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Rabble-Rouser

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Everything posted by Rabble-Rouser

  1. I just posted a different method of doing this Here Just in case it helps at all.
  2. If you open the mission.sqf that is created when you save a 3D Editor project, and the project was made with no soldiers or units in it. Then you can remove the top and bottom sections of the .sqf file like so Change to After that you would want to right-clcik copy and paste it into the folder inside your mission directory were you want it to reside and rename it to whatever my_template.sqf. Then add to Init.sqf if (isServer) then { [] execVM "yourfolder\my_template.sqf"; } else {}; The if (isServer) then is for keeping it from spawning 1 template for every player connecting. Havn't got that far into my mission yet but I believe that each line with _vehicle_15 = _this; is the init field of each object So you should be able to add init fields there. _vehicle_15 = (the_action = _this addaction ["", "",""];); Or something along those lines Like I said though I havnt got to that point inside my mission yet so I havnt tested it. To make sure you know where init field would be just add some init field in the 3D Editor then find where it puts it in the mission.sqf file that gets created.
  3. YEAH! very interested in implementing something like this. Looking forward to the release.
  4. Rabble-Rouser

    Help w/ forEach loop needed

    I was using it with a RscTitle and when doing it with publicvariable _x; it would only show background of RSCTitle not parsed text. Initially though you were acurate I had to tweak it to work with an RSCTitle that I had not mentioned before. My Bad didnt really think of that till I had tried implementing your method. I will check what you got there to sickboy just trying to get a grip on all this. Thanks! This worked with the RSCTitle _capfalse_check = ["w_capd_z1o1","e_capd_z1o1","w_capd_z1o2","e_capd_z1o2","w_capd_z1o3","e_capd_z1o3"]; { if (!isnil _x) then { missionNamespace setVariable [_x, false]; publicvariable _x; }; } forEach _capfalse_check; So I was pretty tired when checking this and found I had removed the check for the false item when teting sickboys method, which led me to finding that in order for my RSC to work I need the call compile format [publicvariable "%1", _x]; In order for my parsetext to come thru.
  5. Rabble-Rouser

    Help w/ forEach loop needed

    Thanks sbsmac I actually had to edit both lines in the if statement to utilize what you suggested and it worked great. tried this _capfalse_check = ["w_capd_z1o1","e_capd_z1o1","w_capd_z1o2","e_capd_z1o2","w_capd_z1o3","e_capd_z1o3"]; { if (!isnil _x) then { call compile format ["%1=false",_x] ; call compile format [publicvariable "%1", _x]; }; } forEach _capfalse_check; Thanks again!
  6. Rabble-Rouser

    Dialog Template, plus Standard Dialogs

    I am using Dr E's latest build from Devastation 0.7 for basic Dialogs havn't dove into all the extras yet other than weapons.
  7. Rabble-Rouser

    SQF revive script

    Thanks Demonized never considered playableunits vs each players name in mission file, Does that cause an issue with the AI if they are set to be able to heal but are not in the playable units field? I am still really new to the VBS2 and arma series so anything that makes PvP easier is great.
  8. Tried it out seems to work well except for respawning is tuff to get to initialize. Have to click correct spot in the base area you want to respwan in.
  9. @ Crimson ACE thing I think. ACE has all the items you were speaking of.
  10. Unconcious player is shown when your respawn_west or respawn_east is to close to the player start point I believe. Make sure there is a Boot Hill marker I always place it far from action but within map playable area. Dont remember which file it is in, but you can adjust how far apart the Boot hill marker and respawn markers have to be. Each one is set to 50 default which causes both markers needing to be at least 100 meters apart EveryTime I had the Unconciuos message it was due to my Respawn_west being to close to original deploy point. So I changed the value from 50 for respawn_west or east to 2 due to working with a tiny base. Forgot to mention above in original Revive scripts you need to make sure you have a Start marker or go into revive_init.sqf and change Start to the name of the marker you want to spawn at. If you are using more than 1 team it gets a little more indepth.
  11. triggername attachto [cachename,[0,0,0],""]; //coordinates are for attachto position relative to object
  12. Sisko if you are still looking around for this check this post
  13. Thanks Muzzleflash, been trying to figure this out and it worked as expected
  14. I would be interested if someone could point out a little bit. I would like to see how to create a single capture area definable by elipse size of marker, that is a neutral point to start and then is capturable by either West or East. In order to capture West would need to have say a 2:1 ratio over east and vice versa for East team. Once West has a 2:1 ratio then it takes 2 minutes to capture the area. Area turns blue(well say) and west is free to leave and capture another point. All capture points need to be available all the time to both teams and there is no order to capturing them.(ala battlefield) Each capture point once owned by a team needs to be neutralized before being captured again. Sorry for butting in but I believe this is the type of capture point Sisko is talking about, and I have had little luck getting it to work myself especially once it comes to getting it JIP and Dedi compatible.I have gotten a 2 trigger setup to work for the most part but it always trigers when I leave the area for the other team. and I havnt tested its MP capability yet. So if someone could throw down a basic example of a single area I think many people would be greatly appreciative. My current trigers are Activation:ANY (Present) Type:Timeout min 60 mid 90 max 120 Condition: this; west countside thislist >= 1 && east countside thislist <= 0 && {((getPosATL _x) select 2) < 5} count thislist > 0; // checks if west is more than east and if within 5 meters to ground.(opposite for other) On Act: obj1trigw = true; "obj1" setMarkerColor "ColorBlue";"flag1" setMarkertype "Faction_USA_EP1";"flag1" setmarkercolor "Default"; hint "US Army has captured Area";nul = [this] execVM 'addscore.sqf'; //changes trigger true color of map marker and adds flag to center of area flag holder marker then adds 2 points for capturing.(same for other) Activation:ANY (Present) Type:Timeout min 60 mid 90 max 120 Condition: this; east countside thislist >= 1 && west countside thislist <= 0 && {((getPosATL _x) select 2) < 5} count thislist > 0; On Act: obj1trige = true; "obj1" setMarkerColor "ColorRed";"flag1" setMarkertype "Faction_TKA_EP1";"flag1" setmarkercolor "Default"; hint "TK Army has captured Area";nul = [this] execVM 'addscore.sqf'; Using this though and all thru mission editor it works properly except the fact that when I leave an area I get a hint of capturing, not sure exactly how to fix that , I think it would require a third trigger in the mix. Here Updated link broken is an example of my mission with only west added in so far and a single east for testing. It also has some XENO wrapped up in there and the Norrn Revive script.( it has several unused scripts in it but will be removing if I ever figure this stuff out.)
  15. I am curious as to how this works out for you and Thanks to TankBuster Nuxil for the Info!
  16. Thanks Carl I knew it was possible. I'll keep diggin around and watching this thread among others. I am just starting to really get into this game engine so it is all new to me compared to the smaller projects I have done before. As for the Domination I just really dig the overall game style and want to adjust only a couple things. So starting from a freely offered up template was a big bonus.
  17. Has any one had any luck with changing the mission arrays to show all missions all the time. Basically start tvt all AO's show in grey (neutral) no guerilla. East vs West to try and hold all camps as your own. With an implemented ticket bleed system or a max total team points or something. I have had a gander into it but the code is just overwhelming to me! I want to move domination over to a smaller map for this scenario.
  18. I have already spent 1.5 days searching over pages and pages of forum posts, and have not found a real definitive answer. So I recently ordered a game server from a host, and upon getting the server updated and running I go into the game browser where my server shows a RED CIRCLE not question mark. The info for the server shows mods as Arma 2;ArmA 2:Operation Arrowhead;ArmA 2:British Armed Forces (lite), version 1.54. My client install is thru Steam, I have taken all arma 2 content moved it to arma 2 operation arrowhead directory and edited registry to match. The game will verify game cache properly and update properly without having to keep copying files from arma 2 directory to arma 2 operation arrowhead directory. I can also connect to many other servers out there that are running combined operations, but not the one I just ordered. Anyone have any ideas about why it is happening? Or some insight on what I may need to change? I am getting frustrated and having a hard time finding anything that pertains to my specific problem.
  19. Rabble-Rouser

    Dedi Combined Operations Help!

    Thanks Taxman! I got it all figured out. It was the required mods switch in the config causing me problems! So nice being new to a game engine again! LOL
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