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wontial

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Everything posted by wontial

  1. Sounds like a great script. Care to share the spawnmanager with us DOA?
  2. oh...wow...I never thought this "==" would do the job... so simple and I had no idea. Guess I'll never forget the uses of this command. :) As for the unit class, I've made my own version of repairing vehicle and another repair action of the game's engineer class seemed redundant. And I couldn't figure out how to remove it, but now it doesn't really matter. Anyway, thank you so much for the advice Demonized, your replies have helped me time and again on other different threads too. Kudos to you.
  3. I feel bad about posting a thread twice a day, but I've searched the forum, armaholic, ofpec, wiki and looked up comrefs and tried to figure out on my own to no avail. Just a little bit of help and I'll be a very happy man :) I have an addaction command assigned to the init line of a tank named tankm. The code are as follows repair = this addAction ["Emergency Field Repair","repair\repair.sqf",[],1,false,true,"","(damage tankm > 0.5) && (engineer distance tankm) < 4 && (player == engineer)"]; So basically, I'm trying to get Emergency Field Repair action to pop up when all these criterias are met - Tank is efficiently damaged, the engineer is close to the tank, and only the engineer gets the action menu. On top of this, I want it so that the engineer receives the menu only AFTER when he exits the vehicle. Yes, currently the menu pops up even when he's in the vehicle and thats not a very desirable situation. I tried... engineer !in tankm, != engineer in tankm, unassignvehicle tankm, leavevehicle and few others...just not sure what codes are right for this situation.
  4. I'm trying to make a mission where there are several groups, and I am implementing a script called 'marker.sqf' that displays a dot and player name on map, as shown below. waituntil {(alive player)}; _unit = player; _nameP = name _unit; _markerobjp = createMarker [_namep,[0,0]]; _markerobjp setMarkerShape "ICON"; _markerobjp setMarkerType "mil_dot"; _markerobjp setMarkerColor "ColorGreen"; _markerobjp setMarkerText _nameP; _markerobjp setMarkerSize [1,1]; while {alive _unit} do { _markerobjp setmarkerdir (getdir _unit); _markerobjp setMarkerPos (getPos _unit); _markerobjp setMarkerText _nameP; sleep 1; }; deleteMarker _markerobjp; [] execVM "marker.sqf"; exit; Currently every players' marker appear on the map. I would like to change it so that the person belonging to a group can see only their group player's markers and hide any markers that are not in their group. So, for example Player1 in 'ALPHA' group can see markers of player2, and player3 that are in the same group, but can't see the marker of player4 who are in 'BRAVO' group. Hoping for some solutions. Thanks in advance~! --- I've made a mistake in the threat title - should've been marker instead of maker. Is there anyway to change it? I'm not really used to these forums...I can't even seem to delete my thread...hm...
  5. Hm...I didn't think about that before, but hearing from you now I think you're right. It would be much neater and less messy if I have the marker on the leader only. So yeah, I think having the marker on the group leader would be nice. :)
  6. Wow, that was really quick! Thank you for the help kylania! But I'm not sure I understand what you mean by making a loop for the marker creation code. Do you mean in the sense that it should be looped in certain time intervals so that the marker appears on the map as the player moves?? Because when I run this script in int.sqf it seems to attach to players as they move automatically.
  7. I'm not sure if this is a rare incident or a bug, but when we were playing the final mission, 'eliminate the enemy leader' mission, the enemy leader was invincible. Nothing would kill him, we tried running him over with vehicles, blasting with AT launchers and hundreds of headshots but he was like a super-zombie. Just wouldn't die lol. We were playing the latest version of the mission with ace mod.
  8. This is an awesome mission. The clan I'm in was looking for something just like this, and this is just perfect. Everybody here is loving it. However, many of our clan members are having minor difficulties with the mission since we're a non-english speaking clan and not many of us are fluent in English. There are lots of request for mission translation, so, er... we'd like to localize this mission if its ok with you.
  9. wontial

    PMC Deception

    Hmm...I also got curious as to whether there's a third ending, so with a little help I managed to shoot down the PMC helo and apache, destroyed the M1A1 and three APCs but didn't get to save Asano. And then nothing happened. So since the SUV was intact I drove to the Villa and killed every one of those PMCs and still nothing happened. I conclude that this is not how the mission was designed for :p You're destined to die!
  10. In my mission an engineer tries to repair an immobile tank while other crews try to protect him. The repair takes time (100s) and in the meantime insurgents try to flank them. At first I wanted to make a repair progress bar but in the end I just settled for repair percentage showing up with hint command. This is what I came up with - hint "Emergency Repair in Progress \n Protect the engineer at all cost!\n\n Repairing - 1%"; sleep 1; hintSilent "Emergency Repair in Progress \n Protect the engineer at all cost!\n\n Repairing - 2%"; sleep 1; hintSilent "Emergency Repair in Progress \n Protect the engineer at all cost!\n\n Repairing - 3%"; sleep 1; hintSilent "Emergency Repair in Progress \n Protect the engineer at all cost!\n\n Repairing - 4%"; . . . sleep 1; hintSilent "Emergency Repair in Progress \n Protect the engineer at all cost!\n\n Repairing - 100%"; sleep 1; hint "Emergency Repair Complete"; Yes, yes, ugly as hell, inefficient and stupid but its the best my jello brains was able to come up with and it does get the job done. (Almost :p) But the problem lies when I try to change the time period. There's going to be dozens of repairs in my mission with each repairs taking different time. This one takes 100 seconds, but other ones take 60 seconds, 2 minutes and so on. It is excruciatingly painful and ugly trying to change the "sleep" numbers each time, thus I am seeking help and advice for keeping it short and simple. I would really like to learn how this could be simplified, my knowledge of these scriptings are meager at best. Any help would be greatly appreciated. Thanks in advance!
  11. Beautiful. It works like a charm :) Bhaz, thank you for the nicely wrapped script and muzzle deadfast thank you for the additional advice, it achieved exactly what I had in mind.
  12. doTarget command doesn't work here either, and I'm definitely positive it worked before 1.57 patch. Maybe its fixed in the beta patch? Still, kinda disappointing.
  13. Awesome mod! Thank you zerg, you just made my day! ê°ì‚¬í•©ë‹ˆë‹¤, ê³ ìƒí•˜ì…¨ìŠµë‹ˆë‹¤!
  14. I am fairly new to mission making, but by searching around this forum and implementing many useful scripts and ideas I've finally made my first Coop MP mission. And for what its worth, I'm quite proud of what I've come up with and looking forward to sharing with my clan. The thing is though, I've been overly enthusiastic and made lots and lotsa enemy units. About 500 units or so. Er...maybe more. I thought the game would be capable of handling this puny numbers but I guess I'm wrong. I get 7~10 FPS at preview :( Now, with the exception of some roaming patrol groups, nearly every AI units are in perfect ambush spots, in building balconies, barricades, blindspots, open windows and rooftops. Since there were so many units I had to group them all together and also use doStop and doWatch command. These ambushing units are located in four seperate towns. Basically, what the players have to do is make their way through these towns and reach the friendly base on the other side. I really don't want to reduce the numbers of AI units as they make an excellent killzone(and I've put way too much time and effort placing them) So naturally I'm trying to find a suitable spawn script, so that I only get one set of enemies in town at a time. These are the scripts I found to be promising but doesn't seem to work for me - Editor based AI spawns (http://forums.bistudio.com/showthread.php?t=103004) Not compatible with Norrin's Revive script... RMM Reducer (http://forums.bistudio.com/showthread.php?t=91232) Cached Units with Vehicle Support (http://www.armaholic.com/page.php?id=10103) Is there any spawn script that retains individual unit's init line, so that I could spawn them in their intended location? Or even better, is there any script that directly stems from mission.sqm file? It seems the mission sqm file has the exact information necessary, such as position, skill and etc. It would be swell if I could use that information to just create units in their intended places. Any suggestions would be grateful. Thanks in advance.
  15. Something like, executing it within a trigger radius? That would be really useful, how do I do that??? And by the way, disabling the simulation actually did improve the framerate! What used to run with 7~10 fps now runs with 20~23 fps! The framerates are marginally lower than what I had hoped for, but this still is something. Now I can literally spam the map with enemy units! Thanks again for the great idea!
  16. Well, there are roughly over a total of 700~800 individual units in the mission but I grouped them together well enough that the EAST side has exactly 144 groups! So no bump there fortunately :) Thanks for the suggestion, I'll try this right away! Helluva copy-paste work to do but I'll get there eventually!
  17. BigDawg / Thanks for the reply! If I use deleteVehicle, wouldn't that just delete the unit permanently off the map and deny any possibilities of spawning them again? Thing is, I 'do' want all of those units to be spawned eventually even if I don't want them to be there in the beginning. As for the enableSimulation false, I've used them to freeze some fighters in midair but other than that I'm not so sure if that will solve my problem. Other than freezing a unit, I'm not aware of any other functions it has. Will disabling simulation decrease the lag issues I am currently having? If I may stress again, the main problem I'm having is the lag issue - too many units -> too much lag, which is why I'm looking for 'position-retaining spawn script'. If enableSimulation false helps the lag issue, then I can chuck away the spawn option and go with that one but I'm doubtful. And as for the condition of presence field, yeah since it's only one time thing it really wouldn't help with what I need.
  18. Well...it's not really a workaround, more like a hiccup I guess. I'm not sure it works for everybody, and after some time the problem reverted itself. Basically I copied and pasted every objects on my mission to a new map. After that the only allied marker that came up on the map was when I had visual contact. Seemed to work for a while, and I don't know what I did wrong, but it reverted back to its former state.
  19. I believe I've done some thorough searching but couldn't find any answers. Maybe its because I didn't search with the right reference name, or maybe its just so trivial that nobody bothered to ask. Either way, my question is, how do you hide the default ai unit markers? I'm trying to create a coop mission, and was able to successfully implement a name marker which constantly follows the player. But its not only me who has the marker, all the ai units have a blue military symbol marker which kinda looks like this, lXl 1-3-D-1, filling the map. Any advice would be great. Thanks in advance.
  20. wontial

    Random Mortars script?

    Wow. I have to admit, I didn't expect such profound level of explanation. That is very kind of you and I appreciate it. And yes it did clear things up. Thank you. It's nice to get to know some of the concepts. So it would seem that, from my understanding(if i could call it that), in this case '_this select 0' just simply means that it refers to [player] right? And what I have to do is change [player] to a name of the object? At first I thought it was some sort of settings I could change, like the other color-coded references ^^; I'm gonna try this again in a moment. Thanks again for the swift and detailed reply. -- Huh, it would seem I don't need to change anything. It works perfectly as it is, [player] or [wontial]. I wonder why it didn't work before...must've messed something up. Thanks again for the script, this is gonna be fun!
  21. wontial

    Random Mortars script?

    HateDread, I'm trying to implement your script into my mission with no luck. I pasted the trigger command into a trigger(triggered by calling in the radio Alpha), and copied the artydrop.sqf exactly as it is written. However when I do call in radio Alpha nothing seems to happen. I am in the learning phase of all these editing and maybe there's something obvious that I've missed? (Like, what are those cyan colored words do?)
  22. This works! It works! Thank you Twirly, that was brilliant. At first I tried -50 and couldn't hear anything at all, now I've set it to -20 and it works just like the "empty-sound-music" thingie. Kudos to you!
  23. CaptainBravo, could you be kind enough to post only the relevent radio music script or command? It seems one has to download and install half a dozen addons from ace to fffa terrorists to even open up your mission, and I'd really like to forgo such hassle.
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