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3l0ckad3

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About 3l0ckad3

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  1. 3l0ckad3

    JSHK Contamination Area Mod

    Hey, no probs @jshock, life is far more important. I'm just toying around with your creation now, always wanted to do a post thermal apocalyptic mission, but the game lacked the functions and assets to make it possible.. Good luck with your education Jshock, and thank you for the fast retort
  2. 3l0ckad3

    JSHK Contamination Area Mod

    Great mod @jshock ! I have a question, or maybe input, is it, or could it be possible for you to make it possible to use editor placed markers or triggers for contaminated areas, I'm trying to simulate a thermal nuclear aftermath, and I would like the whole northern part of the map to be contaminated, and it would be much easier with rectangle markers or triggers. And could you add a geiger counter audio sample 😉 Cheers, and thank you for sharing this great idea with the community 🙂
  3. Try Get in nearest or Assign as cargo index Make sure you're not running any mod or script that augments the ai's behavior, like Vcom, and if you are, make sure that you disable the mod or script on the team leader. There is a few ways to get around this with some minor scripting. One thing you should know is the ai tends to bug out when it has command over players in some situations, vehicles is certainly one of them, but simply assigning them to a role in the vehicle will help in most cases, if not, try assigning them to cargo index.. Arma is just one of those things that sometimes you'll spend a lot of time trying to get minor things to work as intended. GL
  4. Yeah, unfortunately that is not my choice.. I'm actually going to pull the mission apart and rebuild it piece by piece, and keep testing it on the server in steps. Thnx anyways @Larrow
  5. I have no clue what the issue is what-so-ever, made tons of missions for this unit and their server, but this mission will NOT load up.... It works in a local host, but once loaded to the server, the issues below is the result Problem, Well, when I load in my camera is up in the air like a 100m up, and I can't move around or anything, there is playable units on the ground, and it doesn't matter which unit I pick, same result as you can see here. The mission file is Here Thnx for any help, I'm racked, and I only have till sat to sort this out, so any and all suggestions and help welcomed.
  6. 3l0ckad3

    Advanced Medic - ACE 3

    Don't quote me, but I do believe there is options within ace to have the uncon state run on them too, I tried it a while back. I just didn't find a use for it on a mission level as it was kinda taxing, but dig through the options.. My issue was different than yours, I couldn't kill them if I remember right, they had to bleed out.
  7. Not getting errors now, but nothing is spawning either 😕
  8. I normally don't have issues with scripting triggers, so, I think this one is out of my grasp. Basically, I'm trying to merge two scripts together to get a better particle effect. So, I have Phronk's random IED script, and I'm tryin' to call ALIAS script from Phronk's script, but I don't want to lose the params.. I tried to call it from his triggers, but to no avail.. 1st I ran it right after the triggers just to see what would happen, and it goes off right when I spawn, then I tried running it from the triggers, and it just kept spitting out errors.. Thnx for any help. ied.sqf iedMkr=["iedMkr0","iedMkr1","iedMkr2"]; //List of markers to spawn IEDs in iedNum=5; //Number of IEDs per marker, defined in iedMkr [Default: 5] iedDmg=false; //Can the IED be killed with weapons? [Default: false] TRUE = Yes | FALSE = Can only be disarmed Dbug=true; //Show IED markers on map? [Default: false] //!!DO NOT EDIT BELOW!! iedBlast=["Bo_Mk82","Rocket_03_HE_F","M_Mo_82mm_AT_LG","Bo_GBU12_LGB","Bo_GBU12_LGB_MI10","HelicopterExploSmall"]; iedList=["IEDLandBig_F","IEDLandSmall_F","IEDUrbanBig_F","IEDUrbanSmall_F"]; iedAmmo=["IEDUrbanSmall_Remote_Ammo","IEDLandSmall_Remote_Ammo","IEDUrbanBig_Remote_Ammo","IEDLandBig_Remote_Ammo"]; iedJunk=["Land_Garbage_square3_F","Land_Garbage_square5_F","Land_Garbage_line_F"]; if(!Dbug)then{{_x setMarkerAlpha 0;}forEach iedMkr;}; if(!isServer)exitWith{}; iedAct={_iedObj=_this select 0; if(mineActive _iedObj)then{ _iedBlast=selectRandom iedBlast; createVehicle[_iedBlast,(getPosATL _iedObj),[],0,""]; createVehicle["Crater",(getPosATL _iedObj),[],0,""]; {deleteVehicle _x}forEach nearestObjects[getPosATL _iedObj,iedJunk,4]; deleteVehicle _iedObj;};}; {private["_ieds","_trig"];_ieds=[];_iedArea=getMarkerSize _x select 0;_iedRoad=(getMarkerPos _x)nearRoads _iedArea; for "_i" from 1 to iedNum do{ if(count _ieds==iedNum*4)exitWith{}; _iedR=selectRandom _iedRoad; _ied=selectRandom iedList;_junk=selectRandom iedJunk; _ied=createMine[_ied,getPosATL _iedR,[],8];_ied setPosATL(getPosATL _ied select 2+1);_ied setDir(random 359); if(!iedDmg)then{_ied allowDamage false;}; if(round(random 2)==1)then{_iedJunk=createVehicle[_junk,getPosATL _ied,[],0,""];_iedJunk setPosATL(getPosATL _iedJunk select 2+1);_iedJunk enableSimulationGlobal false;}; _jnkR=selectRandom _iedRoad;_junk=createVehicle[_junk,getPosATL _jnkR,[],8,""];_junk setPosATL(getPosATL _junk select 2+1); _junk enableSimulationGlobal false; _trig=createTrigger["EmptyDetector",getPosATL _ied]; _trig setTriggerArea[10,10,0,FALSE,10]; _trig setTriggerActivation["ANY","PRESENT",false]; _trig setTriggerTimeout[1,1,1,true]; if(isMultiplayer)then{ _trig setTriggerStatements[ "{vehicle _x in thisList && speed vehicle _x>4}count playableUnits>0", "{if((typeOf _x)in iedAmmo)then{[_x]call iedAct;};}forEach nearestObjects[thisTrigger,[],10];", "deleteVehicle thisTrigger"];}else{ _trig setTriggerStatements[ "{vehicle _x in thisList && isPlayer vehicle _x && speed vehicle _x>4}count allUnits>0", "{if((typeOf _x)in iedAmmo)then{[_x]call iedAct;};}forEach nearestObjects[thisTrigger,[],10];", "deleteVehicle thisTrigger"];}; _ieds pushBack _ied; if(Dbug)then{ iedMkrs=[]; _iedPos=getPosWorld _ied; _mkrID=format["m %1",_iedPos]; _mkr=createMarker[_mkrID,getPosWorld _ied]; _mkr setMarkerShape"ICON";_mkr setMarkerType"mil_dot";_mkr setMarkerBrush"Solid";_mkr setMarkerAlpha 1;_mkr setMarkerColor"ColorEast"; iedMkrs pushBack _mkr;}; }; }forEach iedMkr; sleep 5; {CIVILIAN revealMine _x;EAST revealMine _x;}forEach allMines; The block I'm trying to add. null = [_ied,20, true, true] execVM "AL_bomb\alias_bomb_ini.sqf";
  9. Is there a way, or, a workaround to make ai spot enemies at night at far distances ? Basically I want base defences shoot at an object, but once I get just a few hundred meters out they can no longer spot the enemy no matter what I try. It's for a mission for my unit.. Here is what I tried so far through a trigger. baseG knowsAbout inv1; baseG reveal [inv1, 10000]; baseG doTarget inv1; baseG doFire inv1; baseG setskill ["spotDistance", 1]; Cheers
  10. Thnx once again 🙂
  11. Could you explain a bit about how that works, I saw the option, but I didn't understand it all that well.
  12. Yes, the vehicles are placed in the editor on hidden objects.. I'm aware of createVehicle, I was hoping there was something with a tad bit easier, but I'll try it. Cheers.
  13. Title says it all, I hide objects with the ingame module, but the vehicles blow up in multiplay/dedi, however, are fine when locally hosting.. So far I have tried to disable damage and simulation, and then reenable the damage and simulation after a sleep, but, when I log in, the vehicles collide with the hidden buildings and blow up, because when the map loads in the buildings still exist. I read many threads on it, and it sounds like an ARMA bug, is this fixed yet ? any workarounds ? thnx in advance for any help..
  14. 3l0ckad3

    Vehicles are like cats

    Yeah, but I want the vic burning too, so, it worked, but I didn't get the emitters working with sim disabled.
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