Hellfreez
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How to add respawn and mission info?
Hellfreez replied to Hellfreez's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
It's working now, thanks everybody -
How to add respawn and mission info?
Hellfreez replied to Hellfreez's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
veh = [this] execVM "vehicle.sqf" On that line what should I put on [this] ? Spawn area name or what?? How this can be so difficult, aaargh. losing my nerves. -
How to add respawn and mission info?
Hellfreez replied to Hellfreez's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
Can't make vehicles or helos spawning. I already tried so many things :( Can someone tell me what to do so that Vechicles and Helos spawn their original spots every time those destroy. Timing could be like one min or 2. I did map, enemies and everything is ok except vechicles spawning. I just can't figure out what I done wrong. -
How to add respawn and mission info?
Hellfreez replied to Hellfreez's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
Ah, ok :D I thought that there is config files had to config on game modding menu. I think I can do this now. -
How to add respawn and mission info?
Hellfreez replied to Hellfreez's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
That didn't help much, there is code but problem is where to write it. On game modding area there is Config file -> BIS_fnc_SpawnCrew what looks like this. //scriptName "Functions\spawning\fn_spawnCrew.sqf"; /* File: spawnCrew.sqf Author: Joris-Jan van 't Land Description: Function to fill all crew positions in a vehicle, including turrets. In dummy mode no objects are created and the returned array contains only ones. In this mode the function can be used to count the actual crew of an existing vehicle or vehicle type. Parameter(s): _this select 0: the vehicle (Object) _this select 1: the crew's group (Group) _this select 2: (optional) dummy mode toggle (Boolean) _this select 3: (optional) dummy mode type (String) _this select 4: (optional) crew type (String) Returns: Array of Objects or Scalars - newly created crew or crew count */ //Validate parameter count if ((count _this) < 2) exitWith {debugLog "Log: [spawnCrew] Function requires at least 2 parameters!"; []}; private ["_vehicle", "_grp"]; _vehicle = _this select 0; _grp = _this select 1; private ["_dummy"]; _dummy = false; if ((count _this) > 2) then { _dummy = _this select 2; }; private ["_dummyType"]; _dummyType = ""; if ((count _this) > 3) then { _dummyType = _this select 3; }; private ["_crewType"]; _crewType = ""; if ((count _this) > 4) then { _crewType = _this select 4; }; //Validate parameters if ((typeName _vehicle) != (typeName objNull)) exitWith {debugLog "Log: [spawnCrew] Vehicle (0) must be an Object!"; []}; if ((typeName _grp) != (typeName grpNull)) exitWith {debugLog "Log: [spawnCrew] Crew group (1) must be a Group!"; []}; if ((typeName _dummy) != (typeName false)) exitWith {debugLog "Log: [spawnCrew] Dummy mode toggle (2) must be a Boolean!"; []}; if ((typeName _dummyType) != (typeName "")) exitWith {debugLog "Log: [spawnCrew] Dummy mode type (3) must be a String!"; []}; if ((typeName _crewType) != (typeName "")) exitWith {debugLog "Log: [spawnCrew] Crew type (4) must be a String!"; []}; private ["_type", "_entry", "_crew"]; if (!_dummy) then { _type = typeOf _vehicle; } else { if (_dummyType != "") then { _type = _dummyType; }; }; _entry = configFile >> "CfgVehicles" >> _type; _crew = []; private ["_hasDriver"]; _hasDriver = getNumber (_entry >> "hasDriver"); //Select the appropriate crew type private ["_crewType", "_unit"]; if (!_dummy && (_crewType == "")) then { _crewType = [side _grp, _entry] call BIS_fnc_selectCrew; }; //Spawn a driver if needed if ((_hasDriver == 1) && (isNull (driver _vehicle))) then { if (!_dummy) then { _unit = _grp createUnit [_crewType, position _vehicle, [], 0, "NONE"]; _crew = _crew + [_unit]; _unit moveInDriver _vehicle; } else { _crew = _crew + [1]; }; }; //Search through all turrets and spawn crew for these as well. _turrets = [_entry >> "turrets"] call BIS_fnc_returnVehicleTurrets; //All turrets were found, now spawn crew for them _funcSpawnTurrets = { private ["_turrets", "_path"]; _turrets = _this select 0; _path = _this select 1; private ["_i"]; _i = 0; while {_i < (count _turrets)} do { private ["_turretIndex", "_thisTurret"]; _turretIndex = _turrets select _i; _thisTurret = _path + [_turretIndex]; if (!_dummy) then { if (isNull (_vehicle turretUnit _thisTurret)) then { //Spawn unit into this turret, if empty. _unit = _grp createUnit [_crewType, position _vehicle, [], 0, "NONE"]; _crew = _crew + [_unit]; _unit moveInTurret [_vehicle, _thisTurret]; }; } else { _crew = _crew + [1]; }; //Spawn units into subturrets. [_turrets select (_i + 1), _thisTurret] call _funcSpawnTurrets; _i = _i + 2; }; }; [_turrets, []] call _funcSpawnTurrets; if (!_dummy) then { //Set ranks for the most important crew. if (!(isNull (driver _vehicle))) then {(driver _vehicle) setRank "LIEUTENANT"}; if (!(isNull (gunner _vehicle))) then {(gunner _vehicle) setRank "SERGEANT"}; if (!(isNull (effectiveCommander _vehicle))) then {(effectiveCommander _vehicle) setRank "CORPORAL"}; }; _crew WHAT I supposed to type and where.. number 3? to respawn base -
How to add respawn and mission info?
Hellfreez posted a topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
I am trying to do simple basic mutliplayer map and I have some questions. When I have made my map, placed helos and pilots and everything, I don't know how to make it respawn. When u connect that server I made there reads Max. Slots: Unknown Type: Unknown Respawn: NONE How to fix those three things? I look that "manual" web site, no help at all. :butbut: