIP, great custom music and fearsome Zombies: definatly worth the ~7MB DL :) Ever startet 'laughing in panic' while gaming? This is your chance!
  20. Hi, @The Hebrew Hammer I did something like that but on Opfor side. you need 3 zones: unitzone -> zone where the units are created: fun=["TK_uZ",[1,0,0],[4,1,1,12],[],[],[],[0,1,1,0]] spawn DAC_Zone; waypointzone -> where the units will move to: fun=["TK_wpZ",[1,0,0],[15],[],[],[],[0,1,1,0]] spawn DAC_Zone; campzone -> creates a camp where ai-groups respawn fun=["TK_cZ",[2,0,0],[],[],[],[1,3,100,1,100,35,[TK_wpZ]],[0,1,0,0]] spawn DAC_Zone; that should work Greetings!
  21. SmartGun

    ASC - small addons

    first off: Thanks for creating this! makes arma-life a bit easier :) While playing around with the HALO template i got 2 small issues: First: My mission has 2 different groups of playable units. One will halo in and the other one will start on ground at their outpost. If i test the group starting on ground i get a hintC a few sec after missionstart. I have to klick it away and it kind of distroys the atmosphere. That happens even if i put this setVariable ["ASC_Halo", false, true];" in the initlines of the ground-group. Starting in HALO group works fine. Second: I noticed the random starting position of the c130 will only work if i put the ASC_C_HaloRNDPos variable on top in init.sqf. First i got them below the following lines: waitUntil { isServer || !isNull player }; waitUntil { !isNil "BIS_MPF_InitDone"}; waitUntil { BIS_MPF_InitDone}; //====Init BIS Functions -> Functions Module reqired============================== waitUntil {!isNil "bis_fnc_init"}; and random HALO positions did not work. Then i put the ASC_C_Halo vars on top in init.sqf and it worked fine. Perhaps this could be writen in the comments. I tested in editor preview and hosted game. Not on a dedi by now. Greetings!
  22. Hello All! In A2:OA it is possible to define a picture that will be displayed while your mission is loading. This works via loadscreen-command in description.ext I made a list of all loading-pictures i could find in A2:CO. The .pdf-document contains paths and preview-pictures as well as a small guide for creating custom-loadscreens. The download contains also two sample-missions incl. image-files - thats why its ~1,5MB. Preview-Picture by armed-assault.de or [Download LoadScreen Library] from file-uploadDOTnet Greetings! SmartGun
  23. glad to hear that! IMHO it´s a very nice but unknown / underated addon.
  24. sorry for double-post, but this thread has only 38 klicks so many of you mission-editors might have overlooked it. I added a DL mirror by A-A.de in post #1 Also forgot to say that the List contains 60+ different screen-paths & previews. so long!
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