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Ghost113

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Everything posted by Ghost113

  1. Thank you very much. I was trying to get it to run through just the standard init.sqf and it didn't seem to want to go. Doing it the way you had it worked perfectly. Glad to finally have a solution to this. Great revive script as well, my little squad likes to keep things simple.
  2. Hi Mons00n, I was just curious as to how you were implementing the respawnLoop.sqf script you're using? Are you placing it in the init.sqf? I'm having a hard time getting units to respawn with their gear.
  3. Thanks for the input guys. Montgomery, I'll go ahead and give that shot and see how it works out. ---------- Post added at 11:31 AM ---------- Previous post was at 11:26 AM ---------- Montgomery, it worked perfectly! Just changing the waypoint from Hold to Move did the trick. Guess that kind of makes sense. Thanks.
  4. I've been having issues getting this to work in the mission I'm currently working on. It works fine if I don't use a detected trigger. Here's my setup: Trigger that is set to go off when Blufor is detected That trigger is sync'd to a hold WP right in front of the unit I want to run, then has 2 other WPs that have the unit go to the car.. then get in the car The problem is, is when the unit detects the Blufor unit he either wants to shoot and ignores all the other WPs.. or if weapons are removed he just runs.. Anyone have any ideas on how else I can go about this? Any way to get this unit to ignore everyone and just go to the car when the trigger fires? I haven't been able to find any solutions through all my searching. Thanks.
  5. Yeah, tried that too. He just points his gun and tracks the Blufor units and never does anything else. Very frustrating!
  6. I should have extracted it on my computer first instead of my server then I wouldn't of had that problem! Thank you for providing the fix and all the hard work on the mod. It is widely appreciated.
  7. I downloaded it from the DropBox link in your original post. I found the userconfig file in the store directory, but it was labeled as a .tar file. I renamed it to .hpp put in the the folder structure to userconfig/aiss/aiss.hpp and the server was still asking or the userconfig or saying that it couldn't find it. Maybe I was just doing something wrong. EDIT: I am also running this on a dedicated, seems to be working well so far. Don't mean to add to your work load Mikey! Just thought it would be helpful to let you know.
  8. Hi Mikey, Great mod, looking forward to really getting into it deeper. Just wanted to let you know the Final build that you put a link for does not have the userconfig folder in the download. I had to download one of the beta versions to get it.
  9. Ghost113

    Grimes Simple Revive Script

    Having a little bit of an issue and was hoping maybe you could shed some light. I'm currently using VAS box with the paper doll which has rscCommon as well as other's defined. The revive script also has those defined for the GUI. Is there any way to possibly get around it? Is it possible to define a second rscCommon?
  10. I saw this idea posted on another website and I thought maybe it might be a cool idea that could possibly be implemented, most likely even into ACRE. What if when under fire and coms are being used you hear the gunfire / explosions in the background? Based upon where the rounds are hitting, bombs going off etc. Would be cool when someone comes over the coms hollering that they're under fire you can hear the fire and chaos going around them. Not sure if this is something that's entirely possible but I think it could be really cool.
  11. Hey everyone, Something that I run into quite a bit when making a mission is deciding how I'm going to balance it for the amount of players we're going to have. It's probably one of the most challenging things to accomplish I feel like. Does anyone have any good tips or suggestions? Varying the skill level of each units? Number of armored units. Making less squad leaders in groups.. etc. We run a smaller squad of 3 to 5 guys most of the time.
  12. Correct me if I'm wrong but I think this should work given the examples above. Place down a trigger and in the on condition put this; and set the activation to BLUFOR or whatever side you're using. In the activation put something like nul = [] execVM "spawnUnits.sqf"; spawnUnits.sqf would look something like: while {true} do { if (player in thisList) then { //code _pos = SPAWN_CENTER; _offset1 = spawnMAX; _offset2 = spawnMIN; _maxX = (_pos select 0) + _offset1; _minX = (_pos select 0) - _offset1; _maxY = (_pos select 1) + _offset1; _minY = (_pos select 1) - _offset1; _newX=_minX + (random (_maxX - _minX)); _newY=_minY + (random (_maxY - _minY)); while{(surfaceIsWater [_newX,_newY])OR([_pos,[_newX,_newY]]call xyPosDist > _offset1)OR([getPos player,[_newX,_newY]]call xyPosDist < _offset2)}do{ _newX=_minX + (random (_maxX - _minX)); _newY=_minY + (random (_maxY - _minY)); }; [_newX,_newY] }; };
  13. Ghost113

    Balancing Missions

    You bring up a good idea. I was really looking at the balance part, but that would be a cool script to have that places a certain amount of AI on the map depending on how many players you have. I might look into that! Trial and error is my current way and I get it balanced for the most part. I just like my squad to be surprised by the mission and not have to constantly play it till it's right. Thanks for the input, very helpful! I'm going to try out that script as well and add it to my favorites, will defiantly come in handy.
  14. I've been trying to get this to work for awhile and I'm just out of ideas at this point. The original thread for this script hasn't been responded to in awhile so I'm looking elsewhere for help. I have everything working, the only issue is when I do a supply drop. I have the crate falling and the crate hits the ground and I can see everything inside as well as take everything out. But the problem is when running MP I'm the only one that sees everything in there. Everyone else only sees the default items in the box. Couple more details that might help: -The crate is supposed to be filled with the cargo script when it touches down, which it does.. but only for me no one else on the server sees it. -I host off the same machine that we play on Here's the script. Any help I could get on it would be great. Thanks. /* Simple airdrop with script-support Requirements: CBA params: caller, // calling unit (object) vehicle, // class of airplane doing the drop (string) approachFrom, // approach vector (0-359) (-1 for random approach) (numeric) flyHeight, // aircraft altitude (numeric) dropAt, // starting drop position (multiple packages will be dropped at intervals) (position) interval, // interval in seconds between drops (numeric) scripts, // [ "ingress-script", "approach-script", "egress-script"] items-array // [ [ "parachuteclass", "droppeditemclass", "script-to-run-on-item-drop", "script-to-run-on-item-after-touch-down" ], [ "parachuteclass", "droppeditemclass", "script-to-run-on-item-drop", "script-to-run-on-item-after-touch-down" ] ] (array) parachuteclasses: ParachuteMediumWest ParachuteMediumEast ParachuteBigWest ParachuteBigEast ingress-script: gets called with two parameters: caller (object), drop-vehicle (object) approach-script: gets called with two parameters: caller (object), drop-vehicle (object) egress-script: gets called with two parameters: caller (object), drop-vehicle (object) script-to-run-on-item-drop: gets called with three parameters: caller (object), drop-vehicle (object), package (object) script-to-run-on-item-after-touch-down: gets called with two parameters: caller (object), package (object) example: _n = [player, "c130j", 270, 200, getMarkerPos "mk_drop", 3, ["tbr_airdrop\ingress.sqf","tbr_airdrop\approach.sqf","tbr_airdrop\egress.sqf"], [["ParachuteMediumWest","USBasicAmmunitionBox_EP1","tbr_airdrop\announce.sqf",""],["ParachuteBigWest","HMMWV_M1035_DES_EP1","tbr_airdrop\announce.sqf","tbr_airdrop\explode.sqf"]]] execVM "tbr_airdrop\tbr_airdrop.sqf"; uses a c130 to drop a ammo-box and a hmmwv (which blows up on touchdown thanks to a called script), both drops announced by the c130 (via script) */ private ["_approachFrom", "_interval", "_calc_point", "_caller", "_vehicleClass", "_dropAt", "_packages", "_flyHeight", "_dir", "_spawn_distance", "_spawn_pos", "_exit_pos", "_side", "_grp", "_vehicle", "_pilot", "_wp_drop", "_wp_exit"]; if( TBR_support_in_progress ) exitWith{ hint "Support already in progress"; }; _calc_point = { private ["_position", "_direction", "_distance", "_point", "_pos_x", "_pos_y", "_pos_z", "_off_x", "_off_y"]; _position = _this select 0; _direction = _this select 1; _distance = _this select 2; // ------------------------------------------------------ _point = [0,0,0]; _pos_x = _position select 0; _pos_y = _position select 1; _pos_z = _position select 2; _off_x = sin(_direction) * _distance; _off_y = cos(_direction) * _distance; _point = [_pos_x + _off_x, _pos_y + _off_y, _pos_z]; _point; }; _caller = _this select 0; _vehicleClass = _this select 1; _approachFrom = _this select 2; _flyHeight = _this select 3; _dropAt = _this select 4; _interval = _this select 5; _scripts = _this select 6; _packages = _this select 7; if( _approachFrom == -1 ) then { _approachFrom = round(random 360); } else { // randomize the approach angle somewhat _approachFrom = (_approachFrom + (5 - round(random 10))); }; // set dropinterval if zero (2-5 seconds) if( _interval == 0 ) then { _interval = 2 + round(random 3); }; _dir = _approachFrom - 180; _spawn_distance = viewDistance + 100; _spawn_pos = [_dropAt, _approachFrom, _spawn_distance] call _calc_point; _exit_pos = [_dropAt, _dir + (45 - round(random 90)), _spawn_distance] call _calc_point; _side = side _caller; _grp = createGroup _side; TBR_support_in_progress = true; TBR_drop_here = false; publicVariable "TBR_support_in_progress"; _vehicle = createVehicle [_vehicleClass, [_spawn_pos select 0, _spawn_pos select 1, (_spawn_pos select 2) + _flyHeight], [], 0, "FLY"]; _vehicle setVehicleVarName "Plane1"; _vehicle setDir _dir; _vehicle setVelocity [sin(_dir)*55,cos(_dir)*55,0]; // roughly 200kph _vehicle setCaptive true; _pilot = _grp createUnit ["USMC_Soldier_Pilot", [0,0,0], [], 0, "FORM"]; _pilot setVehicleVarName "Pilot1"; _pilot assignAsDriver _vehicle; _pilot moveInDriver _vehicle; _pilot setCaptive true; _vehicle flyInHeight _flyHeight; // calling ingress-script if( (_scripts select 0) != "" ) then { [_caller, _vehicle] execVM (_scripts select 0); }; // setup waypoints _wp_drop = _grp addWaypoint [_dropAt, 50]; _wp_drop setWaypointType "MOVE"; _wp_drop setWaypointSpeed "LIMITED"; _wp_drop setWaypointStatements ["true", "TBR_drop_here = true;"]; _wp_exit = _grp addWaypoint [_exit_pos, 200]; _wp_exit setWaypointType "MOVE"; _wp_exit setWaypointSpeed "FULL"; _wp_exit setWaypointStatements ["true", "TBR_support_in_progress = false;"]; // monitoring approach if( (_scripts select 1) != "" ) then { [_caller, _vehicle, _dropAt, (_scripts select 1)] spawn { private ["_caller", "_dropper", "_droppt", "_script"]; _caller = _this select 0; _dropper = _this select 1; _droppt = _this select 2; _script = _this select 3; waitUntil{ ((getPos _dropper) distance _droppt) < 700 }; // running approach-script [_caller, _dropper] execVM _script; }; }; waitUntil{ TBR_drop_here or !(alive _vehicle) }; if( !(alive _vehicle) ) exitWith{ TBR_support_in_progress = false; publicVariable "TBR_support_in_progress"; }; { [_vehicle, _x select 0, _x select 1, _x select 2, _x select 3, _caller] spawn { private ["_chute", "_smoke", "_touchDownPos", "_vel", "_dropper", "_chuteType", "_package", "_scriptAfter", "_scriptBefore", "_chutePos", "_drop", "_caller"]; _dropper = _this select 0; _chuteType = _this select 1; _package = _this select 2; _scriptBefore = _this select 3; _scriptAfter = _this select 4; _caller = _this select 5; _chutePos = [(getpos _dropper select 0), (getPos _dropper select 1)-10, (getPos _dropper select 2)-10]; // create the dropped object _drop = _package createVehicle _chutePos; _touchDownPos = []; if( _scriptBefore != "" ) then { [_caller, _dropper, _drop] execVM _scriptBefore; }; if( _chuteType != "" ) then { // using parachute _chute = _chuteType createVehicle _chutePos; _chute setPos _chutePos; _drop setpos _chutePos; _drop attachto [_chute, [0, 0, 0]]; // add green smoke while dropping _smoke = "SmokeShellgreen" createVehicle _chutePos; _smoke attachto [_drop, [0, 0, 0]]; waitUntil {((getPos _drop) select 2) < 1}; detach _drop; detach _smoke; deleteVehicle _smoke; _touchDownPos = getPos _drop; } else { // no paracute, so it's freefalling _vel = velocity _dropper; // create a smokegrenade and use that as the "anchor" since it's affected by gravity _smoke = "SmokeShellgreen" createVehicle _chutePos; _drop attachto [_smoke, [0, 0, 0]]; // set velocity vector to that of the plane, so the object falls somewhat realistically... _smoke setVelocity _vel; waitUntil {((getPos _smoke) select 2) < 1}; _touchDownPos = getPos _smoke; detach _drop; deleteVehicle _smoke; }; deleteVehicle _drop; _drop = _package createVehicle [(_touchDownPos select 0), (_touchDownPos select 1), 0]; // create a new smokesource "SmokeShellgreen" createVehicle [(_touchDownPos select 0), (_touchDownPos select 1), 0]; if( _scriptAfter != "" ) then { [_caller, _drop] execVM _scriptAfter; }; }; sleep _interval + (random 2); } forEach _packages; waitUntil{ !TBR_support_in_progress or !(alive _vehicle) }; if( !(alive _vehicle) ) exitWith{ TBR_support_in_progress = false; publicVariable "TBR_support_in_progress"; }; // running egress-script if( (_scripts select 2) != "" ) then { [_caller, _vehicle] execVM (_scripts select 2); }; sleep 1; // cleanup deleteVehicle _pilot; deleteVehicle _vehicle; deleteGroup _grp; TBR_support_in_progress = false; publicVariable "TBR_support_in_progress";
  15. Hm, that could explain alot. I never came across the command. Will give it a shot. Thanks! EDIT: For whatever reason that command isn't in the comref. Guess I will need to start using the wiki a little more.
  16. Still struggling with this if anyone has some ideas. Thanks.
  17. Ghost113

    ACE for OA 1.13

    Before when we used it, it could sometimes take 3 - 5 bandages to stop bleeding or like 3 eppy to get someone to wake up etc. Maybe that has changed with the new system? I know it's mean't to be realistic but wanted to see if those settings were tweakable at all to better fit with my guys.
  18. Ghost113

    ACE for OA 1.13

    I was looking through the wiki to see if there was a way to do this and I couldn't really figure one out. Is there a way with the ACE wounding system to make it only need to use 1 morphine to stop pain, 1 eppy to bring someone back to being conscious, etc? Thanks.
  19. Ghost113

    Death Trigger

    That worked perfectly! Thank you!
  20. I couldn't find this in a search so I thought I would post and see if anyone has some solutions. I have units spawning and running to a certain area. But what I want to have happen is when they enter the trigger is for them to die. I know you can use the function setHit/setDamage but that's only if the units are named. Is there a way to name the units in the BIS_fnc_spawnGroup? In the on Act field of the trigger I've tried: this setDamage 1. But nothing happens. Any help would be appreciated. Thanks.
  21. Since I saw the video for this a few weeks ago I couldn't wait for it! Thanks, amazing work man!
  22. Hey everyone, I wrote a quick little script for my squad so we could do some custom load outs so we didn't have to go to the boxes at the start of every mission. It works great except for the fact that if we die and restart it won't load the loadouts anymore. To get it to work we have to restart the entire server for it to finally work again. Is there something I need to add in order for it to wait? I'm not really sure what's going on with it, but below is the script. Any help would be greatly appreciated. The load out is done through the init line of the player. //Defining variables DO NOT TOUCH // _unit = _this select 0; _loadout = _this select 1; //Remove weapons and items for every unit // removeAllWeapons _unit; //no need to put into the case, removes weapons and items automatically removeAllitems _unit; removebackpack _unit; ace_sys_wounds_no_medical_gear = true; //Place loadouts inbetween {} for each unit // switch (_loadout) do { case "s2": { //Gear _unit addmagazine "IR_Strobe_Target"; _unit addmagazine "ACE_Knicklicht_IR"; _unit addweapon "NVGoggles"; _unit addweapon "ACE_MAP"; _unit addweapon "ACE_DAGR"; _unit addweapon "acre_prc148"; _unit addweapon "ItemCompass"; _unit addweapon "Binocular"; _unit addweapon "ACE_Earplugs"; //Ruck _unit addweapon "ACE_Rucksack_MOLLE_Green_Medic"; [_unit, "ACE_30Rnd_556x45_S_Stanag", 6] call ACE_fnc_PackMagazine; [_unit, "ACE_WireCutter", 1] call ACE_fnc_PackWeapon; [_unit, "ACE_KeyCuffs", 1] call ACE_fnc_PackWeapon; [_unit, "ACE_Medkit", 12] call ACE_fnc_PackMagazine; [_unit, "ACE_Bandage", 12] call ACE_fnc_PackMagazine; [_unit, "ACE_Epinephrine", 15] call ACE_fnc_PackMagazine; [_unit, "ACE_Morphine", 15] call ACE_fnc_PackMagazine; [_unit, "ACE_LargeBandage", 12] call ACE_fnc_PackMagazine; [_unit, "SmokeShellYellow", 1] call ACE_fnc_PackMagazine; //WEAPONS _unit addWeapon "ACE_SOC_M4A1_GL_EOTECH"; _unit setVariable ["ACE_weapononback", "ACE_M4SPR_SD"]; {_unit addMagazine "ACE_1Rnd_HE_M203"} forEach [1,2,3,4,5,6]; {_unit addMagazine "ACE_30Rnd_556x45_S_Stanag"} forEach [1,2,3,4,5,6,7,8,9,10,11]; }; case "s1": { //Gear _unit addmagazine "IR_Strobe_Target"; _unit addmagazine "ACE_Knicklicht_IR"; _unit addweapon "NVGoggles"; _unit addweapon "ACE_MAP"; _unit addweapon "ACE_DAGR"; _unit addweapon "acre_prc148"; _unit addweapon "ItemCompass"; _unit addweapon "ACE_Earplugs"; //Ruck _unit addweapon "ACE_Backpack_US"; [_unit, "ACE_30Rnd_556x45_S_Stanag", 5] call ACE_fnc_PackMagazine; [_unit, "ACE_20Rnd_762x51_S_M110", 5] call ACE_fnc_PackMagazine; [_unit, "ACE_KeyCuffs", 1] call ACE_fnc_PackWeapon; [_unit, "100Rnd_762x51_M240", 2] call ACE_fnc_PackMagazine; [_unit, "ACE_Medkit", 2] call ACE_fnc_PackMagazine; [_unit, "ACE_Bandage", 2] call ACE_fnc_PackMagazine; [_unit, "ACE_Epinephrine", 2] call ACE_fnc_PackMagazine; [_unit, "ACE_Morphine", 2] call ACE_fnc_PackMagazine; [_unit, "SmokeShell", 2] call ACE_fnc_PackMagazine; [_unit, "SmokeShellYellow", 1] call ACE_fnc_PackMagazine; [_unit, "Pipebomb", 2] call ACE_fnc_PackMagazine; //WEAPONS _unit addWeapon "SCAR_L_CQC_Holo"; {_unit addMagazine "ACE_30Rnd_556x45_S_Stanag"} forEach [1,2,3,4,5]; _unit setVariable ["ACE_weapononback", "M110_NVG_EP1"]; {_unit addMagazine "ACE_20Rnd_762x51_S_M110"} forEach [1,2,3,4,5]; };
  23. Ghost113

    ACE for OA 1.13

    Nevermind, silly me I found it.. thanks Sickboy!
  24. Ghost113

    ACE for OA 1.13

    How would you add cargo to a vehicle at the beginning of a mission using the ACE system? I can get it to work using the gear menu but I would like to have it in the ACE menu. Essentially want to add preloaded cargo to helicopters and such. But I can't find the function to use for that. Thanks!
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