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androkiller

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Everything posted by androkiller

  1. Hello So I want to use the arma 3 revive system but i do not like the feature of when you are unconscious you can receive damage thus killing you. So I was wondering how to go about disabling this feature because I don't see any options in the parameters of being able to do so
  2. Thanks very much for the replies, just trying to understand the thread you linked Larrow
  3. hello so i have a ammo box with this in the init this addAction ["<t color='#0000ff'>Arsenal</t>","Ammobox.sqf"]; in the ammobox.sqf i am simply checking the side of the player, what type of unit and then loading the VA with the gear i let them have. however i am having a problem with defining the object (ammobox). if i define _mybox to the box which the addAction is on the the script doesnt work. but if i dont define it, the script work but gives me a error message stating i need to define _mybox . So what do i do? //ammobox.sqf private ["_mybox"]; if(getPlayerUID player in playerUidArray) exitWith { ["Open",true] spawn BIS_fnc_arsenal; }; if(playerSide == west) then { if ((typeOf player) == "B_medic_F") exitWith{ [_mybox, b_weaponsR, true, false] call BIS_fnc_addVirtualWeaponCargo; //b_weaponsR = array of weapon classnames [_mybox, b_itemsR, true, false] call BIS_fnc_addVirtualItemCargo; //b_itemsR = array of items classnames [_mybox, b_bagsR, true, false] call BIS_fnc_addVirtualBackpackCargo; //b_bagsR = array of bags classnames [_mybox, true, true, false] call BIS_fnc_addVirtualMagazineCargo; ["Open",false] spawn BIS_fnc_arsenal; }; }; if(playerSide == east) then { if ((typeOf player) == "O_medic_F") exitWith{ [_mybox, o_weaponsR, true, false] call BIS_fnc_addVirtualWeaponCargo; //o_weaponsR = array of weapon classnames [_mybox, o_itemsR, true, false] call BIS_fnc_addVirtualItemCargo; //o_itemsR = array of items classnames [_mybox, o_bagsR, true, false] call BIS_fnc_addVirtualBackpackCargo; //o_bagsR = array of bags classnames [_mybox, true, true, false] call BIS_fnc_addVirtualMagazineCargo; ["Open",false] spawn BIS_fnc_arsenal; }; };
  4. becuase i am the person testing if it work i put myself in the array just to make sure that stuff works and then remove my self from it to check the rest of the stuff. the script works, does what i wanted it to do but shows me an error say i need to define _mybox as an object, if i do this the script no work anymore so i dont get wtf i am meant to define it as. if i define it as the ammobox it self it dosent work if i define it as any object on the map it does not work. i cant elaborate any more for simplicity, If i define _mybox to any object the script does not work if i do not then the script works but gives me error messages.
  5. Still gives the same problems due to _mybox is defined as the box, resulting in for me that no guns put in the virtual cargo (and no error messages) at all but it works fine still if i dont define _mybox but then error messages will appear but the script works to how i want it. So is there something wrong with box? Is there a way of defining _mybox as an object which only exists when the script is run and is unique for each player whom activate it?
  6. Hello i have created a deployment script for a sectorcontrol mission however once i started adding MHQs to it the script doesnt work now :( ControlPoint_Array = [ //Object For respawn Sector Control Module [resA,scA], [resB,scB], [resC,scC] ]; openMap [true,true]; onMapSingleClick "_pos call Choose_Deployment;"; player groupchat "Click on map at an avaliable deployment"; Choose_Deployment = { private ["_pos","_object","_holder","_mhq1","_mhq2"]; _pos = _this; if(playerside == "west") then {_mhq1 = (getmarkerpos west_mhq1); _mhq2 = (getmarkerpos west_mhq2);}; if(playerside == "east") then {_mhq1 = (getmarkerpos east_mhq1); _mhq2 = (getmarkerpos east_mhq2);}; if(_pos distance _mhq1 <= 50) exitWith { onMapSingleClick ""; player setPos _mhq1; openMap [false, false]; }; if(_pos distance _mhq2 <= 50) exitWith { onMapSingleClick ""; player setPos _mhq2; openMap [false, false]; }; { _object = _x select 0; _holder = _x select 1; if(_pos distance _object <= 50 && ((_holder getVariable "owner") == playerside)) exitWith { onMapSingleClick ""; player setPos (getPos _object); openMap [false, false]; }; } forEach ControlPoint_Array; }; arma says the error is here if(playerside == "west") then {_mhq1 = (getmarkerpos west_mhq1); _mhq2 = (getmarkerpos west_mhq2);}; if(playerside == "east") then {_mhq1 = (getmarkerpos east_mhq1); _mhq2 = (getmarkerpos east_mhq2);}; and the script works fine when i remove the following if(playerside == "west") then {_mhq1 = (getmarkerpos west_mhq1); _mhq2 = (getmarkerpos west_mhq2);}; if(playerside == "east") then {_mhq1 = (getmarkerpos east_mhq1); _mhq2 = (getmarkerpos east_mhq2);}; if(_pos distance _mhq1 <= 50) exitWith { onMapSingleClick ""; player setPos _mhq1; openMap [false, false]; }; if(_pos distance _mhq2 <= 50) exitWith { onMapSingleClick ""; player setPos _mhq2; openMap [false, false]; }; plox help i am confused with what the problems is
  7. androkiller

    (Help) Error in deployment script

    Right i got it working now basically _mhq = [position array] Thus it could not work out the speed of a position So simply made _speed = (speed west_mhq1) and now all working
  8. androkiller

    (Help) Error in deployment script

    Ok so i now solved problem. but now i want to check if the mhq is moving but i do not get how in implement it in the script a originally i used (speed < 5) where it says (_speed < 5) but still that provided no result ControlPoint_Array = [ //Object For respawn Sector Control Module [resA,scA], [resB,scB], [resC,scC] ]; Choose_Deployment = { private ["_pos","_object","_holder","_mhq1","_mhq2","_r","_dir","_d","_posNew","_d1","_speed"]; _pos = _this; _d = 5; if ((str (side player)) == "EAST") then { _mhq1 = (getPos east_mhq1); _mhq2 = (getPos east_mhq2); }; if ((str (side player)) == "WEST") then { _mhq1 = (getPos west_mhq1); _mhq2 = (getPos west_mhq2); }; _speed = (vectorMagnitude velocity _mhq1) * 3.6; //_speed in kmh-1 if((_pos distance _mhq1 <= 50) && (_speed < 5) exitWith { //i dont get why this line does not work _dir = floor(round(random 359)); _posNew = [_mhq1, _d, _dir] call BIS_fnc_relPos; onMapSingleClick ""; player setPos _posNew; openMap [false, false]; }; if(_pos distance _mhq2 <= 50) exitWith { _dir = floor(round(random 359)); _posNew = [_mhq2, _d, _dir] call BIS_fnc_relPos; onMapSingleClick ""; player setPos _posNew; openMap [false, false]; }; { _object = _x select 0; _holder = _x select 1; _d1 = floor(random 30) + 10; _r = floor(round(random 359)); if(_pos distance _object <= 50 && ((_holder getVariable "owner") == playerside)) exitWith { _posNew = [_object, _d1, _r] call BIS_fnc_relPos; onMapSingleClick ""; player setPos _posNew; openMap [false, false]; }; } forEach ControlPoint_Array; }; openMap [true,true]; onMapSingleClick "_pos call Choose_Deployment;"; player groupchat "Click on map at an avaliable deployment";
  9. androkiller

    (Help) Error in deployment script

    thank you for the reply but this mhq problem has made me mad and i am now convinced my arma is corrupted. i have tried these alternate methods for just the line of setting the pos of the player and still no result and arma doesn't pop up with any syntax error at all so i dont know wtf is going on. here are the other approaches i have made with no result _a = floor(random 359); player setPos (_mhq1 getPos [5,_a];) player setPos [(getPos _mhq1 select 0)-5*sin(_a),(getPos _mhq1 select 1)-5*cos(_a)]; player setPos ((getPos _mhq1) vectorAdd ([[5,0,0], random 359] call BIS_fnc_rotateVector2D));
  10. Hello i have a trigger which creates and deletes a flag on a capture point and looks like so Repeatable Condition (scA getVariable "owner") ==east; On Activation deleteVehicle bluresa; opfresa = "Flag_CSAT_F" createVehicle getMarkerPos "resA"; So the trigger works in creating and deleting the flag upon owner change. However when i want to use it in BangaBob's BRS respawn script it does not work, leading me to think the respawn script was not getting updated with the new spawn points therefor i changed the way it get executed by simply placing it in the onPlayerRespawn.sqf null= [[NATO_BASE,bluresa],WEST,TRUE,5] execVM "BRS\BRS_launch.sqf";//SPECIFIC PARAMETERS FOR WEST null= [[CSAT_BASE,opfresa],east,true,5] execVM "BRS\BRS_launch.sqf";//SPECIFIC PARAMETERS FOR EAST even with this change it still doesn't work. However if i create a flagpole in the editor and name it "bluresa" it will work and the trigger will also remove it but for some reason when the trigger creates the flagpole it does not work. Plox someone help me :(
  11. the end goal was to allow players to spawn on the captured objectives. Thus i needed to create objects for each capture point aswell as for each side and add them to the execution array, however it doesnt seem to accept the objects made by the triggers and only shows positions which have existed from the start of the mission. As a result i bailed on this option and decided to use a different means of deployment due to i cant make sense of the script itself at all. (as you may have seen the map click method) works fine but i just cant spawn on group members yet which i am still looking into
  12. androkiller

    (Help) Error in deployment script

    ok i got it working thank you i just needed to add " " around the marker names as well and looks like so. if(playerside == west) then {_mhq1 = (getmarkerpos "west_mhq1"); _mhq2 = (getmarkerpos "west_mhq2");}; if(playerside == east) then {_mhq1 = (getmarkerpos "east_mhq1"); _mhq2 = (getmarkerpos "east_mhq2");}; Am i right in presuming the only markers need " " around there variable names compared to objects? Another thought does executing this script via addAction result in only the client running the script? i have now stumbled upon another problem which i has left me baffled. So i edited the deployment by making sure the units would be moved in randomly around the area _object = _x select 0; _holder = _x select 1; _r = floor(random 50) -25; if(_pos distance _object <= 50 && ((_holder getVariable "owner") == playerside)) exitWith { onMapSingleClick ""; player setPos [((getPos _object select 0)+ _r),((getPos _object select 1)+ _r),getPos _object select 2]; //player setPos (getPos _object); openMap [false, false]; this works and provided the results i wanted. I then changed from markers to objects for the mhq (for simplicity when wanting to attaching markers to them later). due to the player would be moved clipped inside the object i decided to provide the same method as above but instead of a random distance i used a fixed distance and applied it to both the x and y value. however this has been unsuccessful and i have been left confused in what the error is. if(playerside == west) then {_mhq1 = (getPos west_mhq1); _mhq2 = (getPos west_mhq2);}; if(playerside == east) then {_mhq1 = (getPos east_mhq1); _mhq2 = (getPos east_mhq2);}; if(_pos distance _mhq1 <= 50) exitWith { onMapSingleClick ""; player setPos [((getPos _mhq1 select 0)+ 5),((getPos _mhq1 select 1)+ 5),getPos _mhq1 select 2]; //player setPos _mhq1; openMap [false, false]; }; ...................................
  13. hello although this is a old thread was wondering if i could get some help with adding new spawn positions mid game due to i am not having any luck with solving the problem. here is my original post concerning the problem.
  14. doesnt solve the issue, will have to ask Bob himself due the reasoning in the problem must be in the script it self when it removes respawn positions form the array.
  15. Will there be a version for Tanoa ?
  16. Insurgency: Androkiller Edition Thank you for everyone who replied to all my posts they helped alot and this is what you contributed to making for replying. Mission: This is like old Insurgency (Pogoman & Fireball & Kol9yN) except more realistic. This is not for your average pleb but for people focused on Teamwork. So you get 2 types of caches to look for with 6 in total. Type A, these are pretty easy to find they will spawn in Built up areas and to get Intel on their locations you get 2 options: ‘1’ look in major settlements for informants and 3 informants spawn to give locations on the 3 Type A caches. ‘2’ Search Enemy Outposts and Bases you can find 2 pieces of intel which will give the whereabouts of only 2 Type A caches. Type B caches will not spawn in towns but generally as far away from them as possible, and no intel is given on them either, however they are guarded by some enemies. So how you find them I will let you figure that out. Other info about mission: There are SAS units which can operate undercover, there are no grid markers which tell you if you have cleared the grid because you don’t need them plus makes it harder. (NOTE SAS units must have a player in the Team Leader Slot to use) Mission Versions: There are 2 versions to my mission. One is called HC and the other V: The 'HC' version will include unit and weapon mods so the enemy look like Taliban and the NATO forces are all British. (this version is distinguished by 'v#.#' e.g v0.5) Version 'V' removes all the unit mods and weapon packs thus making all units default Arma 3 units, therefore you only need the Map and ALiVE. (this version is distinguished by 'v#.#V' e.g v0.5V) Dependant Mods: v0.6V (this is the version available on Steam Workshop) @alive, @cba_a3, @a3mp, @a3mp_ap, @fata_a3 v0.5 (this version is only found in the Dropbox & GoogleDrive links) @alive, @cba_a3, @a3mp, @a3mp_ap, @fata_a3, @caf_ag, @uk_sftg_a3, @nato_russian_sf_weapons Scripts used: Virtual Ammobox System (VAS) by Tonic Urban Patrol Script by Kronsky Vehicle Rearm Script by Xeno Farooq’s Revive by Farooqaaa Battlefield Re-spawn System (BRS) by BangaBob VCom AI by Genesis92x Download: Main version is v0.6V you can get the older versions in the dropbox link http://steamcommunity.com/sharedfiles/filedetails/?id=249245619 If you want the PBO then find it in "\Steam\userdata\<yourID>\107410\remote" https://www.dropbox.com/sh/g4me1cbvmla4odq/JrRTEaGRZs https://drive.google.com/folderview?id=0B1vUFZdoFXLUdHZ6a2NaenhOdFk&usp=sharing#list NOTE THIS IS NOT THE FINAL VERSION SO IF YOU FIND SOME BUGS PLEASE REPORT THEM AS IT STANDS IT I HAVE NOT NOTICED ANY PROBLEMS SO COMPLETELY PLAYABLE I have also got a Debug mode for the caches and intel in the parameters Any Feedback is much appreciated Futureplans: Added the original plan for the mission in the Dropbox link so look at that. -add a third type of cache which is completely impossible to find without intel -add a Insurgent Leader which you can hunt down on the map so you get the intel for the 3rd type of cache -add parameters so you can change the amount of informants which spawn -add parameters for amount of caches which spawn -bring mission to clafgan Note:if brought to clafgan I think this mission will be stupidly hard to complete, but i want to do it for shits and giggles. Knowbugs: -Laptop Intel wont delete after interaction -Area markers still showing on briefing screen -SAS Units spawn with only one mag for weapons (added ammobox just for SAS weapons for temp fix while i work out WTF is going on) -SAS units MUST HAVE a team leader or they will not work undercover (need to make a new trigger condition which will active it for anyone in group, instead of units attached to the group leader) -To use SAS units you must have a player in the Team Leader Slot -ALiVE CQB module is not spawning units Changelog: v0.6V -removed VcomAI as it caused problems -fixed SAS units no need for a SAS LEADER having to be present -spawning of AI have been tweaked v0.5V -removed mod dependancies @caf_ag, @uk_sftg_a3, @nato_russian_sf_weapons -made mission so all units are Vannila Units v0.5 -removed debug from radio -added debug option in parameters -added option if informant can die in parameters -added Vcom AI Script by Genesis92x v0.41 -area markers on briefing screen should be fixed now v0.4 -SAS units dection has been tweaked -SAS units KillCap trigger is removed -4 More playerslots (Pilot Slots) -laptop intel should delete after interaction now -Added UAV box at base -Added SAS ammobox -Changed bleedout time from 600s to 100s -Added time of day parameters -Added ALiVE player tags -Added ALiVE crew info
  17. androkiller

    Insurgency: Androkiller Edition

    hello all dont know what has caused this bug but ALiVE CQB module is not spawning units at all works in other missions but i dont quite get what is causing the problem, worked before now not anymore
  18. androkiller

    Insurgency: Androkiller Edition

    so i have been testing this mission on a dedicated with SavageCDN and we have seemed to iron out alot of problems and will release a much more stable version soon
  19. androkiller

    Vcom AI V2.0 - AI Overhaul

    hello so i paste this 'this setVariable ["NOAI",1,false];' into the units (civ) init but he now runs away from me and before when i didnt have the script at all he wouldnt any tips
  20. androkiller

    Insurgency: Androkiller Edition

    new version is out now, you dont need any of the unit and weapon mods codename for this is 'V' and current version is v0.5V
  21. androkiller

    Insurgency: Androkiller Edition

    mission has been updated to v0.5
  22. androkiller

    Basic parameter help

    right i also have class for time of day parameters so how does it know which paramsarray to check or does it look something like the paramsArray[class debugmode, class timeofday] so if i want the value in debug i would so select 0 but if i wanted the value for timeofday i do select 1. am i right ---------- Post added at 01:06 PM ---------- Previous post was at 12:41 PM ---------- ok i think i understand now but what i just dont get why cant you call for the value of the class which you names for you parameter. but to summarise for other people who where as confused as me then this is how it works in your descrpition.ext you will have class Params { class random1 //this is your parameter name { //paramsArray[0] title = "something1"; values[] = {0,1}; texts[] = {"Off","On"}; default = 0; }; class random2 //this is your parameter name { //paramsArray[1] title = "something2"; values[] = {0,1}; texts[] = {"Off","On"}; default = 0; }; }; so here we can see we have 2 parameters. now to get the value for the each parameter we have to see where it is, so random2 is in the 2nd position so to get the value for that we simply put (paramsArray select 1) and if we want the value for random1 then we put in (paramsArray select 0). Now say we have a 3rd parameter after random2 then we would put (paramsArray select 2) to get the value of it. So to summarize on the lay out of your parameters they look like this paramsArray[random1,random2,.....] so the first one is always select 0 an the second one is select 1 and so on
  23. i just need help with a simple parameter for something to be on or off and then if on execute a sqf description.ext class Params { class debugmode { //paramsArray[2] title = "Debug Mode"; values[] = { 0,1 }; texts[] = {"Off","On"}; default = 0; }; } init.sqf debugmode = (paramsArray select 2); if (debugmode > 0) then { call compileFinal preprocessFileLineNumbers "main\debug.sqf"; }; it looks right but i just dont get why it no work
  24. androkiller

    Basic parameter help

    hang on how does this execute my file that i want to use or do i have to make a function called AnK_PARAMS_debugmode. i am abit lost on how it works plus i thought this would be alot more simplez for what i want to do ---------- Post added at 08:22 PM ---------- Previous post was at 07:34 PM ---------- so i changed 'select 2' to 'select 0' but now when i have the parameter as off the debug.sqf is still executed but when in the mission briefing screen its off but in mission its on. and when i have the the parameter on then in both the mission and briefing i can see the makers so now i am truly lost. ---------- Post added at 08:28 PM ---------- Previous post was at 08:22 PM ---------- i was wrong its always on now
  25. androkiller

    Basic parameter help

    anyone know?
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