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Taxen0

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Everything posted by Taxen0

  1. Taxen0

    Respawn issues, Zeus

    Thanks Caeden, While not really fixing the issue it does make it easy to move the camera back without having to travel manually. Thanks! btw: Is there a way to move the zeus camera by clicking the map?
  2. Taxen0

    Respawn issues, Zeus

    Thanks for the help, unfortunately I still spawn in the water (southwest part of the map) This is my full description.ext now: //-------------------------------------------RESPAWN SETTINGS---------------------------------------------------------------- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// respawn = "BASE"; respawndelay = 1; respawnDialog = 1; respawnTemplatesWest[] = {"MenuPosition","MenuInventory"}; respawnTemplatesEast[] = {"MenuPosition","MenuInventory"}; respawnOnStart = 1; disabledAI = 1; joinUnassigned = 1; aiKills = 1; #ifdef _PARAMTYPE class Type { title = $STR_DISP_ARCGRP_TYPE; //--- ToDo: Localize values[] = {0,1}; texts[] = {$STR_A3_CfgMPGameTypes_Coop_name_0,$STR_A3_CfgMPG ameTypes_DM_name_0}; //--- ToDo: Localize default = 0; isGlobal = 1; file = "paramType.sqf"; }; #endif ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //-------------------------------------------GAMETYPE----------------------------------------------------------------------- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// class Header { gameType = ZGM; minPlayers = 1; maxPlayers = 8; }; my init.sqf: call compileFinal preprocessFileLineNumbers "FAR_revive\FAR_revive_init.sqf"; //-------------------------------------------Respawn inventory Loadout----------------------------------------------------- [west, "B_soldier_SL_F"] call BIS_fnc_addRespawnInventory; ///Squad Leader [west, "B_medic_F"] call BIS_fnc_addRespawnInventory; ///Combat Life Saver [west, "B_soldier_LAT_F"] call BIS_fnc_addRespawnInventory; ///AT [west, "B_soldier_AR_F"] call BIS_fnc_addRespawnInventory; ///Autorifleman [west, "B_Soldier_F"] call BIS_fnc_addRespawnInventory; ///Rifleman [west, "B_engineer_F"] call BIS_fnc_addRespawnInventory; ///Engineer [west, "B_sniper_F"] call BIS_fnc_addRespawnInventory; ///Marksman [west, "B_Helipilot_F"] call BIS_fnc_addRespawnInventory; ///Heli Pilot And i created the paramType.sqf that you wrote. In the editor i simply have the gameMaster module and a virtual zeus synced, along with some playable soldiers. When i have respawnOnStart = 0; I get the correct position, but then the spawning of players won't work as intended. Any idea what I'm doing wrong?
  3. Taxen0

    Farooq's Revive

    Hello, I'm trying your script out and it seems to have everything I look for. But unfortunally I seem to have trouble with the respawns using the Zeus game mode. Do I need to have any specific settings in the description file or something to be able to respawn on the Zeus marker? Or is there a way to disable the respawn and let zeus handle it in case of a suicide / bleedout? Edit: Ok, it was just me being stupid, thanks for a good script!
  4. hello, Does anyone know the name of the animation that is used for getting up from a wounded state? I currently have "Acts_LyingWounded_loop3" from the start on a unit and when a trigger goes off i want to change the animation so he gets up. I did not find any suitable animation in the animViewer, the only one was for a unit lying on the side so the transition looked awkward. I also tried to slap on "_out" at the end so I got "Acts_LyingWounded_out" but that did not work. Any help is appreciated!
  5. is there a way to get the PRC-119 to appear on the back? it doesnt have to work, it could just be for the looks or behave like a regular backpack. thanks for all the work! can't wait for acre2
  6. Taxen0

    Farooq's Revive

    I love the simplicity of the script, everything just works =) but how can i detect if a person is unconscious? i want to end the mission if everyone is incapacitated.
  7. I have a coop mission and i try to add some magazines to all the players backpacks at start with the following in their respective inits. (unitBackpack this) addmagazine ["30Rnd_65x39_caseless_mag",6]; but it does not work well with multiplayer. only me (server) gets the magazines, and I can see the magazines in my friends backpacks, but they can't. so it's obviously some locality issue, but how should I fix it?
  8. Taxen0

    addmagazine backpack

    Yes, exactly like that. But I did have it in the unit init-field =/ this is my init: this addvest "V_RebreatherB"; this addbackpack "B_Carryall_ocamo"; (unitBackpack this) addMagazineCargoGlobal ["100Rnd_65x39_caseless_mag",3]; (unitBackpack this) addWeaponCargoGlobal ["FirstAidKit",2]; (unitBackpack this) addMagazineCargoGlobal ["HandGrenade",2]; and without global only "me" (server) can see is as content.
  9. Taxen0

    UPSMON for arma3

    thanks, so that's what was going on last night =)
  10. Taxen0

    addmagazine backpack

    your way worked, but it only worked for the server for some reason. The players had empty backpacks, but if the server had a look the magazines were there. the addition of Global made it MP-syncronized.
  11. Taxen0

    =BTC= Revive

    Had a look at the new system and it looks cool, but its hard to say more at this stage =) I'm also running into a problem when I try and move the respawn marker. I use the following in a script that is executed upon task complete in a trigger: respawnPos = getMarkerPos "respawn1"; publicVariable "respawnPos"; "Respawn_west" setMarkerPos RespawnPos; so I can give the updated marker to JiP players. but we always seem to spawn at the original place of Respawn_west, even the non-JiP players. or do you have a built-in way to enable / disable respawn positions that I don't know of?
  12. Taxen0

    addmagazine backpack

    revisiting this in case someone else needs it in the future. the new command "addMagazineCargoGlobal" works! so in this case (unitBackpack this) addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag",6];
  13. Taxen0

    Thanks Kylania!

    I can only agree with the rest here, great job indeed!
  14. Taxen0

    =BTC= Revive

    I'll change to the new system next time we play and give you our feedback =) also, can I suggest a option to have lives shared for each side?
  15. Taxen0

    UPSMON for arma3

    tried playing around with reinforce groups, and they seem to work. But if you have the "nomove" command like the upsmon wiki have, then they stay put even after KRON_UPSMON_reinforcement=TRUE. but otherwise it seems to work, I did not use this feature much in A2 but they entered a heli, flew to the engagement, landed and the heli returned, and landed. the soldiers had to walk home after the fight though =) but when using the reinforce groups I got the following error looping: Error in expression <KRON_UPS_reinforcement1> Error position: <KRON_UPS_reinforcement1> Error Undefined variable in expression: kron_ups_reinforcement1 I used this in the init: nul=[this,"blufor","reinforcement:",1] execVM "scripts\upsmon.sqf";
  16. Taxen0

    UPSMON for arma3

    in A2 you sometimes had more than 1 unit at the same position, but it was not to the same extent as here, they only seem to be able to occupy certain building types. they seem to ignore most kind of buildings or have their priorities wrong, but in A2 they spread out from the start and took positions outside of doors, in towers, inside buildings, behind sandbags/walls/cover, etc. I just tried the surrender part aswell and it seems to work good, and I get no errors while using upsmon on civ units. edit: placing the unit with fortify at for example LZ Connor results in them just standing there, so they don't try to get inside of any of those buildings. The AI also seems to have a problem to use stairs as they bug out and walk through the walls and end up in weird places (like underground) or fall down. the latter may be a A3 bug as it can happen if you try to get a unit to fortify something using waypoints as well, but maybe not as often.
  17. Taxen0

    UPSMON for arma3

    Just started a new mission to do a few quick tests. first off, got no errors. so that's a good sign. I played as a sniper and took a shot at a group that were patrolling a marker, they then tried to flank my position but I ran away without them spotting me and they did not seem to pick up the trail and were happy with searching the area I shot from, so the AI seems to work as intended. (complete satisfaction when my tripwire mine went boom) The fortify command seems to work, but not as well as it used too. I put down a group of 4 at kamino firing range and they all took position in the military offices (they all walked to the same spot, but when they saw that it was occupied, all but one walked to the next spot and so on.) when I put down loads of groups, all with fortify. they all just stormed the same building and there were 2-3 units at each spot. I guess that there is some table or something with info about available spots for each building type or something? and that it's missing info about most places. if there is something I can help with to get this working just tell me =)
  18. Taxen0

    UPSMON for arma3

    I love UPSMON, and used it in almost all my A2 missions, I tried using it in A3 alpha and it worked all right, but beta seemed to break it and started to spew loads of errors. But reading this last page, it seems like you guys have managed to get it back up and running? what is the current state of upsmon? do the AI still all take the same positions when using fortify? does it still send out a huge wave of errors? It would be sweet if any of you guys could maybe start a new thread so the OP could be held updated with current issues/bugs and a download link. keep up the good work!
  19. Taxen0

    Spaces and Scripting ?

    the "proper" way is to use spaces, at least in many other programming languages. But in the end it does not matter and it is up to the programmer and what he thinks looks best.
  20. Hi, I want a trigger to go off when a group inside a trigger detects enemy units, right now I have blufor - detected by - opfor, but this forces me to make the trigger really big and it's not working as I want it 100%. (random patrols and other units can fire the trigger if unlucky) Is there a way to make a trigger work more like this: opfor - detected - blufor?
  21. Ok, I was thinking that the activation would help filter out blufor units from the trigger list. I guess I'll just add a side check as well. Thanks =) edit: Tried it, and it did not work, but after changing the trigger activation to opfor it worked correctly. thanks again!
  22. thanks kylana! {behaviour _x == "COMBAT"} count thisList > 0 So this in the condition on a trigger set to activate on opfor present should fire when any opfor unit (not blufor) in the trigger radius spot an enemy(change to combat-behaviour), right? Also, unrelated question. Do they change to combat behaviour if they get hit by arty or a concealed sniper?
  23. It's pretty much the same thing, but the trigger that is in the game fires if a blufor 'inside' the trigger is detected by opfor. If it was the other way around then it would fire if an opfor inside the trigger spotted a blufor(anywhere), in my mind at least =) anyway that's the effect I'm after, sorry if I were confusing.
  24. Taxen0

    =BTC= Revive

    thanks Meatball, think I have the latest version, but I need to check it tomorrow.
  25. Taxen0

    =BTC= Revive

    Not sure what I have done wrong, but I get the following when I respawn: Error in expression <erPos BTC_respawn_marker; deleteVehicle _obj; }; if (BTC_black_screen == 0 || BT> Error position: <_obj; }; if (BTC_black_screen == 0 || BT> Error Undefined variable in expression: _obj Ref to nonnetwork object Agent 0x66548040 everything seems to work thou
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