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demonized

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Everything posted by demonized

  1. After some testing: Placing a civ called civ and placing this in player init in SP. _null = [] spawn { _pos = [(getPos player select 0)+0.5, (getPos player select 1)+0.5, getPos player select 2]; _weaponBag = "WeaponHolder" createVehicle _pos; _weaponBag setPos _pos; {_weaponBag addWeaponCargo [_x,1]} foreach ["Laserdesignator","itemmap"]; _weaponBag attachTo [civ,[0,0,2]]; waitUntil {!("Laserdesignator" in (weapons _weaponbag))}; hint "you found some evidence"; }; Youll see that the civ has the weapon holder with map and a lasermarker ca below his neck. Youll see that the hint comes right away so the check if taken out is not working properly. Also when i set hideObject on _weaponbag it also removed the ability to acces it so no point using that. Using ammoboxes would alo be kindof not good since youll see that it is a US ammo box etc. I wouldnt want to use this method. Since the intent is to create some more realism, id suggest a extensive random chance addaction system or a dialog with custom graphics, click on arm part, find hidden knife etc..
  2. what i meant was that you cutom specify what you want as distance from what position on each vehicle. so if you use (_veh distance (getMarkerPos "base")) < 500 for that vehicle only it will have to be 500 away from the marker position called "base". the 1 - 10 i meant helipad1, heliapad2 ect to 10 for example only. (_veh distance (getPos helipad1)) < 100 here it will only recive damage when 100 away from helipad1.
  3. that code would be placed directly in the init of the vehicle, you need ofc to reapply it when respawned. main thing, this is the vehicle name. vehiclename addEventHandler ["HandleDamage", { you can use it differently on all vehicles. for example all helis have distance from their helipad 1 -10 a10 have 500 distance from a base marker etc.. if ((_veh distance (getMarkerPos "base")) < 500 AND (side _sho) == west) then { for where to place the code in the scripts of domination i dont know, Grimes [3rd ID] method would be far easier then if it works.
  4. you could "fake" it, attach a invicible weapon holder on the civ and then add in whatever objects you wish to find, then check if player is taking out any "evidence" of the weapon holder, "indicating" that eveidence is found, if player does not take it, he "has not found any evidence" this way you would actually see whats inside, and if you remove an item it can be checked by simply if not in holder anymore its found.
  5. demonized

    Need JIP Help

    youre not totally off. _this refers to an array.. [] is an array. ["apples","oranges","rambo"] array has stuff in it. array content are listed from 0 to last, in this case 0,1,2. _this select 0 is the first in the array, aka "apples". _this select 2 is in this case last, aka "rambo". in my posted code (note not confirmed its working) this select 3 refers to the fourth object in the array. (4th object addded)
  6. you could just make it easy with HandleDamage eventhandlers wich only allow damage from friendlys when so and so distance from base, now enemys can destroy as usual, but griefers cannot damage vvehicles in their base parking spot edit: something like this: this addEventHandler ["HandleDamage", { _veh = _this select 0; _sho = _this select 3; _ret = 0; if ((_veh distance (getPos helipad1)) < 100 AND (side _sho) == west) then { _ret = 0; } else { _ret = _this select 2; }; _ret }]; now if vehicle is fired upon by a west unit and the vehicle is less than 100 from helipad1 it will get no damage. if enemy or its more than 100 away from helipad it recieves normal damage.
  7. demonized

    Need JIP Help

    -- Task Data --------------------------------------------------------------------------------- ["TaskName","Title","Description",Condition,[Marker],"State"] Required parameters: TaskName string Name used to refer to the task Title string Task name shown in the in/game task list Description string Task description, the actual text body Optional parameters: Condition boolean/side/faction/unit/group/string Units the task is added to. Default is everyone Marker array Marker related to the task. It will be created only for the units who have the task. Marker will be hidden after task is completed. Can be an array of marker arrays, if you want to create multiple markers. Name string Name of the marker to create. Position string Position of the marker. Type string Marker type. Optional, default is "selector_selectedMission". Color string Marker color. Optional, default is red. Text string Marker text. State string Task state of the newly created task. Default is "created". [b]Destination object/position/marker Place to create task destination (game's built-in waypoint/marker). If an object is given, setSimpleTaskTarget command is used, attaching the destination to it.[/b] edit, thats just for the destination, the setCurrentTask part i have not found yet, maybe ask in Shukos thread. but i saw this, so it may not be present in the script. 0.31 Fixed: Change in v0.29 broke task state update for JIPs. States were being overwritten by setcurrenttask command. also maybe experiment with assigned: Task states are updated by calling a function. Possible states are: succeeded/failed/canceled/[b]assigned[/b]/created. Example: ["Task1","succeeded"] call SHK_Taskmaster_upd;
  8. demonized

    Need JIP Help

    ive taken a look into the MP scripts regarding MP framework and the createSimpleTask etc commands that can be used, but its very confusing. i did however find a way to get the JIP´s to run my script with my previous code, though untested on dedicated, using functions module and a script named initJIPcompatible.sqf but everything i posted on this matter is simply theoretical mumbo jumbo at this point. then i decided to look into Shuko´s Taskmaster 2 and look at how he did it, and i came up with the following: just use TaskMaster 2 as he has covered all the bases, it is tested and it is verified that it works. It uses something along the lines of what i was thinking about, and it looks like what i would have wished my own script to be like when it was completed and tested and updated over and over and over and ... It looks discouraging at first, but start in the top, read throug part by part and youll get it after awhile. there is also example mission included. It will be while worth for you to learn to use this, as it can do everything you need.
  9. does not take into account sides, since you said all playableunits. if ( ({(_x distance base1) < 70} count [s1,s2,s3,s4]) >= 2 AND ({(_x distance base1) < 70} count playableUnits) == (count playableUnits) ) then { hint "2 or more of units s1 - s4 is near base, and all playableunits is near base"; };
  10. one would need to change the radar.pbo(not real name) and run it as a custom addon to make the color match the crew. Im asuming its a simple change from cfgVehicle side, to crew side. wild speculations: AI do not spot enemy vehicles based on vehicle, they spot enemy vehicles based on crew inside vehicle. and if enemy crew, AI engage crew, based on vehicle type.
  11. demonized

    Need JIP Help

    with muzzleflash adjustment i think maybe we get a duplicate of the tasks on the ones already playing when someone JIP´s... i know Shuko has a task master script wich is fully tested afaik. downside on that is that it is not the easiest of scripts.. never looked more closely into it before..
  12. i asume you can check if they have a muzzle, if not then its not a weapon
  13. demonized

    Delete Trigger via script

    thisTrigger refers to the trigger itself, no names required. you can delete the trigger itself in its own on act field, if the trigger is just supposed to activate once and then be deleted: _triggerpremove setTriggerStatements ["this", "{_x setDammage 1} foreach thisList; _null = thisTrigger spawn {sleep 1; deleteVehicle _this};",""]; i used spawn with 1 second sleep incase it will have issues with deleteing the trigger while it was running code, might as well work just fine if you used deleteVehicle thisTrigger this is ofc asuming you only need trigger to activate once and then be deleted.
  14. demonized

    Take On Music

    for the TOH official mission, id say mostly instrumentals, old school rock for action, electronic for non action. there is ofc types from both genres that fits with action/non action. the ability to have a builtin mediaplayer using custom folder to play most used formats, like mp3 etc. My biggest wish, builtin mediaplayer wich can link to websites for radio shows, maybe some aspiring hobby dj can run a TOH radio station, telling "fake" useless info about the TOH world, doing interviews, playing music etc like any other radio station. This could also be a good platform for comercials or news directly from BIS. You can see something similar with everadio made for eve online. or just a prerecorded various radio chatter with additional different songs, like done in GTA. Even when fake, the radio telling about the weather, the lady that got run over by the bus in Sakhe, fight on crime progress etc adds so much to the immersion and escape from real life experience, could also with some effort be related to actual ingame events, like forest fires, and you are asigned with water transport, or police scanners ingame when you are providing air support for law enforcement ingame. Or simply all above with more :D
  15. not possible atm. same issue with west units in east planes, still come up red on radar. looking at reality, you would identify the vessel via looks, not who drives it, so a m1a1 abrahams would most likely be considered US troops even if russians were driving it.
  16. edit: and use say instead of playsound...
  17. ok, i see in your script you have extra spaces? pavel kbTell is that just from copy paste, or actually in script? if in script im guessing thats not good. sorry i cant help more with script, the distance parts look ok. maybe an issue with what follower is? vehicle follower etc...
  18. not knowing too much about the kbWasSaid, but isnt your logic switched here? shouldnt you use condition without ! before it says that if the said part is not completed, say it again??? now it says if only its done saying.. if (_dist < 80 && (pavel kbWasSaid [_follower, "Tail", "Pavel_TooClose", 25])) then {
  19. a, i just realized what you were really asking. you didnt mean marker does not move? you meant the task destination does not move? if thats the case do this: while {alive ed} do { tskObj6 setSimpleTaskDestination (getPos ed); sleep 1; }; this should update the task destination every second until ed is dead.
  20. try adjusting the skill of the crew of the d30, with it set to max, what happens then?
  21. demonized

    Need JIP Help

    just an fyi after some thought, i changed the top line of the init.sqf code. from: AllOurTasks = []; to: if (isNil "AllOurTasks") then {AllOurTasks = []}; also if you decide to delete a task during the mission i thought of just adding a special string in the array using set, with "deleteThisTask", and then just deleteTask for all those that had this in them after all of them were created outside the foreach code in the init.sqf code so the numbers on the task handles were same and correct for all players.. before and after JIP. but i didnt add that just yet, need to see if it actually works first. if it does, ill see if i can compile it into a simple short function to be used throughout the mission instead of all the code.
  22. yeah its probably what kylania said, or you are using createVehicle on the position. if so, then use createVehicle array and "CAN_COLLIDE", or create the cobra elsewhere, fold its wings and when folded setPos it to wherever you want.
  23. click on "what to do when posting any kind of code dammit!!" in my sig ;)
  24. maybe have a dummy song just 1 second silence and play that one when you want it to end..
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