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demonized

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Everything posted by demonized

  1. 1: play the tutorial missions in scenarios in SP menu. 2: use F1 -f12 keys to select individual units.
  2. demonized

    Unitcapture / Unitplay in real life

    For those that are familiar with scripting in Arma, there are the functions of unitplay and unitcapture, wich can record a players flying and then make a AI replay it afterwards. here is the real life version of that i stumbled upon: http://heli.stanford.edu/
  3. ah yes, ive not implemented any if in vehicle checks so that would probably be it :D i asumed the AI could not eject by himself if he was inside a vehicle. He should only auto heal any units in his own group, for units outside of group you need him to be an actual medic, and order him yourself. i never tested with AI inside a vehilce, will look into that and add failsafes for if in a vehicle if my script is the issue. ---------- Post added at 12:51 AM ---------- Previous post was at 12:47 AM ---------- @DMarkwick the obvious question i should have asked right away: did the medic run towards any group member? i just asumed no, since you did not specify and it seemed to me you meant he was just running away.. Edit: using fullAuto option makes medic eject vehicle on his own, wich can be somewhat messy even if it should be auto. i will fix that.
  4. demonized

    Side Counting Vehicles

    Edit: i did not get the question totally at first. this code will delete any vehicle and only respawn them if there are 3 or more west players: _null = this spawn { if (!isServer) exitWith {}; _veh = _this; _type = typeOf _this; _pos = getPos _this; _dir = getDir _this; deleteVehicle _veh; while {true} do { waitUntil {sleep 1; ({(side _x) == west} count playableUnits) >= 3}; _veh = createVehicle [_type, _pos, [], 0, "NONE"]; _veh setPos _pos; _veh setDir _dir; waitUntil {sleep 1; (getDammage _veh) >= 1}; waitUntil {sleep 1; !canMove _veh}; sleep 10; }; }; you can just adjust the number 3 to however many west players needed for a vehicle to be available. and do same for east etc... more info on what line does what in spoiler below fyi.
  5. @Kremator the hint was just something i forgot to delete when creating/testing, it should not be present in v 1.13. did i miss it again before release? X) ill look more into spawning groups and function and actions, the important thing i think is that the unit has the player as leader before the script is run on him. maybe i can add in a cansel script part, if used in AI group and then it can be rerun when player joins group or something. @Orcinus dont know about the .hpp or config files. but would be a whole lot easier publishing your mission as unpacked folder (as saved in my documents\........) if the reciever should be able to change options, then he can just open the script and change whatever and save his mission as pbo. Or you decide what is the best for your mission. there is also the MP select daytime ext options from mission start menu. For future updates i will look into adding variables to the unit to activate/deactivate options, and use different values for specific units, like some units in one group uses mash function, player group medic1 does not etc.
  6. when i did not find my old delete script i created a new one, maybe its of use to you. http://forums.bistudio.com/showthread.php?t=122292
  7. demonized

    motorized group do not load up ?

    {if ((vehicle _x) == _x) then {_x assignAsCargo vehiclename; [_x] orderGetin true} foreach units group this; in on act of a wp. ive had some issues with getin/load wps lately myself, but i rarely use wps anymore anyway...
  8. since its AI that is paradropping, make sure that the code run is just run for server to eject. if (isServer) then { eject code here }; otherwise it might be that all the clients run the code, and basically the AI is ejecting 1 more time for every client. meaning he eject from plane(a vehicle), then eject from the parachute(also a vehicle). PS: for anything related to AI in a MP mission, as long as there is no player as their group leader, always run codes within if (isServer) then {ai stuff here};
  9. are you using a norrins revive script in the same mission? i think its murklors script that has issues with that, well at least it did before not sure now on latest versions.
  10. take alook at para reinforce in my sig, if you just want something simple there is a simple code in top of the thread to do this for you.
  11. demonized

    DMZ Delete [script]

    the fire is just particle effects from the burning wreck, they should disappear after a short while.
  12. demonized

    Weapons with NV?

    i use iron sights or the mk17 sniper/NVG scope for night battles. PS: if you press / on a weapon with scope, you get iron sights, so you can use any weapon(mostly) for nights that way.
  13. just change it for the wp, or use this in the getout wp on act field: (group this) [url="http://community.bistudio.com/wiki/setBehaviour"]setBehaviour[/url] "COMBAT";
  14. demonized

    DMZ Delete [script]

    :D awsome picture. will keep looking into this, im doing tests on my own MP hosted on LAN to see whats wrong, will update on progress. ---------- Post added at 03:39 AM ---------- Previous post was at 03:28 AM ---------- @bigshotking I have updated the demo mission, there was an error in the init.sqf used. i forgot to comment out the tests i did with the DMZ_include option, thos objects was not in the mission, and then caused error so nothing was deleted. all got deleted now on my own locally hosted server, MP internet and lan and in SP. PS: i changed script again: no noticable changes, i removed publicvariable lines as they are not needed since script only runs on server side. publicvariable increases lag on MP games afaik, maybe just a teeny tiny bit, but they are out anyway now. 1st post updated.
  15. i use Arma edit for my scripting, its a great text editor with higlighting commands in arma. and here is a update to it by Celery to get latest commands. http://www.armaholic.com/page.php?id=8354 i also know that there is some form of similar works in notepad ++ or something wich higlights commands used in arma. also, good tip on the fileboss prog, will check that out.
  16. demonized

    DMZ Delete [script]

    updated to v 1.1 Change log: * men now uses hideBody and sinks into ground before deleted, as requested by forum members. * new option, DMZ_include, include ANY object with optional custom timer and distance check. can also be used to have custom timer on a special car unit etc.. will look into MP compatibility of this, maybe all thats needed is a if (isServer) check at the top. for those testing, try placing this at the very top of the script: edit: have added the MP test option to the Demo mission file and posted file, has no impact on SP usage. that should maybe make it work on dedis and hosted server. it will not include units in player groups and vehicles driven by players afaik. unless vehicles not used by players will revert to server side again after player is no longer in command of vehicle. also im not sure on the locality of the allDead array wich is used to check for dead men. im hoping it is a global array that includes any dead man unit no matter client.
  17. the above is what code i also use to check if a vehicle is empty, but it really only return true when 0 units inside the vehicle is alive. so if you dont mind corpses, use that, or if you need to make sure that it really is EMPTY, then use this: (count (crew vehiclenamehere)) == 0 that will only return true when a vehicle is empty of all dead and alive units.
  18. have you tried isFlatEmpty?
  19. simply because there is no command called AddMagazines, you can use {this addMagazine "MK17_SD_Mag"} foreach [1,2,3,4,5,6]; wich will give the unit 6 magazines.
  20. alright, something else then is messing it up, im almost ready to release v 1.13 and that have also been tested with multiple medics. no more .rpt errors at least. maybe an hour or so until release. ---------- Post added at 12:28 AM ---------- Previous post was Yesterday at 11:33 PM ---------- Thank you Foxhound. ------------------------- updated to v 1.13 - Check Changelog. * medic can build mash. * medic can respawn at mash if killed, also nr of lives option. * optional longer heal routine based on severity of wounded. * optimisation of multiple medics, they no longer run to same person. * + more
  21. demonized

    Green box

    he is afaik refering to the "check" box in the scenarios menu, not in the mission itself and tasks. wich will be checked once you win that mission. he just used picture to show the "check box" example. again, in the Scenarios menu, not in a mission.
  22. demonized

    Green box

    ah, you need to win the mission for that to be checked green. so a win trigger will do it.
  23. demonized

    Green box

    not totally sure what you mean, but maybe this: http://community.bistudio.com/wiki/Tasks
  24. hi, there was a missing number wich made it error out when used on multiple non named units. the reason why you feel it slowed down, is because since the number was missing, it ran a infinite non paused loop. Thank you for report, 1st post fixed, in case you wonder where, it was in this line in the dynamic naming part in top: _vName = format["DMZ_AM_name_%1",_cnt]; the number 1 was simply missing (typo) so the loop never found a new name, it kept rechecking same name infinite amount of times, when used on more than one medic/unit, thus slowing it down and not working since it never got out of the loop.
  25. you know if you unitCapture yourself and then use the landat from the point unitplay is done, the AI will land automatically gear and all. but you seem to be after a specific "player" landing, not the AI long approach... also, remember to be polite, even when frustrated. !!!!!!????!! and %"!&%&"! doesnt help :p
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