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Asung

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About Asung

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  1. very interesting update I found. My support modules were not working. I am almost 100% sure I have been doing them correctly so I went to go check the scuba showcase where you have the option to call in mortar support. It did not work on the scuba showcase as well. It seems like it must be a bug.
  2. Having the same problem with helicopters. I got it working before but it suddenly it does not work. I feel like i have followed the steps correctly. See my thread http://forums.bistudio.com/showthread.php?155153-CAS-Helicopter-Attack-Module-Troubleshoot
  3. I have a mission where I would like to call in helicopter CAS. I have looked at all the youtube videos and tutorials. I have got this working before, but for some reason it refuses to work anymore. It is really odd. I feel like I am making a silly mistake somewhere. Can someone take a second look for me? I followed these steps 1.Created the player 2. Created the Support requester module and synced it to the player 3. Created the Helicopter Attack provider module (non virtual) 4. Synced the provider module with the requester module 5. Created AH-9s and synced them with the provider module When I go to the communications menu it should give me a choice to call in helicopters but the option is not available. It worked a few days ago but it no longer works. Did I add something that might be conflicting with it? Please take a look, I am going crazy. I have provided my mission.sqm in the spoiler below. Please help
  4. Hey, the download link does not work anymore. Does anyone know of a mirror where I can grab this from? Thanks!
  5. I am putting these values into the condition of each unit inside the editor. I am not using triggers When I mean appear, I refer to the placement of objects when a mission loads. Effectively I want p1,p2,p3 to be in my mission or z1,z2,z3 in my mission but not both groups. I set p1 to 50% chance presence.
  6. Hello all, I had a quick question that I didnt find the answer to searching. From what I have read this should work: I have 6 popup target objects named P1,P2,P3, Z1,Z2,Z3. I am trying to make it so that if p1 appears then so does p2 and p3 but not z1 , z2, z3. If p1 does not appear then p2 and p3 do not appear and z1,z2,z3 appear. Basically if no Ps then Zs, if Zs then no Ps. p1 has a 15% chance of presence p2 has " !isNull p1 " in the condition. I think this means "If p1 exists then so does p2" p3 also has " !isNull p1 " in the condition. Z1 has the following in the condition " isnull p1 " I think this means If p1 does not exist then z1 exists (and z2, z3 should exist too because z2 and z3 are conditional on z1 see bellow) Z2 and Z3 has " !isNull z1" in their condition. This isnt working out for me - can anyone advise?
  7. Hey matt, try this http://www.armaholic.com/page.php?id=9285
  8. I made the adjustment in the init.sqf, still isnt working for me. Are there any obvious errors that ive made in the changes to the script?
  9. Hello All, Thanks for all the help I recieved with my post question. I was wondering if anyone could review a script a friend has written for me, I can't seem to get it to work. (my scripting knowledge is kind of limited) For brevity, I have listed the questions I have down at the bottom, any kind of input or help would be greatly appreciated. The purpose of this script is to delete Zombies in my my mission every few minutes. I require this script because I have many triggers across the map that spawn zombies if players walk into them. Unfortunately, more zombies than our machine's can handle get spawned because multiple players walk into the trigger. The amount of zombies is bareable for only 15 minutes or so before the FPS drops down to 4. To counteract this, I need a script that deletes Resistance-faction units every 10 minutes (zombies in the mod I am using are of the resistance faction.) A friend wrote this script up for me, I made a few changes and I think i broke it 1. I changed the numbers in line 2 and line 7. They used to be 10 * 60 on both, but I shortened them for testing purposes so I wouldnt have to watch zombies for 10 minutes to see if they would die. Are there supposed to be spaces between the numbers and the * ? IE: (2*10); or (2 * 60) does it matter ? 2. How do I call this script in my init.sqf? I tried putting the following but it didn't work : 3. Since the third line of the script is , do I need a True = True; in my init.sqf?
  10. Hello all, I tried to make this work with all the changes advised, if anyone could take a look and teach me something new I would be so happy! Here is the link to the my mission file : https://docs.google.com/open?id=0BxlSa7h7VK1EZFdOZnVWVFFUcmVVbFdQSTBzYzNWUQ
  11. Hey thanks for the speedy replies. I tried this with no success In the init of the unit I put. My pilotcheck.sqf looks like: I also tried putting the following into my init.sqf In my test mission, any unit can drive the hatchback/vwgolf Any thoughts? I am probably making a few facepalm.
  12. I am a total noob at scripting and looking at that scares me =( , but I think I can deconstruct a demomission, I checked on your website but I could not find one. Is there anychance you have one? ---------- Post added at 03:12 AM ---------- Previous post was at 03:06 AM ---------- Trying to learn a bit... Don't "//" signify notes? So what follows after the // isnt part of the script is it? I interpret the " "Helicopter" / "Tank" " portion of the script on your great website as notes for the user. How does the script know what is a helicopter or tank if what follows after // are just notes? _
  13. Hello All, I had a question if anyone could point me in the right direction I would be great full. Is there a way through scripting or skilled use of editor to make it so that a certain vehicle(s) are only usable by a unit with a certain name? For example, I want to make a mission where there are four players running on a dedicated server. Player 1,2,3 have different skills like first-aid and etc. Player 4 is named "Rogers" and I would like for him to be the only one able to operate a certain vehicle. (doesnt matter if it makes the restriction apply to all vehicles under the classname OR if it only applies to a vehicle that has a named attached to it). Regards, ASung
  14. Hello All, I am trying to get this script to work on a dedicated server (its not working in editor either). Objective: This script is supposed to create a action on an object, when used it will raise the counter from 1/7 to 7/7. When it reaches 7/7, it is supposed to move an object called satradio to marker pos called baseradio. Issue: When I use the addaction during testing, it raises the counter as a hint from 1/7-6/7 and then it stops, I am no longer able to use it anymore and the object does not get moved. Notes -The object that is used for the action has the following on the init. this addaction " ["Gather materials","baseradio.sqf"];" -The marker pos is called "baseradio". The object to be moved is called "satradio". -I have in my init.sqf : "radiopart=0; publicVariable "radiopart";" Any assistance from gurus is appreciated.
  15. Hey, I think that would work, but I don't know if i should modify the IED script as I have a lot of IEDs on the map. If I make that change to the script won't defusing any bomb on the map make the new addaction appear on r1? ---------- Post added at 01:58 AM ---------- Previous post was at 01:53 AM ---------- Heres something I tried, maybe theres a syntax error. I made a trigger with the following properties: -axis a = 0, axis b = 0 -Activation = none -present -condition dis != nil -on act: r1 addaction ["Gather Disarmed AM/FM Radio parts","baseradio.sqf"]; r1 removeaction action1; Properties of r1: init: action1 = this addaction ["Gather AM/FM Radio parts","trap.sqf"]; Properties of dis1: nul0 = [this,1] execVM "scripts\IEDdetect\IEDdetect_add.sqf"; What I want this to do is this: -If add action on radio "Gather AM/FM Radio Parts" is used without defusing the IED and making it disapear then trap.sqf will play -If the IED/dis1 is defused, then the add action on the radio will be replaced with "Gather defused AM/FM radio parts" and will play baseradio.sqf Thoughts?
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