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lato1982

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Everything posted by lato1982

  1. Thanks a lot, I'll try this out!
  2. Thanks a lot, saveVar is exactly what I was looking for!
  3. Hi, I am wondering if there is a possibility to pass some variables between missions in a campaign? What I'm looking for is the possibility to to make some more complicated mission endings, not only end1 - end6. An example: I've got a 8 men squad and I want to drive through the whole campaign without respawning my dead soldiers in each mission? Another example is, I want to give the player a nickname in mission 1, depended on how good he was. I would like to have the nickname used in the all follow up missions? Is this possible? (i know how to achieve this in one long mission, but no how to transfer the data into the next missions). Thanks in advance,
  4. Hi, the scripts posted above work great, however I have a problem with defining all land and Air vehicles. "AllVehicles" doesn't work as I wish, because it counds all humans. How to define land and air vehicles only? this gives me an error: _bodyTransporter = getPos _this nearestObject ["LandVehicle","Air"]; and this works, _bodyTransporter = getPos _this nearestObject "LandVehicle","Air"; but chcecks only LandVehicles even if the object is closer to the heli. How can I fix this?
  5. Hi, I know this question might sound silly, and also there are tyons of scripts that uses similiar solutions, but I can't figure out how to make a term that checks if the script launching object is at a distance to any type of vehicle. waitUntil {((_this distance ambulance_01) < 15 )}; I've got this line where i'm checking the distance for a particular vehicle, but I want to make it universal for every kind of vehicle. I know i could use isKindOf, but not sure how to define it, when "_this" is already taken :) Thanks,
  6. Thank You for the explanation, I think it will do the job perfectly! :)
  7. Thanks for the answers! I can't use triggers this needs to be dynamic for each unit. This is a script for bodies transportation. I need to park a vehicle near a dead body, then the body disappears and is loaded into car. Next I transport the bodies to base an unload them by spawning the body bag model, so after your mission you can see the returned corpses and can actually feel how many has died. Sth like Mass Effect 2 last scene :) Edit: maybe the attachTo could work, thanks again for the tips! If you could explain what does the count list do here? waitUntil {({(_x distance _vehicle) < 15} count _list > 0)};
  8. Thanks for the tips, the call examples are still not full clear for me but... I'm asking how to best define here any type of vehicle or west vehicle that will work in this line instead of ambulance_01? I'm looking for a solution like: _vehicle = all kind of vehicles _vehicleWest = all kind of west vehicles waitUntil {((_this distance _vehicle) < 15 )}; or at least sth like this to define all the vehilces I need: _list = [ambulance_01, ambulance_02, ambulance_03, ambulance_04] _vehicle = is in _list waitUntil {((_this distance _vehicle) < 15 )};
  9. Hi everyone, [spoilerS] I have a serious problem with Manhattan Mission after destroying the Chedaki Camp. Cooper has reported that there is no body of the leader and i've got info to search for him. I've searched the woods around for about half an hour, it's already dark in the mission (is it possible to faster the time more than x4, or to sleep in base or styh?) no leader can be found. Where should I look for him? [MORE SERIOUS SPOILERS] The civilians won't talk to me, because i didn't listen to the priest, Dr Sova is dead so what should i do now? Is it possible to look for him in the smaller camps, wich i found earlier? 've read a simmiliar thread on this forum, but no answer there could help me. I wonder if you have any new tips about it? Best Regards, Lato
  10. Hi everyone! I'm wondering if you know any good spectator mode mods? I create missions for coop multiplayer (ACE2/ ACRE /NO RESPAWN) and I really can't stand the butterfly spectator mode when I die. I can't control it well, I cannot turn around and most important I CAN"T HEAR MY LIVING TEAM MATES. I've found some post about Kegetys spectator mode (but I think it's not up to date) - can't find any help how to run it. I've found also some notes about Nornin's spectate mode, but I don't know if this will work with my missions on ACE. Please Advise, over :) Lato
  11. I think I got the point how this works basicly, thanks. As I think of my script, I don't need to run it on server I just need to make sure that this line: waitUntil {(player distance Bardak) < 5}; works for every human controled character. I thought "player" works that way, but it's not. How do I replace this term, to met the conditions on each local machine? is there a better term than player that is for each human controlled character? or should i try with sth like this: waitUntil {{(isPlayer _x) AND ((_x distance Bardak) < 5)} forEach allUnits}; // fixed will sth like this do the thing? I can also replace createMarker with createLocalMarker or just add a condition if (isServer) and it should work. Correct me if I'm wrong because testing MP is so much harder then testing some local scripts for SP. EDIT: I have tested another solution that actually works, but not sure about MP: Mission Init: {_x execVM "markers\bardakDeadMarker.sqf"} forEach allUnits; and bardakDeadMarker.sqf: waitUntil {(isPlayer _this) AND ((_this distance Bardak) < 5)}; am I correct if this is gonna work in MP, since on each local machine the term will be tested for each human player, and the rest of the code will work for each client locally? Thanks,
  12. Hi, I've made a coop mission, that was working well in all my tests in editor and scenraio mode. It was designed to play with a few friends as a coop mission, but a big issue occured during the gameplay. All scripts that i made were working local on each computer. So each of us had to do the same objective local. Is there a way to public all variables ? Or do i have to write in each script to public each variable that is needed? What will be a best solution for this? This is one of the scripts example: objBardak = false; Bardak addEventHandler ["Killed", { _m = createMarker["BARDAK CORPSE",getPos Bardak]; _m setMarkerShape "ICON"; _m setMarkerType "dot"; _m setMarkerColor "ColorRed"; _m setMarkerText "Leader Body - needs identification"; } ]; waitUntil {!alive Bardak}; waitUntil {(player distance Bardak) < 5}; cutText ["identifying body...","PLAIN DOWN"]; sleep 1; cutText ["It's Joseph Bardak!","PLAIN DOWN"]; hint "It's Joseph Bardak!"; taskBardak setTaskState "Succeeded"; taskhint ["Eliminate JOSEPH BARDAK", [1, 1, 1, 1], "taskDone"]; "BARDAK CORPSE" setMarkerText "Joseph's Bardak Body - Confirmed"; "BARDAK CORPSE" setMarkerColor "ColorBlue"; objBardak = true; if (!bossLocationKnown AND (!alive Bardak)) then { sleep 10; bossLocationKnown = true; cutText ["YOU GOT THE INTEL ABOUT YURI PETROV PRESENT LOCATION [MARKED ON MAP]", "PLAIN"]; hint "PETROV LOCATION UPDATED"; deleteMarker "BOSS_1"; deleteMarker "BOSS_2"; deleteMarker "BOSS_3"; deleteMarker "BOSS_4"; deleteMarker "BOSS_5"; _m = createMarker["BOSS_LOCATION",getPos Boss]; _m setMarkerShape "ICON"; _m setMarkerType "warning"; _m setMarkerColor "ColorBlue"; _m setMarkerText " Yuri Petrov Present Location"; Thank You,
  13. Ok I'm starting to understand this. 1. So how do i know which commands work local and which are global for MP? For example createMarker works for all players, but how about other commands. I have found this info: http://community.bistudio.com/wiki/6thSense.eu:EG#Locality but I think it is just a tip of the ice berg... The locality of functions is documented in the biki - but where? Is it the Multiplayer Tag - empty means its local? 2. Why all triggers in the editor works always global? Thanks,
  14. Ok, and how do I run it on a server? I was hosting the game.
  15. That explains a lot :) Thanks for your time !
  16. Thanks, a lot it's exactly what I was looking for! There's one thing I don't understand: candidateList set [_number1,-1] what does it do and why after this I can remove it from array? Thank You,
  17. Hi, I have some problem with following script. I have an array and I want to randomize 4 DIFFERENT elements (array has 20). I have a problem with substraction the once selected element from the array. I'm using this code: _P1 = getMarkerPos "POST_01"; _P2 = getMarkerPos "POST_02"; _P3 = getMarkerPos "POST_03"; _candidateList = [_P1,_P2,_P3]; _candidateCount = count _candidateList; _number1 = random (_candidateCount - 1); _number1 = round _number1; _post01 = _candidateList select _number1; _number2 = random (_candidateCount - 1); _number2 = round _number2; if (_number1 == _number2) then {_number2 = _number2 + 1}; _post02 = _candidateList select _number2; but this is a bad solution (it can random "select 4" and also its very weak if I want to random more elements). I know i can substract an element from array, but it leaves a "null" inside and the array has still 20 (3 in code preview) elements. How to remove the element correctly, or how to randomize 4 DIFFERENT elements from an array in a better way? Thanks in advance,
  18. Thanks a lot, I've read this site, but missed that info somehow!
  19. Hi, I have a problem with SOM artillery module. I want to use it only for the artillery. I'm putting the MODULE on map, syncing with 2 playable units, then launching from trigger: [["artillery_barrage"], player] call BIS_SOM_addSupportRequestFunc; but still get the side missions activated, how do I switch them off? Or what module to use for RAEL artillery only? Thanks,
  20. Hi, I would really like to know if after 3 years someone knows if: Need to find a randomized crash site, but with HC module, the crashed heli icon is visible from start, Thanks in advance, SOLUTION: not a pretty one, but you can attach your blue group to a guerilla leader, and just after the mission starts delete the guerilla leader. They will not be marked on map in HC mode.
  21. Hi, Actually I'm working on a single player mission and one of my most important goals was to create an addon free mission. You will need justa pure Arma 2 CO to play it. I think many peaople don't want to download many addons and instal them to play a single mission if this is not packed in a single file. But the further I go with my mission I got tempted with all those fine addons like for example this one. http://www.armaholic.com/page.php?id=13732 Works great looks great, but needs a seprate download. I wanted to ask you, what kind of missions do you prefer?
  22. Yeah i know, just wanted to make different team colours - red for helis, yellow for humvees etc. With only group paramter every unit gets white.
  23. Hi, I'm wondering if there's any way to unlock some units that a player might use in High Command as a reward. Example: Player clears an airfield, as a reward he is now able to control an Apache Helicopter unit in HC mode? I've tried to use sync command, to sync the unit to the HC module when the objective is done, but no luck so far. Any ideas how to make this work? Thank You,
  24. Oh you're right, my bad. I'm always confused because sometimes it shows the name in brackets and sometimes not. callsign (name): sidechat text or callsign: sidechat text total random, any clues how it works?
  25. Thank you! I couldn get this first, but got this working :) unit hcSetGroup [group,HQ,teamred] still not sure what the HQ = group name here stands for (doing this returns me an error, and my unit isnt Red).
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