Bulldog Six
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Everything posted by Bulldog Six
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Facebook pulling their security tight with hackers - Ask yourself: are they doing this for your benefit or theirs? How to stop Facebook from tracking you across the internet Also helpful: Declare facebook.com and fbcdn.net as not trustworthy in the Firefox AddOn "NoScript". Additionally you can setup a filter for http://www.facebook.com/* and fbcdn.net^ with "Adblock Plus". Unlike: why Facebook integration is actually antisocial Update: Facebook tracks you even after you've logged out
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MP PVP/AAS Mission: A Question of Perspective
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA - USER MISSIONS
There is some fog in my mission to reduce lagg and increase framerates, but the view distance should be far enough to suit everybody (you can see it in the screenshot 2 posts above). Giving the weather conditions and time of day it is kept both realistic and challenging. -
MP PVP/AAS Mission: A Question of Perspective
Bulldog Six posted a topic in ARMA 2 & OA - USER MISSIONS
Introducing... "A Question Of Perspective" ================================================== a AAS/PVP 68 player mission by app0815 AKA Bulldog Six ================================================== NEW! Beta Version 0.729 released! Download from Armaholic FTP #1: AAS/PVP 68 A Question Of Perspective v0.729 Armaholic FTP #2: AAS/PVP 68 A Question Of Perspective v0.729 Gamefront Mirror: AAS/PVP 68 A Question Of Perspective v0.729 FEATURES: - 68 Players (PvP AAS) - 3 Factions: BLUFOR, OPFOR and CIVILIANS (Jokers) - 3 different interactive intros (Locals, US Army and German KSK) - Revive/medic system - Out of the ordinary mission deployment - Commander roles for main factions (SATCOM-System) - UAV control (Laptop/Terminal Humvee) - Loadable/unloadable and paradropable cargo (vehicles and ammo crates) - Ramdomly spawning Takistan Army Ambient Combat AI enemies (Takistani home advantage) - AI Ambient Civilians (giving the CIVILIAN faction the ability to blend in if not behaving suspicious) - AI base defences - Anti collision lights for aircraft - Combat lights for transport helicopters - Eastereggs (!), minigames and content that you would usually just find in singleplayer games (such as eavesdropping on funny conversations, radio broadcasts, music, etc.) - Living bases with much attention to detail - No addons required (all built-in scriptwise) - OA standalone suffices! - SF Squad members can teleport to SF Squad Leader (1 squad per Team) and much more.. are YOU up for the challenge? I'd like you to reconsider.. CONTENTS 1. Installation 2. Developer Contact 3. Changelog 4. Credits 1. INSTALLATION Unlike many other missions/mods this mission does not require ANYTHING ELSE besides the standalone 'Operation Arrowhead' - and yet it's packed with a lot of extras. Copy the "aqop_pvp_aas.takistan.pbo" into your Operation Arrowhead\MPMissions directory. You can delete the README if you wish to. You will find the mission among the Takistan missions - look for AAS/PVP 68 A Question of Perspective. Enjoy! 2. DEV CONTACT If you think you can help in the further development of this mission send me a PM. I could certainly need a scripter to help me implement what I have in mind. I'm basicly aiming for a ArmA2:PR AAS kind of mission type. 3. CHANGELOG 0.729 - added Anti-Collision Lights for Aircraft scripts by Combate Tático Brasil (scripts-ONLY Version, no add-on's required) supported Vehicles are the UH1H Blackhawk, the AH64 Apache, the CH47 Chinook, the AI controlled C130 (emergency landing at mission start) and the AI controlled AH64 Apache base defence helicopter - fixed clipping error with a "jumping" AI soldier on a tank in BLUFOR's vehicle repair area - renamed mission to "AAS/PVP 68 A Question Of Perspective" for the mission selection page 0.727 - Maximum number of players increased to 68 (2 x 31 players BLU- & OPFOR + 6 players CIVILIAN jokers) - SF Squad Members can now teleport (rally up) to the SF Squad Leader (if he's alive) - BAF units added - Unlocked AH-64D (Apache) and Mi-24D (Hind). - Weather changes and base modifications 0.722 - Viewdistance increased - Time of day changed slightly - Reduced fog - Removed a couple animated units in the BLUFOR base (animations are eff'd-up) - Added lighting effects 0.721 - Fixed reserved nil issue of SATView Trigger (changed nil to nul) - thx to .kju - Removed IR strobes from ammo crates - Added uplink initialization timer for the OPFOR SATView system 0.72 - Initial Release (16.09.2011) 4. CREDITS Many thanks to the following contributors who made this mission possible (scripts, advice, playtesting, etc.)! A-SUICIDAL BonInf BTK CarlGustaffa DeadSmile187 DeadWalking Demonized johnnboy .kju kylania Loyalguard Lzryde Mandoble PixelArtStudio Planck [sBS]mac Stone187 sxp2high Tophe of Östgöta Ops Xeno ..and all those who I forgot to mention! Special thanks to the dedicated scripters of this community who helped me out when I needed their expertise. Known Bugs: Paradropped ammocrates are not usable, they have to be unloaded on the ground (helos must land). A little hint for some audio eastereggs: hang around the radio in the BLUFOR UAV Hangar and also stand by the BLUFOR airport tower to eavesdrop on another easteregg. Wait till the base defence helicopter is further away before you go there to be able to hear it properly. Have fun! Download from Armaholic FTP #1: AAS/PVP 68 A Question Of Perspective v0.729 Armaholic FTP #2: AAS/PVP 68 A Question Of Perspective v0.729 Gamefront Mirror: AAS/PVP 68 A Question Of Perspective v0.729 -
pilots addaction question
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the input Bon! I didn't know you were still around. We talked about my mission with each other on teamspeak a while back, I don't know if you recall that - I was online as 'app0815' (Knoll was also around). Hmmm, judging by your description it's certainly beyond my understanding in coding to realize by myself. @Loyalguard: for sure! I would like to know how you did it. Might be helpful for my project. :) -
pilots addaction question
Bulldog Six posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hey fellas! I have some helicopters in my mission which have a red combat light in them which is on by default. But I would like to give the pilot the option to turn it on and off. Can someone please help me with it? this is the code for my UH60 lights: light1 = "#lightpoint" createVehicleLocal [0,0,0]; light1 setLightBrightness 0.02; light1 setLightAmbient [0.02,0,0]; light1 setLightColor [1,0,0]; light1 lightAttachObject [this,[-0.8,2.7,-0.5]]; light2 = "#lightpoint" createVehicleLocal [0,0,0]; light2 setLightBrightness 0.02; light2 setLightAmbient [0.02,0,0]; light2 setLightColor [1,0,0]; light2 lightAttachObject [this,[0.8,2.7,-0.5]]; also how do I include slightly different codes for other helo types so one script works for different helos? I guess I need to use the addaction command and create lightOn and lightOff scripts which differentiate between different helo types and uses the proper code for them - but that's where I need your help. I need it for 3 helo types: the Blackhawk ("UH60M_EP1"), the Chinook ("CH_47F_EP1") and the Huey ("UH1H_TK_EP1"). Just use the same code for all helo types and I'll alter it for them accordingly. Please help me out fellas! How do I do this? -
pilots addaction question
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I agree, it's not that easy. but maybe easier than you might think. yes, for MP use! currently I have the combat lights attached to the transport helos (Blackhawk, Chinook and OPFOR Huey's). So the combat lights are always on in them. I just want to add the ability to turn them off and on again. you can take a look at it in my mission here (no further addon's required, just OA standalone): http://www.gamefront.com/files/20997344/AQoP_v0729.zip note: if you want to enter the pilot seat make sure to select a pilot in the unit selection screen or else it will kick you out of the chopper. I included the anti-collision lights for aircraft scripts by Combate Tático Brasil with which you can turn on and off the anti-collision lights as a pilot. but not the combat lights, that's where I need your help. the combat lights are directly attached to the choppers in the editor via init code - which I guess I would have to change to a script like the anti-collision lights but I lack the knowledge in coding to do it. -
MP PVP/AAS Mission: A Question of Perspective
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA - USER MISSIONS
Version 0.729 has been released! go get it boys & girls! :) Changes in 0.729: - added Anti-Collision Lights for Aircraft scripts by Combate Tático Brasil (scripts-ONLY Version, no add-on's AT ALL required) supported Vehicles are the UH1H Blackhawk, the AH64 Apache, the CH47 Chinook, the AI controlled C130 (emergency landing at mission start) and the AI controlled AH64 Apache base defence helicopter - fixed clipping error with a "jumping" AI soldier on a tank in BLUFOR's vehicle repair area - renamed mission to "AAS/PVP 68 A Question Of Perspective" for the mission selection page (actually looks much better in motion than on a screenshot) Get it because it's hothothot! -
pilots addaction question
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hello? do you need additional information? it shouldn't be that complicated. basically, structurewise it should look kinda like this (I think): if DRIVER is PILOT and if combat lights are "OFF" then ADD_ACTION "turn on combat lights" (turn on combat lights -> if VEHICLE is UH1H use LIGHT SETTINGS 1; if vehicle CH47 use LIGHT SETTINGS 2; if VEHICLE is HUEY use LIGHT SETTINGS 3) if COMBAT LIGHTS are "ON" then PILOT ADD_ACTION "turn off combat lights" and REMOVE ACTION "turn on combat lights" if PILOT selects action "turn off combat lights" then REMOVE COMBAT LIGHT OBJECTS from LIGHT SETTINGS 1, 2 or 3 //depending on in which helo he's sitting preferrably all light settings should be accessible in the same file, but if it's easier to give each helo it's own light settings script then that's ok too. help me please! where's the code pro's? -
MP PVP/AAS Mission: A Question of Perspective
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA - USER MISSIONS
Version 0.727 has been released. Have fun! -
It would be great if you could find the time to make a script version - it seems like I'm not the only one who would love to see that (NkEnNy and others agree). It would be really useful in an addons-free mission.
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Because to have information about your browsing habbits may also prove useful to discredit you. an example: let's say you're a good guy wanting to change things for the better and running for congressman or some kind of community spokesman. But you have or had the habit to watch the occassional porn online every now and then (and c'mon, don't tell me you never watched porn online). If some power that be (opposition, press, lobbyists, etc) wants to remove you because they don't like your good-intent-agenda and depict you as some perv who likes to jerk off on porn sites - they CAN. Everybody has something to hide. You just won't admit it or haven't thought about your statement thorough enough. Be it watching porn, browsing on activists/political websites, researching about how to make your own silencers or looking for an alternative to fossil fuels to save money and taxes.. there is always something. by the way: there is no such thing as 'Terrorists". the only real terrorists I've come across so far are called politicians. if you bought the disinformation on the mass media you are not as sceptical as you think. Ha! You're just too naive. You'll think otherwise when FEMA comes by your house and tells you to obey. An example would be this: www.youtube.com/watch?v=zjum7kLuTGg You're right, but that's not the only thing an employer can hold against you. If he sees your facebook profile has been automatically updated late at night and you show up late for work coming up with some other excuse your credibility is out the window. It's not only about what you put in yourself. I posted earlier some articles on how facebook is keeping track of your habits without you even noticing it. You're one of those persons who believe whatever they want to believe - even though reality is far from it. Have a nice blue-pill day!
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ShackTac Fireteam HUD (STHUD)
Bulldog Six replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
No, not just for Arma2 free. For all mission makers who would like to include this great tool and don't want their mission to require downloading addons. It would be great if someone could find the time to make a script version. If I was better at scripting I'd do it myself. Most of it is already scripted, looks like it just needs some minor changes when one extracts the pbo. Dslyecxi stated he'd support such an improvement but lacks the time to do it himself. -
Update: Facebook tracks you even after you've logged out There is a saying: "Just because you're not paranoid doesn't mean they're not coming for you." Reading through some of the posts it is obvious that some here either can't grasp the power of information - or won't admit it. If you think facebook is gathering information for the benefit of you (i.e. to provide you with products of your interest), you're wrong. If you think the great number of active users is a weakness of facebook by which you can "hide in the crowd", you're wrong. If you think giving a fake name is enough to stay anonymous, you're wrong. You ARE the product. Your data IS being profiled automatically (yes, there are scripts and algorithms written for that). Your I.P. IS logged. Your profile data IS accessible to law enforcement & press when necessary. A common example about how your data can be used against you is when you are looking for a job. Smart(ass) employers will google your name & check your profile and ask you questions in an interview (based on the data you provide) which will make you blush. The information you provide in facebook may result in you losing your leverage and credibility when negotiating your salary (IF you make it to that junction, that is). That is just one example. Another would be what law enforcement can do with your data. Should you ever get in trouble with the (in)justice department, your data may be used against you. The press is also able to frame you based on your profile. A known example would be Anna Chapman, a russian sleeper. What I'm trying to teach you is: there's many ways to use your facebook data against you. Protect yourself and avoid it entirely if it's not too late.
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SR5 Tactical IED Detection and Remote Det Script
Bulldog Six replied to Reezo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
is this modification already in the official release included or do I have to replace "car" in the init line with something else? -
SR5 Tactical IED Detection and Remote Det Script
Bulldog Six replied to Reezo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I put the vehicle detection code into a terminal humvee and get this error message after a couple of seconds: Is anyone else getting this error or maybe fixed it already? Please let me know! -
can it be implemented into missions as a script only version?
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ShackTac Fireteam HUD (STHUD)
Bulldog Six replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
is it possible to get a script version? would be great! cheers -
Hi, the following issues are part of a MP mission (player versus player), hopefully to run on a dedicated server sometime. please keep this in mind when posting a solution since some code won't work in MP/dedicated server mode. if you want to run this mission on your server, let me know via PM. it's pretty cool so far, but it's still work in progress. Issue 1: I've been trying to remove the radio from a specific unit's inventory, but for some reason it doesn't work. I've tried the following code in the initialisation field of a unit, also in a trigger - without success. the unit keeps the radio.. :-( this removeweapon "ItemRadio"; any ideas? (I'm using [sBS]mac's pvp script pack, which might be loading some default gear after a few seconds - but there must be a way to get rid of the radio again. removing it from the script pack is not an option, because I want only some specific units not to have the radio). Issue 2: I need a connecting player to run a script (an intro script with typewriter credits and some music) once they connect. Each side (WEST,EAST,CIVILIAN) has a different intro script. I want each CONNECTING player to run the intro script ONCE when they connect. It should ONLY be visible/audible to the connecting player and not for others already playing. And it should never run again for those who have already seen it (i.e. respawn). So far I am using an area trigger with the condition this && player in thislist and the on activation nul = [this && vehicle player in thislist] execVM "scripts\intro_blufor0.sqf"; This is a temporary solution only because I can't set the trigger to be triggered repeatedly, otherwise a unit won't just get it only once if they step into the trigger area again. And if I set the trigger to be triggered once, probably only the first player who triggers it will get the intro and others who connect later won't because it's been triggered before by the previous player (I guess! - correct me if I'm wrong). Issue 3: I'm using a UAV in my mission. I've set it to fly in a certain height (350) and because of that it keeps flying up and down depending on the terrain below it to keep the assigned height. This makes it difficult to monitor an area with the UAV. I need the UAV to either use the sealevel as height-reference or to set the Z-speed to 0 (zero) so it won't rise (I've read about this, but it wasn't explained how-to). How do I do that? Other solutions/workarounds are also welcome of course. Issue 4: A while back I somehow managed to have civilians driving civilian vehicles on the roads. I don't know if I messed it up or if the Civilian Vehicle Module was altered in a way that this feature doesn't work anymore. What do I have to do to make the AI civilians occassionally use vehicles again? (sync or group the ALICE and SILVIE modules together or something of that sorts maybe?) Issue 5: at the beggining of my mission I have an AI-controlled C130 landing on the airstrip. I managed to make it land, but at the middle of the airstrip it banks to the left and "parks" partially on the strip and on the grass between the taxiway and the landing strip. How do I make it use the entire landing strip and turn at the end of it to move on the taxiway? And how do I make it take-off again after a while to fly around until further notice? Issue 6: I mentioned I'm using an UAV in my mission earlier. How can I make it respawn after it's been shot down using the same settings it had when it was initialized (circleing above the WEST base at the pre-defined height AND player-accessible through a terminal Humvee or Laptop)? The respawn script I'm using won't work, it keeps falling straight down after it respawns and the terminal keeps telling me it's destroyed when I try to access it when it respawns. Issue 7: How can I give specific units the ability to repair vehicles? Issue 8: How can I give a unit entering the driver/pilot seat a hint message only visible for him? (I've done it with a trigger-area at the vehicle's position with the condition this && vehicle player in thislist; so far, but I'm not very happy with this temporary solution because when the vehicle is not there/taken the hint message will still appear as soon as someone walks/drives over the trigger-area). Issue 9: I'm using this code to have a coloured title of a hint message: hintSilent parseText format["<t color='#FFCC33'>[color="DarkOrange"]UAV Terminal:[/color]</t> to use it, walk up to the laptop and select the UAV function in the mousewheel menu. While using the UAV left klick on the map (default M) to designate a location you want to monitor. Q = gain height, Z/Y = reduce height, F = switch functions, N = optical modes (all key references according default key settings)"]; How can I break the text to use a new line? I want it to look like this: [color="DarkOrange"]UAV Terminal:[/color] to use it, walk up to the laptop and select the UAV function in the mousewheel menu. While using [b]<<These breaks will be done automatically by the hintbox's size[/b] the UAV left klick on the map (default M) to designate a location you want to monitor. [b]<<< These won't[/b] [b]<<< These won't - how do I force these?[/b] Q = gain height [b]<<< These won't[/b] Z/Y = reduce height [b]<<< These won't[/b] F = switch functions [b]<<< These won't ...[/b] N = optical modes (all key references according default key settings) The following two codes won't work. \n <br> The first will be displayed in the hint as such and the second cuts off the text after it. Issue 10: Is it possible to pre-define the player's music volume setting on connect? Most people usually disable music, but it's an important part of my mission. Is it possible to override a player's setting so they can enjoy the intro music as well? Issue 11: Is it possible to have an AI-controlled aircraft (i.e. An-2) spawn on a player's connect, having the connecting player in cargo, flying pre-defined waypoints, land, drop-off the unit(s), take-off again and delete itself at another pre-defined waypoint? And how do I disable the options "switch to pilot seat" and "jump out" from the in cargo/co-pilot-seat-connected player's mousewheel menu? Issue 12: I'm working on a new medevac idea - but I lack the know-how. I'm using kylanias chopper planned extraction script for this. So far the player can call a medevac chopper with the radio to bring him to the medic tent back at the base. But instead of the regular respawn on death I'd love to have a medevac chopper land somewhere near the victim, an immortal soldier to disembark the chopper, grab the incapacitated soldier and drag him into the medevac chopper to bring him back to base to revive him. If it's to dangerous, i.e. enemy tanks or attack choppers within a certain radius or a time limit exceeded the player should have the option to respawn as usual. It would be amazing if anyone could help me with this. If it's easier to help me with any of these issues I can also send you my mission. Just PM me and I'll upload it for ya. I'd be very grateful for working solutions! Please keep in mind that I'm quite new to all this when you respond to avoid further questioning about it and to spare us both some time. Probably more questions as new issues arise...;) Many thanks so far! Cheers p.s.: I love to add helpers to the mission intro's credits for working solutions as a symbol of my gratitude. that way your efforts are recognized forever! :) It also adds a little something to the cinematic experience of my mission.
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remove radio from a unit, run a script once for a connecting player, AND OTHER ISSUES
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you're right, I've altered that part from Demonized's code for the plane insertion of OPFOR units (which is similar to your code): {unassignVehicle _x; _x action ["getOut", _plane]} forEach crew _plane; I tried to alter in it a way so that the pilot stays in the plane while everyone else get's kicked out. I'm still a noob regarding scripting so I was experimenting with it but I got some things wrong appearantly so my altered version didn't work. I grew tired of trying to learn this language so I give up. I know what would be a good mission design but unfortunately I lack the coding skills to realize what I'm aiming for. It would be much easier if I had a good scripter with whom I could talk via skype or teamspeak about what I need done in coding instead of having to put it into writing in this forum - or if I could code it myself for that matter. But this code language is beyond my understanding. I'll just leave it as is until I find another way to do it. -
remove radio from a unit, run a script once for a connecting player, AND OTHER ISSUES
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
anyone got a clue?? -
MP PVP/AAS Mission: A Question of Perspective
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA - USER MISSIONS
Mission updated to Beta Version 0.722 (first post). See changelog for more details. -
Arma 2 : OA beta build 84749
Bulldog Six replied to humvee28's topic in ARMA 2 & OA - BETA PATCH TESTING
ah! mr. know-it-all-better, eh? a real wiseguy. "these people"..pfft! like I care what generalizing people think. you just rant like the guy before you. lot's of blabla and no content. ---------- Post added at 16:26 ---------- Previous post was at 16:12 ---------- -
Arma 2 : OA beta build 84749
Bulldog Six replied to humvee28's topic in ARMA 2 & OA - BETA PATCH TESTING
I find metalcrazes input very meaningful. his statement has a point. I find it sad that you choose not to see it. he's right to be disappointed when there are so many things that are obviously not the way they should be. you may argue he had the chance to check out the product in a demo. but when playing a demo you would excuse such bugs saying "it's just an early version of the product. the developers are surely going to fix it until the final release of the product." - and that's where he is right - because they didn't. and he just mentioned one single issue and you find his argument offensive. and that is sad because it's just one of hundreds possible examples in this product which haven't been fixed in the patches already. I do not understand what people expect to achieve by patting the developers on the back when there are so many things that need fixing. it is a disappointed customer who wants the product quality improved - and not a satisfied one. so in fact it's his contribution that would make the developers take the time to improve the product (from which you would benefit as well in having a higher quality product) - and not because of those who are patting their backs for fixing something that should have been fixed in the very first patch. do you even remember what this patch fixes? Changes: Standing dead AI fixed. :bounce3: Let's ceeeeeelebrate good times, come on! :bounce3: So, I have to agree with metalcraze.. however: many, many thanks to the few dedicated programmers who haven't given this game up yet and kept working on it. Your effort is not unrecognized! (you might now think I'm contradicting myself) All I'm saying is that these few developers who worked on this patch should have had more support by their colleagues in bugfixing and gamepolishing. Thank you and keep it up please! Our hopes and dreams depend on you! :) -
remove radio from a unit, run a script once for a connecting player, AND OTHER ISSUES
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm trying to modify the plane insertion script Demonized posted earlier so it would work for a insertion helo as well. but I failed in combining some of the code with kylanias planned extraction script where he managed to drop off units without the crew leaving the helo.. ..dunno how to get this to work. (I'll post an excerpt of kylanias script at the end of this post) this is how I modified it so far: if (!isServer) exitWith {}; // here is the name of the players that will make use of the helo insertion at start. _units = [baf_1,baf_2,baf_3]; _helo = _this; _copyWp_to_placeHolder_Group = { if (!isServer) exitWith {}; // here we create a new placeholder group for the waypoints. _newGrp = createGroup (side (driver _this)); // and copy the waypoints to the placeholder group. _newGrp copyWaypoints (group (driver _this)); _newGrp }; _track_JIP = { if (!isServer) exitWith {}; _helo = _this select 0; _units = _this select 1; _runIt = true; while {_runIt} do { { if (isPlayer _x AND !isNull _x AND !(_x in _helo) AND (_x getVariable ["heloInsertion", true])) then { _x assignAsCargo _helo; _x moveInCargo _helo; _x setVariable ["heloInsertion", false, true] }; } foreach _units; if (isNull _helo OR (_helo getVariable ["heloInsertion", false])) then {_runIt = false}; sleep 0.01; }; }; _land_etc = { if (!isServer) exitWith {}; _helo = _this select 0; _cnt = _this select 1; _pilot = driver _helo; _grp = group _pilot; _helo lock true; // here we wait for the helo to land and the pilot to exit. // waitUntil {!(_units in _helo)}; waitUntil {this and ((getpos (thislist select 0)) select 2 < 1)}; // this and ((getpos (thislist select 0)) select 2 < 1) // here we auto kick out anyone still inside the helo. _helo lock false; waitUntil {!(locked _helo)}; waitUntil{{_x in _helo} count units group _units == 0}; {unassignVehicle _units; _units action ["getOut", _helo]} forEach _units _helo; // set another name to the vehicle. _VarName = format["%1_%2",(vehicleVarName _helo),_cnt]; _helo SetVehicleVarName _VarName; _helo Call Compile Format ["%1=_This ; PublicVariable ""%1""",_VarName]; // here we wait until all is out then get the pilot back in and make him fly to the marker called deleteHelo. // waitUntil{{_x in _helo} count units group _units == 0}; // waitUntil {(count (crew _helo)) == 4}; // _pilot assignAsDriver _helo; // [_pilot] orderGetIn true; // waitUntil {_pilot in _helo}; _pilot doMove (getMarkerPos "deleteHelo"); _grp setSpeedMode "FULL"; // here we wait until the helo is near the marker, then delete it and its pilot and the group. waitUntil {(_helo distance (getMarkerPos "deleteHelo")) < 80}; _pilot setPos (getPos _helo); {deleteVehicle _x} foreach [_pilot,_helo]; deleteGroup _grp; }; _type = typeOf _helo; _typeP = typeOf _pilot; _pos = getPos _helo; _name = vehicleVarName _helo; _cnt = 0; waitUntil {!isNull (driver _helo)}; // here we run the functions on the first helo (the one placed in editor). _null = [_helo,_units] spawn _track_JIP; _null = [_helo,_cnt] spawn _land_etc; _newGrp = _helo call _copyWp_to_placeHolder_Group; // after 30 seconds, delete pilot, helo, and group if no players active in the _units array. sleep 30; if ( ({isplayer _x} count _units) == 0 ) then { _pilot = driver _helo; _grp = group _pilot; _pilot setPos (getPos _helo); {deleteVehicle _x} foreach [_pilot,_helo]; deleteGroup _grp; }; _name = vehicleVarName _helo; waitUntil {isNull _helo OR (vehicleVarName _helo) != _name}; while {true} do { // wait until there are players in the units that have not been inserted and the helo has departed from the airport to delete point. waitUntil {({isplayer _x AND (_x getVariable ["heloInsertion", true])} count _units) != 0 AND (isNull _helo OR (vehicleVarName _helo) != _name)}; // here we recreate the helo. _helo = createVehicle [_type,_pos,[], 0, "FLY"]; _helo lock true; _helo SetVehicleVarName _name; _helo Call Compile Format ["%1=_This ; PublicVariable ""%1""",_name]; // here we recreate the pilot in the placeholder group and move him into the helo and he should start on first wp. _pilot = _newGrp createUnit [_typeP, [0,0,200], [], 0, "NONE"]; _pilot assignAsDriver _helo; _pilot moveInDriver _helo; // make sure pilot is driving before continuing. waitUntil {(driver _helo) == _pilot}; // here we spawn a code to run to check and add the other units if they join while we are flying. _null = [_helo,_units] spawn _track_JIP; // here we run the code for the landing and deleting. _cnt = _cnt + 1; _null = [_helo,_cnt] spawn _land_etc; // here we create a new placeholder group for the next helo. _newGrp = _helo call _copyWp_to_placeHolder_Group; // wait 1 second then start over at top. sleep 1; }; could someone please check the part where the player is supposed to get out of the helo? what I can't get to work is: -helo (chinook) lands at transport unload waypoint (keeps engines running) -helo unlocks at touchdown (or 1m height) -all players are autokicked out of helo (not the crew) -helo takes off again to the deleteHelo marker where it's deleted so far the helo lands, shuts the engine off, the tailgunner gets out, gets in as copilot and the chinook stays on the ground forever. can anyone find the errors in the script? I commented some stuff out because I wanted the crew to stay inside, but the tailgunner still gets out. (total helo crew is 4, because the helo is a chinook; pilot, gunner left, gunner right and tailgunner). Cheers excerpt of kylanias planned extraction script: // ... off we go by setting a TRANSPORT UNLOAD waypoint. // It'll auto boot the leader once there, but he'll have to tell the others to get out. wp1 = _chGroup addwaypoint [_end, 20]; wp1 setwaypointtype "TR UNLOAD"; wp1 setWaypointStatements ["","transportHelo land ""GET OUT"""]; // Wait till the player's group is out of the helo. waitUntil{{_x in transporthelo} count units group _unit == 0}; // Once they are out, set a waypoint back to the start and clean up by deleting the helo and landing pads. wp2 = _chGroup addwaypoint [_start, 20]; wp2 setwaypointtype "MOVE"; wp2 setWaypointStatements ["true","{deleteVehicle _x} forEach crew transporthelo; deletevehicle transporthelo;"]; deleteVehicle _lzPickup; deleteVehicle _lzDropOff; -
A pilot unit may have skills Engineer?
Bulldog Six replied to jetherjr's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm using this little repair script for my mission where the civilians can repair their vehices. Just modify it to your needs (instead of civilians able to run this script make it for pilots): /* CIVILIAN FACTION SIMPLE VEHICLE REPAIR SCRIPT - by Demonized & app0815 put this in the init line of the vehicles which are to be repairable: _id = this addAction ["Repair", "scripts\repair.sqf", [], 1, false, true, "", "(getDammage _target) < 1 AND (getDammage _target) > 0 AND (side _this) == civilian AND (vehicle _this) == _this"]; in conjuction with the vehicle respawn script I'm using it looks like this (the "_id= this add..." code is twice in here. once for the current vehicle placed in the editor and once for the same respawning vehicle): veh = [this, 100, 0, 0, false, false, "_id = this addAction [""Repair"", ""scripts\repair.sqf"", [], 1, false, true, """", ""(getDammage _target) < 1 AND (getDammage _target) > 0 AND (side _this) == civilian AND (vehicle _this) == _this""];"] execVM "scripts\vehicle.sqf"; _id = this addAction ["Repair", "scripts\repair.sqf", [], 1, false, true, "", "(getDammage _target) < 1 AND (getDammage _target) > 0 AND (side _this) == civilian AND (vehicle _this) == _this"]; */ _vehicle = _this select 0; // this is the vehicle. _playerUnit = _this select 1; // this is the repairing player. _playerUnit playMove "ActsPercSnonWnonDnon_carFixing2"; // here the player starts the repair animation. sleep 10; // some sleep time for the repairs to take place _vehicle setDammage 0; // here we reset the damage of the vehicle to 0. hint "Vehicle repaired!"; //_vehicle setFuel 1; // here we fill up the fuel tank. (uncomment this if you want to refuel the vehicle as well) // this is a sqf script so it will exit here on its own, no need to end it. I'm not sure if the hint message is global or just received by the person repairing.. you might wanna look into that or remove the hint message entirely. make sure you alter the path and name of the repair script to yours script file.