Jump to content

demonized

Member
  • Content Count

    2658
  • Joined

  • Last visited

  • Medals

Everything posted by demonized

  1. because you combine sqs and sqf, stick to one type. goto is sqs, also exit Ive seen alot of people combine both lately, is this because of old guides like Mr Murrays or something else messing with the heads of the community?
  2. yes, just replace _vehicleYouFound with _Mhq or car1 or chopper1 ect and those vehicles will be clan only for driver seat. edit: ofc asuming you found the correct place in the scripts where it is created and respawned.
  3. demonized

    DMZ Delete [script]

    in my mind :D yes. the script is not collecting all units at start, it checks the ingame arrays of all vehicles and all dead and if they are meeting the condition and have not been already processed by the script, the script processes them. then sleeps 10 seconds, and rechecks and so on and so forth.. it also readds respawned units with same name as the dead ones to the check list so they will again get deleted upon meeting the condition. ---------- Post added at 08:43 PM ---------- Previous post was at 08:34 PM ---------- you can verify that its collecting the spawned units by placing this in init.sqf and run your VTS mission and see if numbers change to what you expect. make sure you have function module placed in editor. if (isServer) then { _null = [] spawn { waitUntil {!isNil ("BIS_MPF_InitDone")}; while {true} do { _hint = format["all dead units is %1 \n all vehicles is %2",(count allDead),(count vehicles)]; [nil,nil,rHINT,_hint] call RE; sleep 1; }; }; };
  4. just need to locate the vehicle spawn parts in the insurgency scripts, wich will require some digging on your part. look out for createVehicle and that should narrow the search down. then replace this line: this addEventHandler ["GetIn", { with _vehicleYouFound addEventHandler ["GetIn", {
  5. setVehicleVarName on _A10Spawn select 0;
  6. demonized

    Side Counting Vehicles

    1: something else is lagging up your game, maybe its related to 2. anyhow, i see you use ACE, and there is major differences in how ACE and Vanilla run the game. 2: because there is no players on the server(dedicated) side, notice top line: if (!isServer) exitWith {}; means, all that is not server, exit with nothing. use MP framework to broadcast sidechat etc from here. you need a functions module for that btw.
  7. demonized

    Side Counting Vehicles

    the player is most likely considered enemy because he got a negative rating after "killing" a "friendly" plane, so he is no longer in west list. fix: addRating the lost amount. for the issue with seeing friendly planes with enemy pilots in them, its a matter of reality, if you see an A10 on the battlefield you asume its a western pilot, if you see a mig, you lean towards any "communist", russia, china etc (not political correct :D ) however you can manually target that plan by clicking on it, manual targeting. fix: dont use f35s for all sides or get a addon that has f35 listed as a additional east plane.
  8. just use getin eventhandlers: something like this, untested btw: place this in init.sqf with all your different clan members UID, its the number in profiles ingame SP menu. MasterUIDlist = ["1234567","7654321","add more UIDs"]; publicVariable "MasterUIDlist"; place this in init of the vehicle, or alternatively save it as a script and reapply on vehicle respawn etc. this addEventHandler ["GetIn", { _veh = _this select 0; _pos = _this select 1; _unit = _this select 2; if (isPlayer _unit) then { if (_pos == "driver") then { if ((getPlayerUID _unit) != MasterUIDlist) then { _fuel = fuel _veh; _veh setFuel 0; _veh vehicleChat format["%1 - you are not allowed to operate this vehicle",(name _unit)]; sleep 1; _unit action ["getOut", _veh]; _veh setFuel _fuel; } else { _veh vehicleChat format["Welcome %1",(name _unit)]; }; }; }; }]; it will eject any players that get into the driver seat of any vehicle and turn off the engine as well if they start it unless they are in the masterUID list.
  9. i think with the default MP respawn the units are placed in empty positions, not on top of eachother. at least thats what ive observered. just test with 20 playable AI in a MP mission with respawn, place them together and drop a LGBU amongst them.
  10. just a note: change this: (zoneA = true) && (zoneB = true) && (zoneC = true) to this zoneA && zoneB && zoneC any condition will error when using something = something, you can use == but with boleans (true/false) its just a matter of on (this is true) !on (this is false)
  11. Big Dawg KS example is the by far better soultion, i works like this: action i always there, but action will only show when vehicle is empty, and the action will only be added once. i would do a small change though, since you add your action to the truck itself: Truck1 addAction ["Setup","setup_script.sqf",[],6,false,true,"","count (crew [b]_target[/b]) < 1"]; notice i replaced truck in the last condition with _target. it works the exact same way, but now you dont need to add in the truck name in the condition as its dynamically handled. more info on addaction here:
  12. if you need them to be as close as possible you may want to just use findEmptyPosition
  13. sethit on legs cause damage to the legs, but is not registred in the overall damage. so a unit with sethit 1 to the legs cannot walk, but a damage check reveals he has 0 damage. work around this by adding damage. setHit only works on parts, setDammage works on overall status. this will injure the player and make him unable to walk, and medics can heal him. player setDammage 0.89; player setHit ["legs", 1]; here is link to wiki for sethit. in there you can use search to look up info on any command. also there is a complete list of all commands here: you should bookmark this page and always look at least there for answers. Edit: i took a look at my mission, i used setdammage first then sethit after for the wounded and unable to walk unit. above code corrected in order.
  14. demonized

    DMZ Delete [script]

    thats strange, i had asumed that the VTS would work same way as any other spawned units. in the demo mission you have a radio trigger where you can spawn a stryker group as many times you like, and they get deleted just as well as others. Is this an MP issue? the script rechecks the complete list of dead and every vehicles every 10 seconds. if you run a paralell script of this, the 1st script will take precedence, and the second timer will simply exit since the object is null. i dont think it will create any special lag running multiples of this as its small in CPU usage, but if you would run it after any spawns, that would be ridiculus and for sure screw things up with the excluded included parts.
  15. just doubleclick the missionname.pbo in eliteness and youll get a question to extract, click yes.
  16. this is not a general questions section of the forum. 1: learn to use search button! 2: play the tutorials in scenario in SP menu. 3: select medic, and press 6 for actions.
  17. since your "friend" sounds like a douche, lets just "hack" him. :D ill tell you this: open up your MPCache folder, im on win 7 ultimate 64 bit. my MP cache is a hidden folder (enable show hidden folders in explorer). its located here: C:\Users\your win username\AppData\Local\ArmA 2 OA\MPMissionsCache in there you will find all the MP missions you have played, locate the one your "friend" made and use Eliteness to unpbo it and then you can see exactly how he did it. now get cracking and show your "friend" how "you" did the crash. ;) :D
  18. First post updated with fully working workaround for missing assignAsTurret command on any vehicle. Ai runs to correct position and mounts the specified turret correctly.
  19. read the guide in my sig, it will give you a direction to work towards.
  20. why not use a repeated trigger at the spawn area: condition: ({!isplayer _x AND alive _x} count thisList) != 0 on act: {if (!isPlayer _x) then {removeAllWeapons _x; removeBackPack _x}} foreach thisList
  21. kylania showed me a simple code awhile ago with spawning in a random pos to avoid just this: i dont remember the exact details, but anyway: (vehicle _this) SetPos [(getMarkerPos "base" select 0)-200*sin(round(random 359)),(getMarkerPos "base" select 1)-200*cos(round(random 359))]; i think the 200 is the max radius from the position, and 359 is a random direction from the position.
  22. demonized

    Side Counting Vehicles

    do you have respawn in your test mission? if not that would explain why the count goes down. for the red vehicle target, im not sure but the vehicles have their own side and should be updated via pilot inside, but after testing it doesnt, you cant TAB for auto target, but you can rightclick on target and lock on.
  23. info on playmove, need to place animation inside "qoutes"
  24. demonized

    Side Counting Vehicles

    place in init of vehicle: _null = [this,3] execVM "script.sqf"; script.sqf: if (!isServer) exitWith {}; _veh = _this select 0; // the vehicle. _amp = _this select 1; // amount of players. _type = typeOf _this; _pos = getPos _this; _dir = getDir _this; deleteVehicle _veh; while {true} do { waitUntil {sleep 1; ({(side _x) == west} count playableUnits) >= _amp}; _veh = createVehicle [_type, _pos, [], 0, "NONE"]; _veh setPos _pos; _veh setDir _dir; waitUntil {sleep 1; (getDammage _veh) >= 1}; // here we use the destroyed option. //waitUntil {sleep 1; !canMove _veh}; sleep 10; }; you can also make it usable for all sides by adding in side. _null = [this,3,west] execVM "script.sqf"; and in top of script after _amp add: _side = _this select 2; and change the (side _x) == west to (side _x) == _side
×