Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

11 Good

About olegreyghost

  • Rank
    Private First Class


  • Interests
    Tinkering with computers
  • Occupation

Contact Methods

  • Biography
    Old, tired & cranky

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Welcome to the forums. You can use the "hint" and/or "sideChat" commands to display the dialogue onscreen, which you can find at Scripting Commands for Arma 3 Cheers......
  2. First you must have a player unit in the scenario to use the module. Then click on the modules icon, open the events folder and select the savegame module. Place that near the camp: Next, position a trigger of an appropriate size. You can have the trigger activated by selecting BluFor present or setting a specific condition to be met. Such as, a named unit enters the trigger area. Hope this helps Cheers.....
  3. olegreyghost

    Script is mis-identifying dead units

    Thanks, that helped clear it up. Also for the heads up on posting the full snippet. Regards......
  4. olegreyghost

    Script is mis-identifying dead units

    No. It is just a single player mission. Everything is OJT. Found out if I use @pierremgi s snippet I am missing ( which would probably throw an error. Changing (side _killedUnit isEqualTo civilian AND side _triggerMan isEqualTo west) to ( [_killedUnit,true] call BIS_fnc_ObjectSide ) isEqualTo CIVILIAN AND side _triggerMan isEqualTo west ). This last parenthesis is an orphan. What would be the correct syntax for the new statement??
  5. olegreyghost

    Script is mis-identifying dead units

    @pierremgi & @Grumpy Old Man: Thank you both for the for taking the time to point out my error. It was that thread that I found the snippet. Didn't realize there was more to it. Will update my reading habits... Will try solution proposed by @pierremgi , as it is easier for me to follow. Question on calling the ending: Can I use { ["End4", true, 4] call BIS_fnc_endMission }; in place of {endMission "End4"}; Regards....
  6. olegreyghost

    Scenario error's

    You can reload the mission back into the editor. If it is binarized, there is a box at the bottom of one of the pages where you can change the format to make it editable, if memory serves me correctly.
  7. I was using the civilian casualty counter script posted by the Grumpy Old Man. The purpose is to end the mission if there are too many civilian casualties and notify the player with a debriefing screen. MyCivKillCounter = 0; addMissionEventHandler ["EntityKilled",{ params ["_killedUnit","_killer","_triggerMan"]; if (side _killedUnit isEqualTo civilian AND side _triggerMan isEqualTo west) then { MyCivKillCounter = MyCivKillCounter + 1; if (MyCivKillCounter >= 3) then {endMission "End4"}; }; }]; The problem is it ended the mission when the enemy units were killed. The debriefing screen showed opfor units killed, but not any civilians. This was a recurring problem so I switched to a similar script posted by Kylania. Both are used in the init.sqf. if (isServer) then { FNH_civilians_killed = 0; addMissionEventHandler ["EntityKilled", { _killed = _this select 0; if (side group _killed == civilian) then { FNH_civilians_killed = FNH_civilians_killed + 1; if (FNH_civilians_killed > 2) then { ["End6", true, 4] call BIS_fnc_endMission }; }; }]; }; This worked fine thru a month of testing and adding other things to the mission. After I made a change to some triggers for text communications, the error popped up again. The triggers are separate & not related in any way to the civilians. I am using the islamic state guerilla units from project OpFor as the enemy units. LOP_ISTS_OPF_Infantry_Rifleman_2 & _3 LOP_ISTS_OPF_Infantry_SL. Any help in resolving the problem will be greatly appreciated....
  8. Hi, I need some help putting the finishing touches on a mission and am looking for 3 English speaking voice actors, plus either 1 British or Australian accented actor. Text varies from 2 to 7 lines. (Radio comms.) Everyones' enjoyment would improve immensely over a text dialogue. Your (Ingame) name and contribution will be acknowledged in the mission credits unless you opt out. There will be an intro and a briefing. The mission will start with a night helo insertion. Then a stealth approach thru the jungle of Tanoa to meet your team. Setup an Ambush to retrieve some Intel. Call for extraction & return to base. Anyone interested and willing to help out, just drop a PM? Regards.....
  9. Success!! Watching the vids again cleared up some of my errors. Especially the type of marker I was using. Also my placement of the player unit in the middle of town was flawed. Vehicles just never went past him. When I placed the unit on the hillside, I could see the random traffic moving around. Knew I was doing something wrong. By trying to utilize your script in an existing 3rd party mission, no matter what I tried, it would not work. By using type.sqf to check a couple of the scripts in the mission for errors, it reported some undeclared variables pertaining to vehicles. This is probably what kept your script from functioning properly. Not being a scripter, as long as the script in the mission performed as advertised, what did I know. Just have to figure out how to repair that script. Thank you both for all your assistance....
  10. @engima, I don't think this is the problem. I have three separate missions trying to produce traffic, in three different scenarios, by two different authors. I tend to believe the malfunction is with Arma & all its problems with vehicles following waypoints. @ anfo Thanks for popping in & verifying: is an actual empty file. That is what I thought after examining that file in the updated download. In the beginning, yes. The three parameters highlighted in bold in my first post. But then I followed the video from Type.sqf with just a player & no changes to the configandstart.sqf.. Neither script would produce their corresponding units. Running both scripts at the same time introduced the windows busy cursor for about 20 seconds, freezing mouse input & preventing access to the player unit. It appears something is loading. Have you ever run the Civilian & Traffic Scripts at the same time?? Just to be safe, I verified the game files today. There were no errors detected. Will experiment some more & check back later....
  11. I was able to download & successfully install your Traffic & Civilian scripts thru Type.sqf.. Both are newer versions than what I have. But, sadly, neither of them would produce any civilians or traffic. I tried them singley & with both loading at the same time, without any success. Watched the videos explanations. I then removed the dozen mods that are installed, just leaving the CBA A3 mod. Created a test mission with just a player unit & an empty init.sqf file. Downloaded both scripts & successfully installed them. The init.sqf file was processed correctly. Still the scripts would not produce the requisite civilians or traffic. To be fair, I have tried other scripts to produce traffic and none have worked. Ambient_Life.Altis by MAD_t has both a civilian & traffic script, like yours. It will produce civilians, but the traffic script is inoperative. Can't remember the other traffic script. I also checked that Common.sqf file in the newer version of the Civilian Script v 1.0 with Type.sqf.. It is still an empty file without any code in it. Hopefully, you can help me figure out what I might be doing wrong.
  12. Thanks for the response. I will download type.sqf & give it a go, but I am not at all familiar with this procedure. When I checked the files in Civilian Script v0.90.4, the one file Common.sqf was empty. There wasn't any scripting code in it. This is what I was inquiring about, as to whether this was an error or not? The same file name Common.sqf in the Traffic Script had scripting code in it.
  13. Cannot get Traffic Script to Work I followed the directions & copied the Engima folder into the mission root folder. Created the init.sqf file with the code: call compile preprocessFileLineNumbers "Engima\Traffic\Init.sqf"; Created a marker using the military square & named it Traffic1. Sized it approximately 1.5 km square. Placed it over a civilain vehicle designated player on the map of Altis. It covered the town of Kavala & Aggelochori, the town above it. This is the code in the ConfigAndStart.sqf: private ["_parameters"]; // Set traffic parameters. _parameters = [ ["SIDE", civilian], ["VEHICLES", ["C_Offroad_01_F", "C_Offroad_01_F", "C_Quadbike_01_F", "C_Hatchback_01_F", "C_Hatchback_01_sport_F", "C_SUV_01_F", "C_SUV_01_F", "C_Van_01_transport_F", "C_Van_01_box_F", "C_Van_01_fuel_F"]], ["VEHICLES_COUNT", 10], ["MIN_SPAWN_DISTANCE", 800], ["MAX_SPAWN_DISTANCE", 1200], ["MIN_SKILL", 0.4], ["MAX_SKILL", 0.6], ["AREA_MARKER", "Traffic1"], ["HIDE_AREA_MARKER", false], ["ON_SPAWN_CALLBACK", {(_this select 0) limitSpeed 30}], ["DEBUG", false] ]; // Start an instance of the traffic _parameters spawn ENGIMA_TRAFFIC_StartTraffic; The first two lines of code in bold is what I added as per documentation. Changed the marker to visible. The third I found in an above posting. When I played the scenario, it loaded without any errors. I noticed the arrow cursor changed to the windows busy cursor. It disappeared after 30 seconds, returning control to the player. Accessing the map revealed the marker being displayed, by changing the parameter, but there weren't any dots representing spawned vehicles. The only other thing I noticed was the marker did not retain its size when zooming in or out of the editor map. Also, I tried the Civilian Script v0.90.40 & that does not work for me either. Examination of the Common.sqf file revealed the file was empty. Both were downloaded from Armaholic. Any assistance in resolving this problem will be greatly appreciated... OleGreyGhost
  14. Hi thomson, When I found this thread, I just had to reply & say thank you. Downloading the updates now. I have been playing your mission (v1.07) for a week now and having a blast. Brings the game to a new level of enjoyment. This somewhat mimics the fog of war. The objective to end the mission is a cool way to come out of the game, but too final. Would it be possible to give the player a choice of setting an ingame simple objective without letting the mission end plus the mission ending? And yes if at all possible, "please" make a multiplayer version.. Keep up the great work!!! Cheers...
  15. olegreyghost

    FHQ Coop Mission Pack 1

    Just found your mission pack yesterday. Only got into two missions so far.. "Zargabad Dawn" was intense and a tough fight out. I enjoyed it very much. The other mission "Black Box" was a real treat. It kept me fully immersed. Just enough of the enemy to keep you aware of your surroundings. I liked having to fight the enemy to gain control of the wreckage. Retrieving the black box was not a problem. There were one or two stragglers that had to be taken out on the way to the extraction point. That was a nice touch. Not just a walk in the park. Can't wait to try the rest. Will be trying these on a small LAN with my son next week. Keep up the great work. I am looking forward to mission pack #2