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androkiller

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Everything posted by androkiller

  1. Colored grids turn green when players enter it, regardless if it is clear or not right this you need to fix very easy too go to core\modules\gridmarkers\functions\functions.sqf and change this SL_fnc_createTriggers = { private ["_markers","_pos","_trigE"]; { _pos = getMarkerPos _x; _trigE = createTrigger ["EmptyDetector", _pos ]; _trigE setTriggerActivation ["ANY", "PRESENT", false]; _trigE setTriggerArea [50, 50, 0, true]; _trigE setTriggerStatements ["{(side _x) == OPF_G_F} count thisList == 0 AND {(side _x) == west } count thisList >= 1", format["""%1"" setMarkerColor ""ColorGreen"";",_x], ""]; } foreach _this; }; to this SL_fnc_createTriggers = { private ["_markers","_pos","_trigE"]; { _pos = getMarkerPos _x; _trigE = createTrigger ["EmptyDetector", _pos ]; _trigE setTriggerActivation ["ANY", "PRESENT", false]; _trigE setTriggerArea [50, 50, 0, true]; _trigE setTriggerStatements ["{(side _x) == east} count thisList == 0 AND {(side _x) == west } count thisList >= 1", format["""%1"" setMarkerColor ""ColorGreen"";",_x], ""]; } foreach _this; }; and bang it will work if you keep the NME as OPF_G_F or any other opfor faction
  2. androkiller

    Insurgency: Androkiller Edition

    i did your method and it seemed to work so everyone who has the steam version of my mission please tell me if it no worky. (updated my dropbox link and you can get all versions there) ---------- Post added at 04:23 PM ---------- Previous post was at 04:15 PM ---------- my next small fix is going to make the informants invincible (which can be chosen in parameters), because it is highly annoying when they killed in crossfire plus when they are supraaaaa hard to find too.
  3. androkiller

    Insurgency: Androkiller Edition

    hello all, everyone who has downloaded this and played the mission i have a question when playing with others so hosting the mission do you still see black area markers on the map? if so it is caused by UPS, but i have but the code in to hide them on the mission briefing screen but for some absurd reason they still show up. Any suggestions folks.
  4. androkiller

    New to scripting

    i maybe wrong but your init.sqf is run by client and server so when ever someone joins the init is run so wat u need to do is make sure the line with all you ticket stuff is only run by the server and not all jip clients so in your init put this at the top waitUntil { isServer || local player }; at the bottom put this if (local player) then { call compile preprocessFileLineNumbers "initclient.sqf"; }; if (isServer) then { call compile preprocessFileLineNumbers "initserver.sqf"; }; then make the to sqfs "initserver.sqf" "initclient.sqf" and put the code u need for your ticket counter in the server.sqf see if that works
  5. i something that checks if a player has killed a opfor unit but i cant use the unitname or group name as i am unsing ALiVE to spawn in units. so i check this thread out http://forums.bistudio.com/showthread.php?140402-Check-if-unit-was-killed-by-certain-unit but i still could get it to work. so i though why not check the player score should work in theory, so i made this: random.sqf _unitscore = score sas1; if (_unitscore > 0) then { hint "this stuff works good :)"; }; where sas1 is the unit name for score check but still this nooooo work. PLEASE HELP ME SOMEONE!!!!!
  6. what is u grouped the units and name their groups then u can do something like this _NMEgrp = createMarker ["nmegrpmkr", getPosASL "put groupname here"]; _smoke = "SmokeShellRed" createVehicle (getMarkerPos "nmegrpmkr"); and then if u have many groups you can do this _NMEgrp = createMarker ["nmegrpmkr", getPosASL "put groupname here"]; _NMEgrp1 = createMarker ["nmegrpmkr1", getPosASL "put groupname here"]; _NMEgrp2 = createMarker ["nmegrpmkr2", getPosASL "put groupname here"]; _smoke = "SmokeShellPurple" createVehicle (getMarkerPos [_NMEgrp,_NMEgrp1,_NMEgrp2]);
  7. very nice however can i change "_x" to the unit name, becuase doesnt this to check on all units, or do i add some kind of unit array at the point " forEach allUnits;" so maybe like this "forEach [unit1,unit2,.....];" and then thirdly i would need this to run a score check for multiple units, then check the sum all scores against a fixed score. so i devised this using a trigger. condition sas3score = score sas3; sas4score = score sas4; sas2score = score sas2; sas1score = score sas1; ((sas1score+sas2score+sas3score+sas4score) < -1); sas# are the unit names OnAct hint "whatever i want really"; Only problem with this is that all players must be present otherwise no worky. so how would i use your code in my new current situation.
  8. ohhhh yes i made it work only way i figured is make a trigger dont touch anything on it and put this in. condition: unitscore = score sas1; (unitscore > 0); On Activation hint "happy face"; i just dont know if using triggers in this way is bad for a dedicated server
  9. so i grabbed the insurgency create markers function and all my markers spawn :), however they wont change color when a west unit is present :( i am really lost here and could someone please help me
  10. thanks for the reply but i still cant get the damn thing to work :(
  11. i got the same problem as ringo
  12. androkiller

    Mission Name Problem

    maybe change the name in intel on the editor
  13. So i decided to port over the mission ("Insurgency | ALiVE" found here http://alivemod.com/missions) to the map called FATA (@fata_A3). However due to this map uses different buildings to the default A3 ones the function which searches for suitable buildings for the cache to spawn in wont work and will instead just spawn the cache off map or if really lucky in an actual building. Therefore i tired to make the caches spawn at random markers instead, but now no caches spawn and i really dont know what to do. The important part where the i edited is in line 78 to 92, i have labeled them as original function and my attempt /********************************************************************************************** * /\__ _\ * \/_/\ \/ ___ ____ __ __ _ __ __ __ ___ ___ __ __ * _______\ \ \ /' _ `\ /',__\/\ \/\ \/\`'__\/'_ `\ /'__`\/' _ `\ /'___\/\ \/\ \ _______ * /\______\\_\ \__/\ \/\ \/\__, `\ \ \_\ \ \ \//\ \L\ \/\ __//\ \/\ \/\ \__/\ \ \_\ \/\______\ * \/______//\_____\ \_\ \_\/\____/\ \____/\ \_\\ \____ \ \____\ \_\ \_\ \____\\/`____ \/______/ * \/_____/\/_/\/_/\/___/ \/___/ \/_/ \/___L\ \/____/\/_/\/_/\/____/ `/___/> \ * /\____/ /\___/ * \_/__/ \/__/ * * Insurgency ALiVE by Mphillips'Hazey' + Sacha Ligthert * * File Modified on: 1/30/2014 * * All Hail the Great Cthulhu * * * You are free to edit this mission for your personal or group use. Please do not re-release the map without the consent of the owner. * * Special Thanks: * * Cheers to the ALiVE Dev Team - http://dev-heaven.net/projects/alive/ * Tangodown - Tactical Gaming Community http://www.tangodown.nl/ * Whiskey Company - Tactical Realism http://www.TheWhiskeyCo.com/ ***********************************************************************************************/ if (isServer || isDedicated) then { private ["_markers","_x","_randomMarker","_dist","_pos","_m","_decrease","_wait","_cacheBuildings","_targetBuilding","_cachePosition"]; INS_marker_array = []; publicVariable "INS_marker_array"; INS_west_score = 0; publicVariable "INS_west_score"; INS_fncache = { if (typeName _this == "ARRAY") then { cache = _this select 0; cache spawn {sleep 60; deleteVehicle _this}; _killer = _this select 1; // check who killed the box switch (side _killer) do { case WEST: { INS_west_score = INS_west_score + 1; publicVariable "INS_west_score"; _this call cacheKilled; }; case EAST: { INS_west_score = INS_west_score + 1; publicVariable "INS_west_score"; _this call cacheKilled; }; case RESISTANCE: { INS_west_score = INS_west_score + 1; publicVariable "INS_west_score"; _this call cacheKilled; }; default { _this call cacheFake; }; }; }; if (count INS_marker_array > 0) then { {deleteMarker _x} forEach INS_marker_array}; publicVariable "INS_marker_array"; _cities = call SL_fnc_urbanAreas; _cacheTown = _cities call BIS_fnc_selectRandom; _cacheBuildings = _cacheTown call SO_fnc_findHouse; // Pull the array and select a random building from it. _targetBuilding = _cacheBuildings select (random((count _cacheBuildings)-1)); // original function // Take the random building from the above result and pass it through gRBP function to get a single cache position _cachePosition = [_targetBuilding] call getRandomBuildingPosition; //my attempt to change the spawn locations _cachePositionArray = ["cmkr1","cmkr2"]; _cachePostion = getMarkerPos (_cachePositionArray select floor random (count _cachePositionArray))); // Create the cache at the random marker position cache = createVehicle ["Box_East_WpsSpecial_F", _cachePosition, [], 0, "None"]; clearMagazineCargoGlobal cache; clearWeaponCargoGlobal cache; // Add event handlers to the cache cache addEventHandler ["handleDamage", { if ((_this select 4) == "SatchelCharge_Remote_Mag") then { cache setDamage 1 } else { if ((_this select 4) == "DemoCharge_Remote_Mag") then { cache setDamage 1 } else { cache setDamage 0 }; }; }]; cache addMPEventHandler ["MPKilled", {_this spawn INS_fncache}]; // Move the Cache to the above select position cache setPos _cachePosition; publicVariable "cache"; if (INS_west_score == (paramsArray select 1)) then { end_title = {titleText["All ammo caches have been destroyed!", "PLAIN"];}; [nil, "end_title", nil, true] spawn BIS_fnc_MP; sleep 20; endMission "END1"; }; if (isMultiplayer) then { //debug to see where box spawned is if not multiplayer _m = createMarker [format ["box%1",random 1000],getposATL cache]; _m setMarkerShape "ICON"; _m setMarkerType "mil_dot"; _m setMarkerColor "ColorRed"; }; }; true spawn INS_fncache; };
  14. androkiller

    Xbox Controller Better Mapping

    I emailed Bohemia suggesting that the mapping of the right analogue stick for view could be done better. Due to that I have to custom map the controller for Flying there is not a reasonable function to map it with, that works seamlessly. Therefore I am posting this for some awareness so that this feature could get implemented. Because not everyone has the money for a decent joystick and a TrackIR, the use of a xbox controller is a good alternative and if the controller could be better mapped it would save alot of hassle for people who would like to use the xbox controller for flying. To summarise the Fix that I suggest is: 1) A view function which works seamlessly with the right analogue stick instead of using the "TrackIR Analogue" functions. 2)A Feature which allows the double-tapping for buttons.(2xButton 11) Like on the keyboard for Voice over net.(Not so important but would be a nice feature as there are enough buttons to map for flying)
  15. androkiller

    Xbox Controller Better Mapping

    ok but when setting freelook how you do it: make the right analogue stick act like a mouse in xpadder but then when in game how you map it?
  16. androkiller

    Xbox Controller Better Mapping

    Yes of course i have disabled the custom scheme of the xbox controller but when you do the right analogue stick seems useless because there is no go function to map it with except the TrackIR functions for controlling the view, and thats what i really want them to implement into the game because its sooooooo nice flying and being able to look into your turns. Otherwise all the other things i want to do with the helicopter or jet work fine i just want a better view function that i can map specifically for the right analogue stick.
  17. androkiller

    campaign coop

    well thanks for the link
  18. androkiller

    campaign coop

    is anyone up for playing some campaign coop as i would like some help and i dont want to use walkthroughs as they ruin the fun:)
  19. if i put airstrike in the " " would that give me the airstike option only or is it a different script all together
  20. I am new to making missions but I have got the basic understanding. At the moment I have made 2 objectives but when I spawn all of the tasks are avaliable and what I want to happen is when one task is complete a new one will unlock. Also I want to either create a mobile respawn or a revive setting, I have found the scripts to to both but can not get the them working I would be very gratefull if someone could help me with these problems.
  21. ok i am trying to get norrins revive script to work http://forums.bistudio.com/showthread.php?t=74396 but as it based on his mission i can not apply it to mine as i don't know what to change in the revive_int.sqf i am also wanting to get a mobile respwan but i have not really found a direct script but the best i found is on http://www.armaholic.com/forums.php?m=posts&q=1909 i would appreciate if some one could help me
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