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HoneyBadger

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Posts posted by HoneyBadger


  1. Sure, objectives can be moved. For your way this may be useful. Also check this post.

    I can't quite figure out what to put in the radio alpha triggers activation field. The wiki isn't very easy to understand for noobs like myself. Where am I going wrong?

    onMapSingleClick "RydHQ_Obj1 move _pos; onMapSingleClick ''; true;"

    something alone these lines?

    Ok I figured it out now, trial and error :D

    onMapSingleClick {RydHQ_Obj1 setpos _pos; onMapSingleClick {}; true;};

    did the trick.

    cheers.


  2. ;2010336']I try' date='

    at a quick glance on yours u didnt make the numbers in sequence for the Hummer. this is what I've done in my files, note some lines removed do not copy paste.:cool:

    d_init

    // editor varname, unique number, true = respawn only when the chopper is completely destroyed, false = respawn after some time when no crew is in or chopper is destroyed
    	if (GVAR(enemy_side) == "EAST") then {
    		[[ch1,[color="red"]301[/color],true],[ch2,[color="red"]302[/color],true],[ch3,[color="red"]303[/color],false,1500],[ch4,[color="red"]304[/color],false,600],[ch5,[color="red"]305[/color],true],[ch6,[color="red"]306[/color],true],[ch7,[color="red"]307[/color],true,600],[ch8,[color="red"]308[/color],false,600]] execVM "x_server\x_helirespawn2.sqf"
    	} else {
    		[[ch1,301,true],[ch2,302,true],[ch3,303,false,1500],[ch4,304,false,1500]] execVM "x_server\x_helirespawn2.sqf"
    	};
    };
    // editor varname, unique number
    //0-9 = MHQ, 10-19 = Medic vehicles, 20-29 = Fuel, Repair, Reammo trucks, 30-39 = Engineer Salvage trucks, 40-49 = Transport trucks
    [
    	[xvec1,[color="red"]0[/color]],[xvec2,[color="red"]1[/color]],[xmedvec,[color="red"]10[/color]],[xmedvec1,[color="red"]11[/color]],[xvec3,[color="red"]20[/color]],[xvec4,[color="red"]21[/color]],[xvec5,[color="red"]22[/color]],[xvec6,[color="red"]30[/color]],[xvec7,[color="red"]23[/color]],
    	[xvec8,[color="red"]24[/color]],[xvec9,[color="red"]25[/color]],[xvec10,[color="red"]31[/color]],[xvec11,[color="red"]40[/color]],[xvec12,[color="red"]41[/color]],[xvec13,[color="red"]42[/color]],[xvec14,[color="red"]43[/color]],[xvec15,[color="red"]44[/color]],[xvec16,[color="red"]45[/color]],[xvec17,[color="red"]46[/color]]
    ] execVM "x_server\x_vrespawn2.sqf";

    i_client

    GVAR(choppers) = [
    	["HR1",0,"chopper1",[color="red"]301[/color],"n_air","ColorWhite","1-L","Lift One"], ["HR2",2,"chopper2",[color="red"]302[/color],"n_air","ColorWhite","1-Tr-A","Normal"],
    	["HR3",2,"chopper3",[color="red"]303[/color],"n_air","ColorBlue","2-Tr-A","Normal"], ["HR4",1,"chopper4",[color="red"]304[/color],"n_air","ColorBlack","W","Wreck Lift"],
    	["HR5",2,"chopper5",[color="red"]305[/color],"n_air","ColorWhite","Tr-SM","Normal"], ["HR6",2,"chopper6",[color="red"]306[/color],"n_air","ColorWhite","Tr-A-SM","Normal"],
    	["HR7",0,"chopper7",[color="red"]307[/color],"n_air","ColorWhite","2-L-A","Lift Two"],["HR8",0,"chopper8",[color="red"]308[/color],"n_air","ColorBlue","3-L-A","Lift Three"]
    	];
    };

    GVAR(p_vecs) = [
    ["MRR1",0,"mobilerespawn1","HQ","ColorYellow","1","MHQ One"],["MRR2",1,"mobilerespawn2","HQ","ColorYellow","2","MHQ Two"],
    ["MEDVEC",[color="Red"]10[/color],"medvec1","n_med","ColorGreen","M",""],["MEDVEC2",[color="red"]11[/color],"medvec2","n_med","ColorGreen","M",""],
    ["TR1",20,"truck1","n_maint","ColorGreen","R1",""],["TR2",[color="red"]21[/color],"truck2","n_support","ColorGreen","F1",""],
    ["TR3",[color="red"]22[/color],"truck3","n_support","ColorGreen","A1",""],["TR6",[color="red"]23[/color],"truck4","n_maint","ColorGreen","R2",""],
    ["TR5",[color="red"]24[/color],"truck5","n_support","ColorGreen","F2",""],["TR4",[color="red"]25[/color],"truck6","n_support","ColorGreen","A2",""],
    ["TR7",[color="red"]30[/color],"truck7","n_service","ColorBlue","E1",""],["TR8",[color="red"]31[/color],"truck8","n_service","ColorBlue","E2",""],
    ["TR9",[color="red"]40[/color],"truck9","n_support","ColorGreen","T1",""],["TR10",[color="red"]41[/color],"truck10","n_support","ColorGreen","T2",""],
    ["TR11",[color="red"]42[/color],"truck11","n_support","ColorGreen","T3",""],["TR12",[color="red"]43[/color],"truck12","n_support","ColorGreen","T4",""],
    ["TR13",[color="red"]44[/color],"truck13","n_support","ColorGreen","T5",""],["TR14",[color="red"]45[/color],"truck14","n_support","ColorGreen","T6",""],
    ["TR15",[color="red"]46[/color],"truck15","n_support","ColorGreen","T7",""]
    ];

    Belive I've read about the need of sequence for the numbers. IE: u can add 30, 31 and 40, 41, 43 etc but not 40,43,47.

    Also the numbers in d_init needs to match them in i_client. Hope this helps.

    Red colored numbers was them I saw in your code that was not in seq.

    ---------- Post added at 12:19 AM ---------- Previous post was at 12:12 AM ----------

    You will find all related for what u want to do in the file I_server.sqf search after the lines

    // first element (array. for example: [2,1]): number of vehicle groups that will get spawned, the first number is the max number that will get spawned,
    // the second one the minimum. So [2,0] means, there can be no vehicle groups at all or a maximum of 2 groups of this kind
    // second element: maximum number of vehicles in group; randomly chosen

    it's pretty selfexplaining what all do below that point, above you have all the diffrent units and their cfg_group combinations.

    hope it helps.

    awesome thank-you so much!


  3. Hello,

    I am wanting to play dom with a few of my friends or even myself with some AI and would like it so the enemy is only infantry. I'm pretty novice when it comes to editing so i wonder if you could help me do this.

    only thing I have found that looks remotely like what i need is:

    _type = [["Infantry", "Motorized", "Mechanized", "Armored"],[4,3,2,1]] call mso_core_fnc_selectRandomBias; (from the rmm enemy pop folder)

    i changed it to [10,0,0,0] but it didn't really do much. other than that i don't know what to look for in all the scripts.

    would appreciate the help.

    hugs and kisses xxx


  4. hey, i've just depbo'd this mission. trying to make it so i can play it with a friend on the sangin map.

    I want to add the secop manager with the support fuctions ... transport, uav, cas etc... but when i add it with the trigger all that appears is the a10 airstrike it seems to be overriding the secop support functions. how can i remove the a10 feature completely ?

    i did try deactivating it in the description.ext but it still gets in the way >.<.

    EDIT: common\client\support\functions.sqf is what i have been playing around with i tried to comment out the parts i thought were related to the a10 CAS strike but now it just stays on the loading screen for ever!

    nvm i figured it out, just commented the support out from the init-client common yay.

    thanks


  5. Hey, just wanted to say i've recently stumbled upon the MSO and its great, I really appreciate the time you have put into making it.

    As i have no friends to play arma with i play this on my own and i'm trying to add a SecOp manager with the support fuctions so i can be taken around by the chopper or call in UAV's etc.. but it doesn't work when i put it on the MSO map. all that appears in the communication menu is AAR, CAS and settings.

    is there any way i can work this into my missions or is there some modules i need to deactivate to get it working?

    cheers

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