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Taxen0

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Everything posted by Taxen0

  1. Taxen0

    Urban Patrol Script

    Tried the script now, and it works alright. biggest issue is that they are stuck in combat mode (as others already reported). apart from that I have only seen that helis dosn't seem to respond to the "nowait" command, but maybe those are related.
  2. Taxen0

    Urban Patrol Script

    damn, I know read it even before I got the error. my memory fails me =( thanks for the help
  3. Taxen0

    Urban Patrol Script

    Hello, I went back to UPS from UPSMON since i only need the patrol part and it seems to work better =) but i get the following error: Error in expression <KRON_TRGFlag=KRON_Trig_EAST_kamino> Error position: <KRON_Trig_EAST_kamino> Error Undefined variable in expression: kron_trig_east_kamino I have a few units set to patrol the marker "kamino" using: nul=[this,"kamino","nowait"] execVM "ups.sqf"
  4. I know this thread is kinda old, but it's the closest that I found to a solution to my problem. I want to enable CAS(heli attack) mid-mission after a certain condition is met, I tried simply syncing the module to the trigger, but that did not work. So I then tried to sync it to the player with a trigger, and it kinda works. but since I have mortar support available from the start it does not seem to update the sync until after I try to use the mortar. But if I remove the mortar it works, so I instead tried to desync the requester module and sync it to a new one with both supports, but it was still the same. Has anyone solved this issue? is there a way to add new support after the mission has started. or change the number of supports available (so I can put CAS at 0 at start and change later). many thanks!
  5. Hello, I want to make a unit able to somewhat repair vehicles, at least patch them up. I figured that I could use the "object setHit["part",value]" command and that seems to work, but now I need to be able to see if the part is damaged at all so I can choose to hide the action if it's already working, or it's too damaged, etc. getHit seems to have been removed so what can be done? I am using the Ambient Combat Module so I'm guessing eventhandlers would be difficult to add? Thanks!
  6. Hello, I have tried to do similar things before. First off see if you can simply do a destroy waypoint on a car for example. and set the behaviour to careless. Also type "this setCaptive true" in it's init box to make enemys ignore it. this way might turn out to be very unreliable but see if it works. otherwise you can make markers and detonate bombs on them using a script, or you could fly the chopper yourself with unitcapture and use unitplay to have it move(and fire) like you just did. the last option may look a bit choppy in the animations though. You can ofcourse also do a combination of the above. good luck! =)
  7. this is very cool thanks! I tried it and it works quite well, but the soldiers seems to walk funny sometimes =/ also how would I go about to use this with norrins revive script? your config.hpp and his config.cpp both define sounds. I tried pasting your sound classes into his file and only import that one but it did not seem to work.
  8. Hello, I want to send a message to all players connected to the server. how can I do this with the new multiplayer framework? I found this at the wiki: ["{hint "Hello World!";}","BIS_fnc_spawn",true,true] spawn BIS_fnc_MP; but it also says that it's a not recommended way of transferring code as parameters, so I'm guessing it's just an example? what would be the proper way?
  9. thanks savage! I looked around in different revive scripts but could not figure out how to do it =( but with the approach from your link I got it kinda working. //reset script _westIterator = 0; _eastIterator = 0; { _markername = ""; switch(true) do { case(side _x == west): { _x sideRadio "i made it into the case"; //debug [b] _markername = Format ["bluSpawn_%1", _westIterator];[/b] _westIterator = _westIterator + 1; break; }; case(side _x == east): { [b]_markername = Format ["eastSpawn_%1", _eastIterator];[/b] _eastIterator = _eastIterator + 1; break; }; }; hint format ["marker: %1",_markername]; sleep 2; //DEBUG _x setVariable ["dead", false, true]; _x setCaptive false; _x allowDamage true; [b]_veh = createVehicle ["B_AH9_F", getMarkerPos _markername, [], 0, "FLY"];[/b] _veh setDir 45; _x moveInDriver _veh; _veh lock true; } ForEach PlayableUnits; I have this on raido alpha at the moment. and the first time I press it it works fine. but the 2nd time (after I have died and the script is run from the "killed" event handler) markername is empty, so I get spawned at the edge of the map. //killed eventhandler //init vars _killed = _this select 0; _killer = _this select 1; //show kill message hint format ["%1 has been shot down by %2",_killed,_killer]; //set as dead _killed setVariable ["dead", true, true]; //start spectator script //des not seem to be any spectator scripts available yet //check if any side has won _aliveWest = {side _x == west AND _x getVariable "dead"} count PlayableUnits; _aliveEast = {side _x == east AND _x getVariable "dead"} count PlayableUnits; hint format["alive west: %1 alive east: %2",_aliveWest,_aliveEast]; switch(true) do { case(_aliveWest == 0): //all west are dead { hint "East win!"; sleep 10; //respawn is 5 [b]nul = [] execVM "reset.sqf";[/b] break; }; case(_aliveEast == 0): //all east are dead { hint "East win!"; sleep 10; //respawn is 5 [b]nul = [] execVM "reset.sqf";[/b] break; }; }; do anyone see anything bad? EDIT: I noticed that side apparently sets to "civ" after the 1st respawn. So I had to add a variable tracking the side of the units. now I have another problem, but I'm gonna search some more before bothering you guys =)
  10. I am working a a small deathmatch mission with helicopters, and I would like the players and their helicopters to respawn when there is only one person alive. I think I know how to do most of the stuff, but how can I bring the dead back to life? regular respawn wont work since I want them to respawn at a specific time, not while still spectating the rest of the players.
  11. im gonna try and see if it's as good as it used too be =) and thumbs up for the convoy script! thanks
  12. Taxen0

    Multiplayer Editor

    I would like to have a simulated MP mode in the editor, so you pretend to host your map when you hit preview, even though you still play on it alone. not really the same but would save time when doing mp-missions, and using functions that wont work unless its mp.
  13. something like that could probably work, would just have to replace the timer with another condition.
  14. can anyone point me in the right direction? still haven't found anything in my searches =(
  15. ok, so I am making a mission and today when I was gonna fiddle around with it i got an error when trying to load it saying something along the lines You cant play/edit this mission because its dependent on deleted content A3_SOFT_G_GALKIN. I have not modded anything in A3 ever, so what could this be? my other missions are loading fine.
  16. That did it. Thanks!
  17. Taxen0

    Fireplace and Heli

    this is just guessing, but try getting them to sit, and then put the behaviour and enableAI "ANIM" in a trigger with a detected enemy condition. you can find the fireplace, regular and burning in the editor. it does seem like the light from the fireplace (and other light-sources for that matter) is buggy (gives almost no light) then its early in the day, like 00:00 and forward. but if you change time to something like 23:30 it looks good, for me atleast. I have nothing for your 3rd question, I have also noticed helicopters being useless at finding anything.
  18. Taxen0

    =BTC= Revive

    ofc! -.- been a long time since I did any scripting thanks alot! edit: works great now! but Is there any way to let ppl with no lives left spawn as birds instead instead of just waiting?
  19. Taxen0

    =BTC= Revive

    I can't seem to revive anyone with this script, am I doing anything wrong when assigning who can revive? draging and the other features seems to work. My config: s1-9 are the playable units.
  20. Taxen0

    =BTC= Revive

    nice script, but is there a way to only get the revive part, and no respawn? and if time runs out you die and become a bird/spectator/something.
  21. I would really like to know how to do this, I can create tasks fine with both the function and in-game modules. but the setTaskDestination module only seems to work for my 1st task. does anyone now a function for setting the taskDestination? or would it be possible to load that night-time CooP mission in the editor and see how BIS did it?
  22. Thanks a lot hogmanson! It's not exactly like I wanted it, I just want to fix all parts in a vehicle (ground or air), like rotors and engines, and steering componets. but not the wheels (ace have a function for that) But this works good so I will use it until I can figure out an other way, some day =) I modified it like this if anyone is interested: if ! isdedicated then { _veh = _this select 0; if (count _this > 1) then { (_this select 1) playMove "ActsPercSnonWnonDnon_carFixing2"; sleep 32; if(alive (_this select 1)) then { _damage = 0.7; _damage = getDammage _veh; if(getDammage _veh < 0.7) then { _damage = getDammage _veh; }; _veh setDammage _damage; }; }; if (!isNil ("vehicleRepairInitiated")) exitWith {}; vehicleRepairInitiated = true; waitUntil {sleep 1; alive player}; while {true} do { { if (!(_x getVariable ["RepairsInitiated", false])) then { _id = _x addAction ["Repair Vehicle", "vehiclerepair.sqf", [], 1, false, true, "", "(getDammage _target) < 1 AND (!canMove _target) AND (typeOf _this) == 'USMC_SoldierS_Engineer' AND (vehicle _this) == _this AND (fuel _target > 0) AND (_this distance _target < 4)"]; _x setVariable ["RepairsInitiated", true, false]; }; } foreach vehicles; sleep 5; }; }; now you have to be close to the vehicle that you want to repair, and it does not get back to full hp, also you can only repair a vehicle if its damaged enough so it cant move. still makes the tire exchange from ace redundant, but the non engineers can use that instead.
  23. The script is not quite what I'm looking for, but it helped me get going. now I need to know what parts are the most important ones, like "motor". I found the translation list but its so long and I don't know what you really need from there. I don't want to use setdamage because I don't want to repair hull, and wheels. I found this: this addEventHandler ["dammaged", "hint format['part damaged - %1',_this select 1]"]; in some thread but how can I modify it so I can see all damaged parts after, lets say a rpg blast, and not just the latest?
  24. That was the first thing I tried, but I did not see any action for it. So I'm guessing ace could messing with that in some way, thanks for the fast reply
  25. I will follow this in the future, thanks a lot everyone!
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