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twirly

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Everything posted by twirly

  1. I know.... but it is so hard to stop the other stuff and actually go play. Too many different things that pop into my head that I want to try! ....and this has been going on for donkeys years! LOL! Still haven't even touched modelling and texturing as yet! A whole new world there just waiting ;)
  2. Yes check that......I was getting the hint and not the spawn as well using that code you had there!
  3. True for me Bro....I've never played a campaign in ten years! Just the editor and learning to script! :) There lies my passion!
  4. @neokika... That's great. I was just looking at the script and thought I'd re-write it for him also. It was a bit baffling! ---------- Post added at 01:33 PM ---------- Previous post was at 01:27 PM ---------- To delete the groups....they would have to have Global names.... _cntr = 0; call compile format ["GroupWest_%1 = _grp",_cntr]; _cntr = _cntr +1; You would end up with "GroupWest_0" ...."GroupWest_1" ...."GroupWest_2" etc.. You can also tack on the markenames instead of _cntr....or markernames and _cntr. Think about this for a minute and you'll get it!! EDITED: Actually _cntr might have to be Global too...depending on how and where you use it.
  5. Hi mate. You are not very clear...to me anyway....about what you need. I don't know anything about Father Fyodor and Cooper!...and I suspect a lot of others don't as well! Do you mean... The guy is standing in the building and then he is magically in the yard outside the building without opening any doors and walking out? Would like to help if I can :)
  6. Hi...I'm not sure without doing some testing.....but this does not look right (in red) [color="Red"]str _city[/color] = [getMarkerPos _city, EAST, 5] call BIS_fnc_spawnGroup; [group _city, getPos group _city, 100] call bis_fnc_taskPatrol; [color="Red"]str _city[/color] setCombatMode "RED"; [color="Red"]str _city[/color] setBehaviour "SAFE"; hint "5 Man East Patrol Spawned"; Seems to me _city might already be a string???
  7. Hi...I was looking at this a couple days ago and got sidetracked by the nice weather here in NZ :) The script here is old....and I need to refine it a bit....an array or two too much I think.....but it works fine! There is a little demo mission here. The script is called from each groups leader with:- nul = [group this,999] execVM "respawngrp.sqf"; The groups respawn 999 times....you can set this to whatever you want. You'll see what's going on in the demo. I have been working on creating a game where everything respawns....so you can have seemingly huge battles with minimum stress on the machine. What I have found is that this type of mission will run fine in Arma 2 for days on end and the machine will remain responsive.....but shits itself in CO/OA after some amount of hours. This means it is actually slowing down from the very start of the mission in CO/OA. The framerate drops to 5 or 6 if I leave it running overnight! Memory leaks maybe?? So....needless to say....I am working in Arma 2 for the time being! EDIT: There is a newer version that allows a waypoint to be given as well as infinite respawns if required. The newer Demo (Version 1.1) is here. Read the comments for instructions.
  8. Same here. Works like a charm!
  9. There was another thread about this and I did this little demo......might help you with the respawning. Grimes and AzCoder are right in saying you need to give them a push...otherwise they just tumble out of the sky!
  10. Something I have noticed is that when you respawn troops that were in Combat mode....there isn't much you can do to get them out of it! I want them in Safe or Aware to get back into the action quickly.....but they dick around even though they are miles away from any combat! These are dead and deleted men that have been respawned.....why are they not under my control once respawned?? There's no sense to that at all!
  11. Ahh..OK...I see. I think I remember something to do with that at some point in the past....but it does seem to work now. LOL! Same here....workaround habits develop and stick! Thanks for replying...and thanks for the code snippet.
  12. That is exactly what I use! ....and here it is. It's really two scripts :- First script.... private ["_unit"]; _unit= _this select 0; if (typeOf _unit == "USMC_SoldierS_SniperH") then {nul=[_unit] execVM "chweaps\sd_mk12sd.sqf"}; if (typeOf _unit == "USMC_Soldier_Pilot") then {nul=[_unit] execVM "chweaps\wsnip107.sqf"}; if (typeOf _unit == "USMC_Soldier_M16A2") then {nul=[_unit] execVM chweaps\sd_L115A3.sqf"}; For this example the second script is in a folder called "chweaps\" in your mission folder....and is a different script for each different loadout. So can be many scripts for the weapons...hence the seperate folder to keep things tidy. Example second script..... private ["_unit"]; // Get the unit _unit = _this Select 0; // Remove the stock items from the unit RemoveAllWeapons _unit; // Add the mags to the unit _unit addmagazine "10Rnd_127x99_m107"; _unit addmagazine "10Rnd_127x99_m107"; _unit addmagazine "10Rnd_127x99_m107"; .....blah blah blah I'm sure you'll figure it out. The first script still has to be executed on the unit somehow though!. It can be executed on each unit of a whole squad with a loop. Thanks Carl. Hmmmm...I'm going to have to look into this....Doing that now! EDITED/ADDED:- In this little demo I'm swapping my current weapon for one with a grenade launcher.....seems to work fine without any fix! There is a three second sleep so you can see the change over. @Carl......Am I just totally missing something here?
  13. Here brother from across the pond.....try this :- Put this in the Init line of the soldier you want have his weapons replaced....for this example he must have the "M16A4". nul = [this] execVM "replace_weaps.sqf"; Here is the little script :- "replace_weaps.sqf"; private ["_unit"]; _unit = _this select 0; if (_unit hasWeapon [color="Red"]"M16A4"[/color]) then { // Remove the stock items from the man RemoveAllWeapons _unit; // Add the primary weapon magazines to the man _unit addmagazine "200Rnd_556x45_M249"; _unit addmagazine "200Rnd_556x45_M249"; _unit addmagazine "200Rnd_556x45_M249"; _unit addmagazine "200Rnd_556x45_M249"; //Add the mags for the primary weapon _unit addweapon [color="Red"]"M249"[/color]; //Add the secondary weapon magazines to the man _unit addmagazine "7Rnd_45ACP_1911"; _unit addmagazine "7Rnd_45ACP_1911"; _unit addmagazine "7Rnd_45ACP_1911"; _unit addmagazine "7Rnd_45ACP_1911"; _unit addmagazine "7Rnd_45ACP_1911"; _unit addmagazine "7Rnd_45ACP_1911"; //Add the mags for the secondary weapon _unit addweapon "Colt1911"; //Add all this other good stuff _unit addmagazine "HandGrenade"; _unit addmagazine "HandGrenade"; _unit addweapon "Binocular"; _unit addweapon "NVGoggles"; //Make the dude select the primary weapon _unit selectweapon "M249"; }; Demo here. The "M16A4" is replaced with the "M249". Everything is removed from the man and a whole new kit is assigned! Good luck! EDIT : Made a slight change to the script...took out the extra "_unit = _this select 0"! All good now!
  14. This is a biggie for me. This is more than an immersion killer. This is just plain non-working netcode that needs serious attention! A multiplayer game that can't really be played multiplayer! LOL!
  15. I have been using this little script (included in the demo) to get my AI choppers off the ground in some pretty tight spaces. Maybe it can help others as well. A demo mission can be found at the link below. It's not an ideal demo because.... Where's a bloody tight spot when you need one? But you'll get the idea. http://www.mediafire.com/file/55dq2kf9hxh2ld2/Test_Helo_Tight_Take_Off.utes.zip It is forcing the helo up....so might be a bit jerky on different spec machines. No jerkiness here on three different machines....but they are all roughly the same spec. Your mileage might vary. Play with the timing of the loop and adjust accordingly.
  16. LOL! Thanks man... I don't need recognition for it! Just enjoy it if it works for you!
  17. The name of the script is "vertliftoff.sqf".....no other name. It's not a masterpiece!
  18. Try the link now buddy. Fixed again. LOL!
  19. Thanks for posting that. Never knew it even existed! I have changes to make :)
  20. I was trying to remember this. Yep....that's it. "Mando Heliroute" should do it for you.
  21. I actually just made a change to it.....there was no need for the _yvel variable. This was to give the helo a little forward motion...but is really not necessary and the variable wasn't used. The demo has been updated with the change.
  22. Hi...maybe something like this in a little script....simply called check.sqf here. It loops forever as long as the mission is active and should do what you need. "check.sqf" while {true} do { waituntil {not alive _dude}; waituntil {alive _dude}; [i][color="Red"]run your scripts here....[/color][/i] }; One way to execute it would be from the Init line of the _dude, player....or whoever with :- nul = [this] execVM "check.sqf"; Hope it works for you. I don't use those scripts so don't know if other code is needed in order to make them work. Good luck!
  23. twirly

    Individual precision

    Thanks for replying. Roger on that....there should be a greater influence!
  24. Use this till he (the player or whoever) is safe on the ground. player allowDamage false;
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