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demonized

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Everything posted by demonized

  1. If i understand correctly, you are able to move the patrolmarkers, you have confirmed that with showmarkers or some other way, so you actually see marker has been moved? Is sObj1 and 2 a marker or unit? if not a marker and a unit or object you need to do this: marker to unit or object: _anymarker setMarkerPos getPos _anyObjectorUnit; for marker to marker: _anymarker setMarkerPos getMarkerPos _anyothermarker; Patrols should redirect to it since they are patrolling that exact marker, but there is a time until they assign new wp, shorter if in combat, 60 secs or 120 secs when not in combat i think. Edit 2: group will complete last wp set by upsmon before moving to next wp(in the moved markerarea) so if you have a big marker and group is moving say 2000m they will move to next markerarea after they have moved their first original wp. Edit: I did test on UPSMON on utes,
  2. Mp mission with 20 guys, a few guys gets assigned a special task and need to break off from the main group, then gets picked up by a littlebird and lb1 has a transport unload waypoint with: lb1 land "GET OUT"; unassignVehicle player; doGetOut player; This to force players out of lb, else lb just touches ground and moves on. 1 sec max on ground. Question: i dont know wich players are in lb, may be any of the players in mission. players are named s1, s2, s3 etc up to s20. I suspect that when lb1 reaches TU wp it will eject all players from all vehicles.. How to only eject only players in lb1 and not pilot? for now i use this workaround in a script activated by trigger near transport inload wp., but havent actually tested it on server yet: Is there any way to easily force out any player inside lb1? something like dogetout all units exept pilot from lb1?? Edit: do i need if (isServer) then { for it to work? i assumed its now run on all players machines... ejecting all that is in lb1, am i wrong?
  3. I have a MP mission with a addaction problem: When a trigger is activated by bluefor present, it switches a hold wp for ai in a littlebird, then AI lb goes to a point to pickup some MP players. Littlebird is named lb1 in editor, and goes to a move wp with and then a hold wp is on a invicble h near the move wp. When i enter lb1 i get action and clicks it and it disapears as it should and heli moves on to transport unload wp with on the first move wp i have this in a trigger activated by bluefor present and player in lb1 A switch trigger synched with hold wp is activated by checking if stingerraid is true(from specopgtg.sqf), wich sends lb on to his waypoints and finally transport unload wp. Then when player completes an objective, lb1 comes back to pickup players following exact same method as first pickup and dropping them at a transport unload wp. Problem is: in our dedicated server when im outside lb at second pickup and noone is in lb1 but ai pilot is in, i see the action, when im in, i get action, but when i click it disappears but lb doesnt move to transport unload wp. seems switch trigger(same as in 1st pickup) doesnt recognise stingerraid = true again. Worked nicely at first pickup point on server. but when objective was completed and LB came back to player for pickup, using same approach in waypoints and triggers as first pickup this problem came to light. Any ideas? Edit: in specopgtg.sqf, do i need to add: publicVariable "stingerraid"; do i need this after stingerraid = true? For this to work on dedicated server, im suspecting a locality problem, but am not skilled enough to see it. I could just eliminate all scripts and simply have a timer on switch trigger, say 60 seconds from lb touches down, but id like this action so that player can have lb wait for other players or just move on right away if all players are in lb. Will this new specopgtg.sqf work?
  4. I worked around the problem by simply having lb1 move to player, pick them up, then drop them off, and go back to base as last wp, last wp i have deleteVehicle lb1; deleteVehicle lb1pilot; Then i have another lb, named lb2, doing same pickup and same drop of procedure as lb1, but land at base and get out as last wp. players is non the wiser, as far as they are concerned thats the same lb :)
  5. Nice tip, ty will deff do that, saves alot of hassle :) Edit: did the setmarkeralpha thing as SCAJolly said, worked nicely, oh man that saved me alot of work
  6. In upsmon.sqf there is at top this line // showmarker = Display the area marker. So by that area markers should always be turned off, tho it seems it doesnt work by defeault, you may try activate it, maybe its reverse, havent tested that myself. nul=[this,"NNDL_fallujah_Ncity","RANDOMDN","respawn","showmarker"] execvm "scripts\UPSMON.sqf"; I solved showing markers in login area for players by editing mission with normal markers, and when i was done with mission i changed all my patrol areas to the icon empty(wich doesnt show on map for players, but are huge in editor) then i changed them back to rectangle in mission by using a trigger 2 min out ingame just incase. I made a trigger on top of one of my bluefor units already placed in editor. condition bluefor present, timeout 120 120 120. in on activation field i had: nul = exeVM "change_markers.sqf";
  7. demonized

    ARMA 2:OA beta patch 76067

    Just a note, may be already reported and fixed. after full 1.55 was deployed i got slow load and textures changing. I was in our domination base in the N airfield and when i looked out of the gate(base), i could only see buildings in Rasman near the road closest to airfield. looked like i had viewdistance of 100-200, not my normal 2500. All builings more than 200ish away was simply not there, Rasman was viewed as a small village with 5 houses or so, this at close range. Took a jackal and drove around the streets in rasman and man it was buggy, slow loading textures, shop windows not visible, only poor textured holes in building, aswell as regular textures all over being poor. I fixed it by turning HDR in graphics options ingame back to normal again, took same jackal and drove same route and all worked normal, no more low or not there textures, also view distance was back to normal. i could again see all buildings in rasman with details such as shop windows, door ways etc, when i stood at the airfield entrance. Thought i should mention it anyway, just incase.
  8. demonized

    How to use Task with a trigger

    Have you added the myNameTask1,2,3,4,5 = false to your initfile, or in a trigger prior to any task script being run? Why do you have myNameTask1 = true in all your tasks?
  9. BittleRyan look in UPSMON.sqf SCAJolly ill try and answer:
  10. demonized

    How to use Task with a trigger

    In your init.sqf file make: myNameTask1 = false; myNameTask2 = false; myNameTask3 = false; myNameTask4 = false; myNameTask5 = false; Then whenever you activate any of your tasks, example task 3: make sure myNameTask3 = true; is set somewhere in either trigger or script that creates task 3. Then create a trigger checking for if myNameTask3 is true. Trigger setup: Condition: myNameTask3 On activation field alternative 1: scud setpos getpos anyObjectname; alternative 2: _null = [] execVM "anyScript.sqf"; Not sure if i totally understand what you are asking, if this was not it, please specify your question. ---------- Post added at 07:00 PM ---------- Previous post was at 06:56 PM ---------- This link from kylania is actually where i first sucessfully created and understood tasks :)
  11. Problem solved, new post with proper title. If any admins see this, please close this thread
  12. in UPSMON.sqf there is info on a parameter used // nofollow = Unit will only follow an enemy within the marker area. example: nul=[grpname,"patrolmarker","nofollow"] execVM "scripts\upsmon.sqf"; or in leader init: nul=[this,"patrolmarker","nofollow"] execVM "scripts\upsmon.sqf"; Remember that if you use the reinforce param, group will leave marker no matter to help out where its being called to reinforce.
  13. With the method described by ST_dux, is it still possible for admin to unlock vehicles locked by this method for publics when needed ingame without using dev console? I think they do it normally from showstatus menu ingame in domination 2.
  14. Reinforcements should start to move at once the alarm sounds, because its the trigger that sends them to reinforce, sounds like something else might be the issue. set the same trigger wich activates reinforcement to play the alarm, then you get accurate time of when they start to move. Silenced weapons... havent tried so cant actually say, i usually set my enemys at setSkill 0.5 + (random 0.5) having them higher might cause unwanted terminator like beheavour.
  15. Simply use : And this is a site with all class names, and config groups you ever want: http://browser.dev-heaven.net/cfg_vehicles/classlist?=A2+OA+%28Only%29%3A+1.54&version=23&commit=Change&options[group_by]=vehicleclass&options[sort_by]=name&options[faction]=&options[vehicleclass]=Car also take a look at this site: http://community.bistudio.com/wiki/BIS_fnc_help Edit: Also with upsmon if where the group has to go for patrol is more than 500 m away (can be changed in upsmon_init or something) they will automatically use a empty vehicle near them.
  16. Try this with bis call BIS_fnc_spawngroup: as fatty86 told me or this with create unit command: also i dont think this will work with respawn or template spawn, so youll have to manually creatunits or call BIS_fnc_spawngroup every time trigger detects less enemys or any set trigger condition is met.
  17. This is just a hail mary after looking at the script; in upsmon.sqf line 792 there is if (count _members==0) then { maybe increase number to 1 but i dont know, cant test it atm. Other thing, probably the most sensible thing might be having a trigger covering the marker area with opfor present as condition, and trigger to be east countSide thislist <= 5 and then do a template spawn, as in alpha trigger in UPSMON demo mission. If 5 different groups have "template,1" in its init and no respawn param, once trigger detects 5 or less opfor in trigger area it will spawn a copy of all template 1, also the original 5 groups will spawn again identical to whats placed in editor. Check if my spellings on "template,1" is correct in demo mission, as im not sure i did. Edit: in demo mission it spawns templates on player position, simply change "getpos player" to "getpos anyobjectname" or "getMarkerPos "anymarker"
  18. I assume you have tried the utes demo mission that came with the script? If not try it. In there you see a d30 with init commands, and trigger covering arty range with bluefor present, or set it to detected by, can adjust range(size of trigger area) as much as you want i think. try adding a few other upsmon enemys and set them to "nomove" in params. position them inside trigger area or with view of trigger area, if friendly to close to enemy arty wont fire. Now move either yourself or a group of bluefor through trigger area, even if arty cant see it, when other upsmon groups of same side detects bluefor they will share info to arty and other upsmon grps of same side up to a certain range, think defeault is 800m, but you can adjust that to however big you want in order to create long range arty support, just imagine all have the newest nokia cell phone ;). Demo mission is on utes, so you need arma2 or arma 2 CO to view it, i can send you a OA only version if you dont have arma2, are there a upload slot on the forums or something? ---------- Post added at 03:41 PM ---------- Previous post was at 03:28 PM ---------- I want to thank the author for a seriously GREAT script set:yay: A few suggestions ideas to the author, mind i havent read all pages here, so it may be a double post: 1: Could you make it so that we can specify a skill level or random skill level in the params or in main file same place where we activate/deactivate debug mode? example: _primaryskill = 0.5; _plusrandomskill = 0.5; {_x setskill _primaryskill +(random _plusrandomskill)} forEach Units Group this; 2: Any chance to implement a cache system? so that for groups far away from player or enemy is only 1 unit/leader on map and uses CPU until enemy gets to a certain range, it would improve the CPU load of UPSMON even furter. Something like this: http://www.armaholic.com/page.php?id=10102 Anyways, keep up the good work, i really love UPSMON especially for the reinforcement param, having 50 groups do CQB in fallujah map(big city) is awsome to see.
  19. -yes maybe, was hoping to keep number of scripts running to a minimum since im using UPSMON, but dling DAC 3.0c now. Maybe better not reinventing the wheel :) Lets see how it impacts when 500 ai units alive same time, will post back results.
  20. This worked nicely thank you very much But... i tried using in case 0 array in above spoiler, they spawn as they should but immediatly start shooting 1 or several units from their own squad, also attacks other groups spawned with same script. after a second or so, they seem to be going to their wp and stops engaging eachother in same group, number of enemys seem to be random within group, sometimes 1, other times they kill 2 or 3 from own group, maybe they just start SAD wp and kills whatever units appear as enemy? Also when other groups spawn after with same script they kill whole groups not same unit as east before moving on to wp. Tried using waituntil {BIS_fnc_init}; but no change in beheavior. I did a check with replacing your CDF units with OA taki army, worked as it should. I figure with "call BIS_fnc_spawnGroup" you can only spawn units listed as a specific side within arma hardcode or something. You cannot spawn a baf soldier in a east group? 1: My question: is there a way to get around that to make something like in the below spoiler, have west and east and resistance units in same spawngroup and not shoot eachother? maybe a (disable AI targeting until all in east group) check? or something? and if so, how? DMarkwick - Also i found this site: http://browser.dev-heaven.net/cfg_groups/config/East?=A2+OA+%28Only%29%3A+1.54&version=23&options[filter]=&options[sort_values_by]=&commit=Change wich gives all kinds of arrays or confignames to use with call BIS_fnc_spawnGroup and others, useful to get standard groups as they are in editor.
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