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Melmarkian

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Everything posted by Melmarkian

  1. thank you! I came to the same result. The only difference is I used bis_fnc_selectrandom to pick a array element.
  2. I test the trigger with: moveout driver enemycar; on activation. works for me
  3. Hi, You can use saveVar and check in the next mission if it is set to whatever you want. http://forums.bistudio.com/showthread.php?t=117277 I have posted an example and a testcampaign to check it in this thread.
  4. I actually used a global variable. Because there is only 1 group + a chance of a second reinforcementgroup I return the group created in the function.I created a trigger in the editor which counts the units of the group and a variable which is true as long as the spawn is active. patrolactive AND ({alive _x} count units activegroup) < 1 & reinforcementsactive AND ({alive _x} count units reinforcementsgroup) < 1 works pretty good and if I want more groups it's not too complicated to expand. I am working at the moment on a threat system with enemy patrols from different bases and guessed positions of the player depending on his actions. btw: thanks for your SHK_pos. It helped me a lot to create random patrol points around the guessed positions.
  5. Thanks! Never actually thought about it because I put it into a function. But I can spawn instead of call. But I think it´s a bit weird that the original unitnames aren´t working.
  6. The triggerstatement looks like this: ["({alive _x} count [b 1-1-D:1,B 1-1-D:2]) < 2","hintc 'Dead!'",""] I think this should work because it doesn´t need to change the units inside the count [array]. It just checks if they are alive. But i still get the errors: Error in expression <({alive _x} count [b 1-1-D:1,B 1-1-D:2]) < 2> Error position: <1-1-D:1,B 1-1-D:2]) < 2> Error Missing ] Error in expression <({alive _x} count [b 1-1-D:1,B 1-1-D:2]) < 2> Error position: <B 1-1-D:1,B 1-1-D:2]) < 2> seems like the engine doesn´t understand the unit names. B 1-1-D:1 Edit: Tested a bit: call compile format ["count [%1, %2]", josh1, operator1]; works because it actually writes josh1 and operator1 inside the array. call compile format ["count %1", (units group player)]; is the same error as always. It writes the B 1-1-1D:1 type unitnames for the unnamed units. So it would work if all units in the group had set variablenames.
  7. Yes, the statements are working, but the rpt wasn´t related to it. When I use format to get the content of _group into the statement the check is messed up because the actual groupname is something like 0 1-1-D and it takes it as two arguments
  8. Thank you again! :) Edit: Still the same problem with the syntax. rpt says: Error in expression <({alive _x} count units O 1-1-D) < 1> Error position: <1-1-D) < 1> Error Missing ) Seems to be a problem with how the content of _group is written in the text. And had to write the format a bit different because it doesn´t work with two strings: _triggerStatement = format["({alive _x} count units %1) < 1",_group]; _deathtrigger setTriggerStatements [_triggerStatement,"patrolactive = false; hintc 'Dead!'", ""];
  9. Hi, Is there a way to sync the spawned and joined units to the first aid modules? I found some older threads about the issue and wanted to ask if someone found a solution to the issue? I can sync them to newly spawned and joined unit with new created modules and synchronizedObjectsAdd. The wounds work on them (Agony state) but the First Aid action shows up but doesn´t respond. Dragging and carrying works without problem.
  10. Hi, I just noticed my issue is a different one: The sync doesn´t work when new units join an existing group
  11. Thank you! Didn´t know about the vehicle part!
  12. Hi, Is there a way to check for vehicles in groups? I used the counttype command but it always shows 0 when I have a car in my group and use "Car", "LandVehicle" or the classname of the car.
  13. Thanks, I will test it. Do you have an example? Because I thought I did it the same.
  14. Hey, I am currently try to create an effect in a cutscene where someone gets a sniper shot and you see the shot through the bulletcam-script by Big Dawg KS (thanks for your work!). But there is a problem: The Sniper doesn´t hit the target with the first shot and the scene looks weird if he has to shoot 3-4 times before hitting. Are there any tricks to give an AI soldier super skills for some time? Or is there any way to create a bullet and give it a target? I can get the name of the bullet through a fired eventhandler, but I don´t know how to works with it.
  15. Hi, I have two questions about a short script I wrote. First here it is: heavysupport = [getpos spawn2, EAST, ["T72_TK_EP1", "T72_TK_EP1", "ZSU_TK_EP1", "V3S_Open_TK_EP1"]] call BIS_fnc_spawnGroup; engineersquad = [getpos spawn3, EAST, ["TK_Soldier_Engineer_EP1", "TK_Soldier_Engineer_EP1", "TK_Soldier_Engineer_EP1","TK_Soldier_Engineer_EP1","TK_Soldier_Engineer_EP1","TK_Soldier_Engineer_EP1"]] call BIS_fnc_spawngroup; heavywp1 = heavysupport addWaypoint [getpos spawn2, 0]; heavywp1 setWaypointType "LOAD"; heavywp1 setWaypointTimeout [5,5,5]; engineerwp1 = engineersquad addWaypoint [getpos spawn2, 0]; engineerwp1 setWaypointType "GETIN"; engineerwp1 setWaypointTimeout [5,5,5]; heavywp1 synchronizeWaypoint engineerwp1; heavywp2 = heavysupport addWaypoint [getMarkerPos "us", 0]; heavywp2 setWaypointType "TR UNLOAD"; I create two groups with the BIS_fnc_spawngroup and there is the first problem: The group heavysupport spawns with the vehicles nearly on the same spot. They are almost on top of each other. Is there a way to spread them a bit with the function? Or do I have to spawn them with createunit in different positions? Second question: I created waypoints to get the engineersquad into the V35 of the heavysupport. I thought I had to use synchronizeWaypoint but they are just ignoring the sync. Thanks in advance!
  16. Melmarkian

    Need Help Looping a Script

    Hi, I have something new: free = false; _civs = [civ1, civ2, civ3, civ4, civ5]; {_x disableAI "Move"} foreach _civs; civ1 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Sykes"; civ2 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Ohara"; civ3 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Cooper"; civ4 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Rodriguez"; civ5 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Sykes"; civ1 addEventHandler ["AnimStateChanged", {civ1 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Sykes"}]; civ2 addEventHandler ["AnimStateChanged", {civ2 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Ohara"}]; civ3 addEventHandler ["AnimStateChanged", {civ3 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Cooper"}]; civ4 addEventHandler ["AnimStateChanged", {civ4 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Rodriguez"}]; civ5 addEventHandler ["AnimStateChanged", {civ5 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Sykes"}]; waitUntil {free}; civ1 removeEventHandler ["AnimStateChanged", 0]; civ2 removeEventHandler ["AnimStateChanged", 0]; civ3 removeEventHandler ["AnimStateChanged", 0]; civ4 removeEventHandler ["AnimStateChanged", 0]; civ5 removeEventHandler ["AnimStateChanged", 0]; {_x switchMove "";_x enableAI "Move";} foreach _civs; This one gives the civs the command to change to the given animation when their animations would change. After free is true the eventhandlers are removed. Hope that helps you!
  17. Hi, I know atleast the first aid modules can be resynced when you create new modules and do the resync with them. I done it like that: revivelogicgroup = createCenter sideLogic; revivegrouplogic = createGroup revivelogicgroup; waitUntil {!alive adam}; deleteVehicle ais_reviver1; deleteVehicle ais_reviver2; deleteVehicle ais_reviver3; waitUntil {alive adam}; ais_reviver1 = revivegrouplogic createUnit ["AlternativeInjurySimulation", [0, 0, 0], [], 0, ""]; ais_reviver1 synchronizeObjectsAdd [player]; ais_reviver2 = revivegrouplogic createUnit ["BattleFieldClearance", [0, 0, 0], [], 0, ""]; ais_reviver2 synchronizeObjectsAdd [player]; ais_reviver3 = revivegrouplogic createUnit ['FirstAidSystem', [0, 0, 0],[],0,'NONE']; ais_reviver3 synchronizeObjectsAdd [player]; But there is one big thing: The injury system works normal for the joined/spawned units but the first aid action will not respond.
  18. I have a weird problem with a mission I am currently making: When I preview the mission in the editor, a few seconds after the mission has started a clone of every unit on the map suddenly appears! Did someone had the same problems? Here is the mission: http://www.mediafire.com/?m3xhn5idhm1jcs1
  19. W0lle thanks! That was the problem! But you really don´t see the duplicates in the editor window as take the same spot. :) thank you
  20. Hi, To make the shots more reliable you can use dotarget and dofire. If you want something to trigger when a unit fires or takes damage use the eventhandlers described in the biki.
  21. You could for example do it like this: In the first mission put this somewhere: hello = "hello world"; saveVar "hello"; In the next mission you can type: hint hello; And the hint will say: hello world Here is an example http://www.mediafire.com/?j9n7stryi9v484j In the player units init-field is the saveVar defined and in the second mission you return it via radio bravo
  22. Was something changed with the cargospace of vehicles in this patch? Because weapons i added via addweaponcargo to the takistani motorcycle are not present ingame. Other vehicles work.
  23. Melmarkian

    [SP/CAMP] Broken Arrow

    I wasn´t even aware that you don´t see yourself on the map in higher difficulties! Will add them. A few russians should be there because I used their vehicles and didn´t replaced the crews. But napa and ChDKZ? Wow, I never noticed them myself. Will fix it if I find them. Thanks! So this weekend: - check the texts - add startmarkers - mixed infantry - find a workaround for the rifle in mission 4 How about the gear selection? Enough weapons or already too much?
  24. Melmarkian

    [SP/CAMP] Broken Arrow

    Thanks for the feedback so far! I will have a look at the texts again and see what I can do. @that guy I added the rifle via addweaponcargo, seems to not working anymore with the patch. About the scenario: I didn´t like how the US just rolled over Takistan in the OA campaign. I imagined Takistan to be more modern and wanted to make the conflict balanced. Maybe the Takis have the real russian wargear or simply use their home advantage and have good intelligence to counter the US troops.
  25. Melmarkian

    Guerilla Module

    I looked over your script and found some errors: - It doesn´t work with an Array as _side. - At the last part it just checked if undercover was true. Instead it should have checked if caught was true. I modified it and this works on my machine (not tested on MP), but just with one side. I will see what can be done with two sides. Changed it a bit more and now it works with both sides: I hope that helps you
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