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Posts posted by ShinShin
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@Das Attorney
Thanks for your help, that did alot for me man.@Men-X
Oh shucks, didn't see that... My eyes get hard at seeing after spending hours on and off the script editor. Thanks for the heads-up! (FIXED!)@Larrow
Alright, so I've went through the changes you guys suggested and It minimized most of the errors I was getting now.
But either I'm really tired or I just plain don't get what you want me to do about that generic error?
This is my current log for the arma3 rpt...
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Attempt to override final function - bis_functions_list Attempt to override final function - bis_functions_listpreinit Attempt to override final function - bis_functions_listpostinit Attempt to override final function - bis_functions_listrecompile Attempt to override final function - bis_fnc_missiontaskslocal Attempt to override final function - bis_fnc_missionconversationslocal Attempt to override final function - bis_fnc_missionflow soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? Error in expression <X", "_newY", "_testPos"]; _newX = _posX + (_maxDist - (random (_maxDist * 2))); > Error position: <+ (_maxDist - (random (_maxDist * 2))); > Error Generic error in expression File A3\functions_f\misc\fn_findSafePos.sqf, line 90
I'm really freaking tired
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[/i][/color][/size] I Run my mission in the Single Player Editor with nothing loading (For faster loading purposes since I debug my codes through the Debug console). Time Consuming, I know! :plain: anyways, i'm finally stumped with this error here. Could anyone tell me what's going on please? Thanks for any help in Advance! :bounce3::D [size=3]So here's what i'm doing exactly... Load Mission In Editor then Select Preview:[/size] [size=2][b]A:[/b] [color="#FFA500"]Line entered into Debug Console[/color][/size] [code][] execVM "init_Objectives.sqf;
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B: Opening Arma 3 Logged Information
Error in expression <X", "_newY", "_testPos"]; _newX = _posX + (_maxDist - (random (_maxDist * 2))); > Error position: <+ (_maxDist - (random (_maxDist * 2))); > Error Generic error in expression File A3\functions_f\misc\fn_findSafePos.sqf, line 90
====================
So I'm stumped...:mad::confused::(
My Scripts In Order by which the mission should/would execute them...
01: Init.sqf
// =================================== // Mission Init // Credits: INDIANA // =================================== // Required before mission starts working center = createCenter East; townLocs = []; _towns = nearestLocations [getPosATL player, ["NameCity","NameCityCapital"], 100000]; _randomTownPos = position (_towns select (floor (random (count _towns)))); townLocs = townLocs + (_randomTownPos); // Declare Island Locations Once (Saves on pointless loading times) // Execute Mission Scripts [] execVM "init_Objectives.sqf";
====================
02: init_Objectives.sqf
// =================================== // Credits: INDIANA // =================================== handle_MainMission = [] execVM "Missions\mainMission.sqf"; waitUntil {scriptDone handle_MainMission}; // =================================== handle_SideMission = [] execVM "Missions\getSide_Missions.sqf"; waitUntil {scriptDone handle_SideMission};
====================
03:mainMission.sqf
// =============================== // Create Main Mission Objective // Credits: INDIANA // =============================== aoMainUnits = []; // =============================== // A1: Declare Vairables // =============================== private ["_mainAO","_random","_randomPos","_spawnGroupMain"]; // =================================== // C1: Create Main AO Position // =================================== mainMkr = createMarker ["mainMissionMkr", townLocs]; mainMkr setMarkerAlpha 0; mainMkr setMarkerBrush "SolidBorder"; mainMkr setMarkerColor "ColorOPFOR"; mainMkr setMarkerShape "ELLIPSE"; mainMkr setMarkerSize [500,500]; mainMkr2 = createMarker ["mainMissionMkr2", townLocs]; mainMkr2 setMarkerAlpha 0; mainMkr2 setMarkerText "Main Objective"; mainMkr2 setMarkerType "mil_warning"; mainMkr2 setMarkerColor "ColorBlack"; mainMkr2 setMarkerShape "ICON"; mainMkr2 setMarkerSize [1,1]; // =============================== // D1: Build Mission Objective Now // =============================== _mainAO = floor (random 3); switch (_mainAO) do { //Choice 1 case 0: //Generate Units at AO { _random = floor (random 6) + 1; //Amount of groups for "_i" from 0 to _random do { _randomPos = []; _randomPos = [[[getMarkerPos "mainMissionMkr", (random 250) + 50]],[],{!(surfaceIsWater _this)}] call BIS_fnc_randomPos; _spawnGroupMain = [_randomPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call BIS_fnc_spawnGroup; [_spawnGroupMain, getMarkerPos "mainMissionMkr", random 250 + 50] call BIS_fnc_taskPatrol; _spawnGroupMain allowFleeing 0; aoMainUnits = aoMainUnits + (units _spawnGroupMain); }; }; //Choice 2 case 1: //Generate Units at AO { _random = floor (random 6) + 1; //Amount of groups for "_i" from 0 to _random do { _randomPos = []; _randomPos = [[[getMarkerPos "mainMissionMkr", (random 250) + 50]],[],{!(surfaceIsWater _this)}] call BIS_fnc_randomPos; _spawnGroupMain = [_randomPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call BIS_fnc_spawnGroup; [_spawnGroupMain, getMarkerPos "mainMissionMkr", random 250 + 50] call BIS_fnc_taskPatrol; _spawnGroupMain allowFleeing 0; aoMainUnits = aoMainUnits + (units _spawnGroupMain); }; }; //Choice 3 case 2: //Generate Units at AO { _random = floor (random 6) + 1; //Amount of groups for "_i" from 0 to _random do { _randomPos = []; _randomPos = [[[getMarkerPos "mainMissionMkr", (random 250) + 50]],[],{!(surfaceIsWater _this)}] call BIS_fnc_randomPos; _spawnGroupMain = [_randomPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call BIS_fnc_spawnGroup; [_spawnGroupMain, getMarkerPos "mainMissionMkr", random 250 + 50] call BIS_fnc_taskPatrol; _spawnGroupMain allowFleeing 0; aoMainUnits = aoMainUnits + (units _spawnGroupMain); }; }; }; mainMkr setMarkerAlpha 1; mainMkr2 setMarkerAlpha 1; [player, "taskMainMission", ["Eliminate Enemy Occupation", "Main Objective", "Area of Operation"], getMarkerPos "mainMissionMkr", true] call BIS_fnc_taskCreate; //waitUntil {{alive _x} count units _spawnGroupMain == 0}; //["taskMainMission", "Succeeded"] call BIS_fnc_taskSetState;
====================
04:getSide_Missions.sqf (This is the Scripts the Log Appears to be Pointing too. But I don't understand??)
// =============================== // Randomized Side Missions // Credits: INDIANA // =============================== // A1: Check For Side Missions // Select Side Mission Type // ================================= //private ["_missionSelected"]; _missionSelected = floor (random 1) - 1; switch {_missionSelected} do { case 0: { [] execVM "Missions\sideMissions.sqf"; }; /*case 1: { [] execVM "missions\sideMission_armor"; }; */ };
====================
05:sideMissions.sqf
// =============================== // Create Side Mission Objective // Credits: INDIANA // =============================== aoSideUnits = []; // =============================== // A1: Declare Vairables // =============================== private ["_sObj","_sMinDis","_sRndDis","_sRndDir","_sMkrPos","_sNewY","_sMkrPos","_sideAO","_random2","_randomPos2","_spawnGroupSide"]; // =============================== // Designate Side Mission Position // =============================== _sObj = (position mainMkr) this select 0; _sMinDis = 800; _sRndDis = _sMinDis + random 200; _sRndDir = random 360; _sMkrPos = [mainMkr]; // =============================== // Create Side Mission Marker(s) at designated position // =============================== sideMkr = createMarker ["sideMissionMkr", _sMkrPos]; sideMkr setMarkerAlpha 0; sideMkr setMarkerBrush "SolidBorder"; sideMkr setMarkerColor "ColorYellow"; sideMkr setMarkerShape "ELLIPSE"; sideMkr setMarkerSize [150,150]; sideMkr2 = createMarker ["sideMissionMkr2", _sMkrPos]; sideMkr2 setMarkerAlpha 0; sideMkr2 setMarkerText "Side Mission"; sideMkr2 setMarkerType "mil_warning"; sideMkr2 setMarkerColor "ColorOPFOR"; sideMkr2 setMarkerShape "ICON"; sideMkr2 setMarkerSize [1,1]; // =============================== // B2: Get position and set Position + Check surface // =============================== _sideAO = floor (random 3); switch (_sideAO) do { //Choice 1 case 0: //Generate Side Mission Stuff { _random2 = floor (random 4) + 1; //Amount of groups for "_i" from 0 to _random2 do { _randomPos2 = []; _randomPos2 = [[[getMarkerPos "sideMissionMkr", (random 100) + 50]],[],{!(surfaceIsWater _this)}] call BIS_fnc_randomPos; spawnGroupSide call BIS_fnc_spawnGroup; [_spawnGroupSide, getMarkerPos "sideMissionMkr", random 100 + 50] call BIS_fnc_taskPatrol; _spawnGroupSide allowFleeing 0; aoSideUnits = aoSideUnits + (units _spawnGroupSide); }; }; //Choice 2 case 1: //Generate Side Mission Stuff { _random2 = floor (random 4) + 1; //Amount of groups for "_i" from 0 to _random2 do { _randomPos2 = []; _randomPos2 = [[[getMarkerPos "sideMissionMkr", (random 100) + 50]],[],{!(surfaceIsWater _this)}] call BIS_fnc_randomPos; spawnGroupSide call BIS_fnc_spawnGroup; [_spawnGroupSide, getMarkerPos "sideMissionMkr", random 100 + 50] call BIS_fnc_taskPatrol; _spawnGroupSide allowFleeing 0; aoSideUnits = aoSideUnits + (units _spawnGroupSide); }; //Choice 3 case 2: //Generate Side Mission Stuff { _random2 = floor (random 4) + 1; //Amount of groups for "_i" from 0 to _random2 do { _randomPos2 = []; _randomPos2 = [[[getMarkerPos "sideMissionMkr", (random 100) + 50]],[],{!(surfaceIsWater _this)}] call BIS_fnc_randomPos; spawnGroupSide call BIS_fnc_spawnGroup; [_spawnGroupSide, getMarkerPos "sideMissionMkr", random 100 + 50] call BIS_fnc_taskPatrol; _spawnGroupSide allowFleeing 0; aoSideUnits = aoSideUnits + (units _spawnGroupSide); }; }; }; }; sideMkr setMarkerAlpha 1; sideMkr2 setMarkerAlpha 1; [[player, "taskSideMission", ["Plan and Execute Side Mission", "Side Objective", "Side Mission"], getMarkerPos "sideMissionMkr", true] call BIS_fnc_taskCreate; //waitUntil {{alive _x} count units _spawnGroupSide == 0}; //["taskSideMission", "Succeeded"] call BIS_fnc_taskSetState;
====================
Ohh and the rest of the spammed nonsense at the top of my log...
Top Half Of Log:
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
Attempt to override final function - bis_functions_list
Attempt to override final function - bis_functions_listpreinit
Attempt to override final function - bis_functions_listpostinit
Attempt to override final function - bis_functions_listrecompile
Attempt to override final function - bis_fnc_missiontaskslocal
Attempt to override final function - bis_fnc_missionconversationslocal
Attempt to override final function - bis_fnc_missionflow
Attempt to override final function - bis_functions_list
Attempt to override final function - bis_functions_listpreinit
Attempt to override final function - bis_functions_listpostinit
Attempt to override final function - bis_functions_listrecompile
Attempt to override final function - bis_fnc_missiontaskslocal
Attempt to override final function - bis_fnc_missionconversationslocal
Attempt to override final function - bis_fnc_missionflow
soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
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Hmmmm, not really sure what you mean. if you de-pbo'ed the mission you have everything there in the editor and all the files. just delete what you don't want, put in what you do want, set the var that celery put in his playable units (player setVariable ["victim", objNull, true]) to whatever units you want and there you go.Hmm, sounds like my only choice for now as I've gotten it to working previously month/years ago. I simply lost a lot of knowledge though. I'll give that a try some time then. thanks.
---------- Post added at 03:57 PM ---------- Previous post was at 02:58 PM ----------
Hmmmm, not really sure what you mean. if you de-pbo'ed the mission you have everything there in the editor and all the files. just delete what you don't want, put in what you do want, set the var that celery put in his playable units (player setVariable ["victim", objNull, true]) to whatever units you want and there you go. the triggers across the section of map celery is using are zombie spawners so it will populate that section with a good bit of zombies everywhere in that section. you really don't need them set up like that. just put them in places that you definetly want zombies to be (like towns). in the init.sqs there is a setting for;Default zombies per km^2 CLY_defaultdensity = 20
so if you want more zombies without using a ton of triggers just increase the number.
just be aware, all zombie routines are run by the server !!! so if your hosting a game and its not dedicated, don't get to carried away with the amount of zombies on the map. you can kill your performance quick..
PS: do not delete the zombie boundry trigger. this tells it what area the zombies are allowed to populate as a whole. the are some triggers that celery has on the map that will allow zombies NOT to populate a certain area if you need that.
Ahh, that all makes sense to me now. I knew what the zed per kilometer was... just mot the triggers. I swear I couldn't get them to work. But I'll make another attempt.
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The Big Question is...
How on earth do you create a barebones mission with the addon free zombies celery has made.
It's been so long since I played and worked on any missions and I've completely forgotten how to get the zombie scripts/mission working with those zombies.
I'd JUST like to know the steps to creating a teamplate for using the addon free zombies by celery that DynamicZombieSandbox and chernarus apocalypse use.
I've opened up the misisons and dug in them to try and figure things out to no avail.. that doesn't help much. I don't even know why the mission has all those friggin triggers spread out across the mission map in the editor for those who have dePBO'd the mission and checked it out.
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Here's something I put together really fast :)
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Quick question. I know it has all those features... but can we export missions as well and get a copy of it in our missions folder in .PBO forum. so if we make a base or such? Something similar to the old ARMA Real Time Editor that you could make templates and export missions with.
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Laammeee!!
Get the fuck out of here, i'm not signing up on the site JUST to get this mission. Change that :mad: :rage:
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Thanks Guys!
SaMatra, I Managed to work it out with your approach. Thanks alot!
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Alright, So basicly. I Assume it would just be easier to Include all the Primary weapons into ONE Array & Work from there. then Samething with Sidearms (Secondarys)?
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Okay, So i'm working on this Script for Combined Operations to Randomly Select the Sort of weapon...
(Eg: Rifle, Sniper, MG, Handgun) and AFTER that... to THEN randomly select the weapon within that category to give to the player along with and random amount of the magazines for that weapon.
It's been 3 Days now since i've been searching for any further help/refrences via google && here. I'm getting frustrated because i'm not too sure how the "case: 1" and all that other randomizing shit works.
Any help... Please, Would be greatly appreciated.
I'm not looking for anything similar that's already made... Just this one (Mine) please & thank you in advanced.
Script:
R_Weapons.sqf
/* [color="#B22222"]RANDOM WEAPONS[/color] [color="#8B4513"]BY: INDIANA[/color] */ if (! isServer) exitwith {}; private ["_Primary","_Secondary","_Ammo","_Rifles","_Snipers","_Pistols","_RifleMags","_SniperMags","_PistolMags","_Items","_RND","_I"]; _Player = _this select 0; [color="#008000"]//Primary Weapons Array[/color] case 1: { _Rifles = [ [color="#008000"]//BLUFOR[/color] "M16A2", "m16a4", "m16a4_acg", "M4A1", "M4A1_AIM", "M4A1_AIM_CAMO", "M4A1_AIM_SD_CAMO", "m8_Carbine", "m8_Compact", "G36A", "G36K", "G36C", "MP5A5", "MP5SD", [color="#008000"]//OPFOR[/color] "AK_47_S", "AK_74", "AKS_74_Kobra", "AKS_74_PSO", "AKS_74_U", "AKS_74_UN_Kobra", "AK_47_M", "AK_47_S", "AK_107_Kobra", "AK_107_PSO", "bizon", "Bizon_Silenced" ]; }; case 2: { _Snipers = [ [color="#008000"]//BLUFOR[/color] "M4SPR", "m8_Sharpshooter", "DMR", "M24", "M40A3", "m107", [color="#008000"]//OPFOR[/color] "SVD", "huntingrifle", "SVD_Camo", "ksvk", "VSS_Vintorez" ]; }; [color="#008000"]//Secondary Weapons Array[/color] case 3: { _Pistols = [ [color="#008000"]//BLUFOR[/color] "Colt1911", "M9", "M9SD", [color="#008000"]//OPFOR[/color] "Makarov", "MakarovSD" ]; }; [color="#008000"]//Magazines Array (Must Macth Order of Weapons)[/color] _RifleMags = [ [color="#008000"]//BLUFOR[/color] "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_StanagSD", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30rnd_9x19_MP5", "30rnd_9x19_MP5SD", [color="#008000"]//OPFOR[/color] "30Rnd_762x39_AK47", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AKSD", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "64Rnd_9x19_Bizon", "64Rnd_9x19_SD_Bizon" ]; _SniperMags = [ [color="#008000"]//BLUFOR[/color] "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_762x51_DMR", "5Rnd_762x51_M24", "5Rnd_762x51_M24", "10Rnd_127x99_M107", [color="#008000"]//OPFOR[/color] "10Rnd_762x54_SVD", "5x_22_LR_17_HMR", "10Rnd_762x54_SVD", "5Rnd_127x108_KSVK", "10Rnd_9x39_SP5_VSS" ]; _PistolMags = [ [color="#008000"]//BLUFOR[/color] "7Rnd_45ACP_1911", "15Rnd_9x19_M9", "15Rnd_9x19_M9SD", [color="#008000"]//OPFOR[/color] "8Rnd_9x18_Makarov", "8Rnd_9x18_MakarovSD" ]; [color="#008000"]//Items Array[/color] _Items = [ [color="#008000"]//Equipment[/color] "Binocular", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch", "NVGoggles" ];
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and How about getting Multiple Cities/Locations in there?
Say I have 3 Locations that I want to be In Consideration for Spawning/Placing these Select Units.
How would this be Possible?
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I Have ONE Question.
Is it Possible that you Can Implement the Scripts Ability to Spawn and Despawn this Select of how ever many units when the Player/Players are a Specific or Certain distance to and Fro the Location/City?
Eg: "if {player distance argt_city1 <= 800} then {xxxxxxxxScriptHerexxxxx}" and What not. You should get the Idea.
Thanks for the Script.
Good Stuff :D
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If you're running Dedicated... then isn't "if (isServer) then {...};" for Singleplayer?
try Useing "if (isDedicated) then {...};" I'm Not too Keen on How the, if this, if that, Stuff works.
Then Again... if you Said they can See it & Only ONE may use it. Maybe it's the players issue. Cause the rest of the Code Certainly looks Correct to me.
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Thanks, I'll give it a go. Does it work in MP dedicated?Maybe this is What you're Asking, No?
Features:- Slow-moving zombie-type infected variations of all game units on the OPFOR side
- infected units roam aimlessly until they spot an uninfected unit
- the infected follow and attack all uninfected units
- the infected have two attacks: a slower more powerful charge and a faster standing maul
- MP compatible
SN: I Would Think it'd Work on Dedi, if it's Multiplayer Compatible... Yes? :confused:
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Haven't tested this yet... But Sounds very Nice & I May just give it a try tomorrow or later tonight. :bounce3: :D
But if Zombies are too slow.
Perhaps you can have them move at, Crouch Speed?? this way they're not too slow nor too fast.
EDIT: Btw, Do these Walk through Walls aswell? I Know it's an Arma bug... But by any luck, Could it be Possible that they Don't walk through Objects/Walls/Buildings?
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I Would Have to Make another Attempt then, and Not Trash it this time :/
EDIT: I Might Just find something already made as a Temporary and also Read it to get a better more in depth idea.
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Errmm... I'm Gonna put this Kind of Scripting on Hold. I'm Not Having any Luck. lOL
Thanks for the Help though.
I Attempted multiple times. lool :o
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EDIT:
Thanks for the Reply & Suggestions.
I'd Very Much Rather the Enemy Spawn
&& How I Want them to Spawn... is By trigger, That Would be Nice."X distance and Y direction from the player""When a player hits a trigger"and The Types to be Grouped or Individual Units.
"Individual Units at a time or a Whole Group"-Thank you!
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Okay...
I'm trying to Make a Script which I Can Call from my "Init.sqf" & it'll Generate Hostile AI Units around the Desired Marker Area.
But Now...
Before you help me. (If you Do!)
Please Do Not Create it for Me... Nor point me toward something Similar that's already Made & Done.
With THAT Being Said... Can Someone, ANYONE, Help me Continue it.
I don't have much (or if Anything at all). But I Don't even Know where to Start/Begin from after What i've already Started :( :icon_neutral:
___________________________________________________________________________________________________________________________
Here's the Beginning of the Script...
Script...
GenerateUnits.sqf
// CALL via "Init.sqf": _null = ["MARKERNAME",400,100,50] execVM "Kays_Scripts\GenerateUnits.sqf"; _Marker = _this Select 0; [b][size=1]//[/size][/b][color="#696969"]Center Marker which Units Will Spawn Around[/color] _SpawnSize = _this Select 1; [b][size=1]//[/size][/b][color="#696969"]Range Which Units Can Be Created Within[/color] _DistanceToPlayer = _this Select 2; [b][size=1]//[/size][/b][color="#696969"]Distance from Player When Unit is Created[/color] _AmountOfUnits = _this Select 3; [b][size=1]//[/size][/b][color="#696969"]How many Units You'd Like to be Made[/color]
Thanks In Return!
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Okay Sweet, Thanks!
I LOVEE YOU!! lMMFAO
*NO HOMO*
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Wow... Holyshit... I Didn't know it'd be Soo Simple.
(Because I Can Read everything you Wrote Better & it DOES Sound alot more Logical)
Once again though... I'm still a Noob in this ARMA 2 Scripting World :D
But Thank you Very Much Kylania
I'm Very Greatfull of this :bounce3: :)
EDIT: Where is this Coming from... _null = [4107, 3960, 0] execVM "spawnMyAmmo.sqf";
Because I Can't seem to find the Second two Numbers in EachFour Digits on the 2D Editor Gridding.
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Okay, Thanks for the Reference :)
Now... Here's What i've Sofar for the Creation of the Marker & What not.
I took Abit of a Different Route from What I'd wanted. But You'd Get the Idea... I Hope.
But i'm Still looking to get the Same effect...
e.g. Marker Spawns at a Random Position Within the Triggers 400m Size.
Scripts...
CreateTrigger.sqf
[spoiler]//CALL || nul = execVM "Kays_Scripts\CreateTrigger.sqf"; _Pos = position _myLocation; // Create City Center // _myLocation = createLocation ["NameCity", [4129.1313,16.812166,4156.957], 50, 50]; _myLocation setText "Zargabad City"; Sleep 0.5 // Create Trigger // _trigger = createTrigger ["EmptyDetector", position _Pos]; _trigger setTriggerArea [400, 400, 0, false]; _trigger setTriggerActivation ["NONE", "PRESENT", false]; _trigger setTriggerStatements ["true", "'nul = execVM "Kays_Scripts\tCreateMarker.sqf";'", ""]; hint "CreateTrigger.sqf Loaded... Done!"; Sleep 1.0;[/spoiler]
tCreateMarker.sqf
[spoiler] _myLocation = _this Select 0; //[b][color="#FF0000"][size=3]EDIT: My Bad... this Isn't an [/size][/color][size=4][Array][/size][color="#FF0000"][size=3] BUT... I DID Have one here Before I Changed the Code around.[/size][/color][/b] // <--Disregard this Line Please... private ["_Options","_gPos", "_sPos", "_gMarker"]; _Options = _this select _myLocation; _gPos = getPos _Options; _sPos = getPos _Options; _gPos = [ _gPos, 0, 15, 10, 0, 50 * (pi / 180), 0, [], [_sPos]] call BIS_fnc_findSafePos; _gMarker = createMarker [format ["MarkerPos", random 400], _sPos]; _gMarker setMarkerType "DOT"; _gMarker setMarkerColor "ColorOrange"; _gMarker setMarkerSize [0.5, 0.5]; hint "tCreateMarker.sqf Loaded... Done!"; Sleep 1.0;[/spoiler]
Thanks in Return for Helping :)
Correct Me Please... as Ive tried Multiple Solutions and Still Error.
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Heyy!
I've this Script Idea...
But, I'm Not Sure how to Go about Starting it off. :confused: :banghead:
Any Pointers to Set me on the Right track would be Very Nice.
( Already made an Attempt... Trashed it Now :pistols: :dead: )
So...
I Want to use a trigger Ingame to Execute a Script, Which will in return... Create a Marker with (Name, Shape, Type, Color, & Size) anywhere within the triggers Area (Random Pos Within Say... 400M).
With this Newly Created marker at it's Random new Position. Another Script will Be used & Will Call for the Position of this Marker & at this Markers Location... Will Create a Crate/Ammo Box with a Designated Selection of Gear/Equipment/Ammunition & Weapons in it.
Please, Please, Please ...Help me Start this or Give me an Idea atleast of how It Should be.
Thanks in Return for your Effort to Help :)
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Thanks again Mikie Boy
You & all the Others are GREAT Great Help! :D
I Really Appreciate your Patience with my Questions :)
Script Error(s) Need Help - Check it out!
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
@Larrow
Log/Rpt
Disregard the top top half, I think it's irrelevant.