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hectrol

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Everything posted by hectrol

  1. @Larrow @mrcurry @soldierXXXX @Schatten Thank you very much for your effort and for your knowledge. At the moment I have two missions, soon there will be more: Mission_Namuvaka.sqf GSM_Mission.sqf Can you help me organize it please? For you they are known concepts but for me they are new, thank you all very much. The scenario: Hectrol Series ARMA 3 & 4 Scenarios : https://www.facebook.com/61558391754366/ WAR Series - ARMA 3 & 4 Scenarios : https://www.facebook.com/61557058640716/ Stealth Mode On Series: https://www.facebook.com/61556099381253/ Assault Series: https://www.facebook.com/61558606737053/
  2. Hello dear comrades, I was wondering if there is a scripted draw method similar to the one I propose, BUT that does not repeat the options. //nul = [] execVM "loops\Sorteo_Civilian_Namuvaka_1.sqf"; systemchat "Hostage placed"; _script = (floor random 9) + 1; switch (_script) do { case 1 : { leader CIV_REHEN_NAMUVAKA_1 setPos getPos Pos_Reh_Namuvaka_1; }; case 2 : { leader CIV_REHEN_NAMUVAKA_1 setPos getPos Pos_Reh_Namuvaka_2; }; case 3 : { leader CIV_REHEN_NAMUVAKA_1 setPos getPos Pos_Reh_Namuvaka_3; }; case 4 : { leader CIV_REHEN_NAMUVAKA_1 setPos getPos Pos_Reh_Namuvaka_4; }; case 5 : { leader CIV_REHEN_NAMUVAKA_1 setPos getPos Pos_Reh_Namuvaka_5; }; case 6 : { leader CIV_REHEN_NAMUVAKA_1 setPos getPos Pos_Reh_Namuvaka_6; }; case 7 : { leader CIV_REHEN_NAMUVAKA_1 setPos getPos Pos_Reh_Namuvaka_7; }; case 8 : { leader CIV_REHEN_NAMUVAKA_1 setPos getPos Pos_Reh_Namuvaka_8; }; case 9 : { leader CIV_REHEN_NAMUVAKA_1 setPos getPos Pos_Reh_Namuvaka_9; }; }; although it would be to choose between scripts like.. nul = [] execVM "missions\Mission_1.sqf"; nul = [] execVM "missions\Mission_2.sqf"; nul = [] execVM "missions\Mission_3.sqf"; etc
  3. Yes, now works perfect, Schatten you have saved my life like a hostage. ^_^ Thanker very much. You will appear in the acknowledgments of the scenary. //nul = [] execVM "spawns\CIV_REHEN_NAMUVAKA_Loop_1.sqf"; //while {true} do { [west, ["Task_CIV_REHEN_NAMUVAKA_1B"], ["Protect the hostages. - Proteja a los rehenes.","Protect the hostages. - Proteja a los rehenes."], none, "CREATED", 2, true] call BIS_fnc_taskCreate; systemchat "CIV_REHEN_NAMUVAKA_1"; CIV_REHEN_NAMUVAKA_1 = [getPos player, civilian, ["C_Man_formal_4_F_tanoan"]] call BIS_fnc_spawnGroup; //"C_Man_formal_4_F_tanoan" createUnit [position player, group CIV_REHEN_NAMUVAKA_1]; //{_x doMove ASLtoATL getPosASL PenBLU_OTANDESERT_MEN_Obj_1; _x allowFleeing 0; _x setCombatMode "RED"; _x setskill ["courage",1];_x setUnitPos "UP"; } forEach units CIV_REHEN_NAMUVAKA_1; //{ _x setCombatBehaviour "SAFE"; [group _x, getPos _x, 10] call BIS_fnc_TaskPatrol; } forEach units CIV_REHEN_NAMUVAKA_1; { _x disableAI "PATH"; _x setCaptive true; _x setUnitPos "MIDDLE"; _x addAction [ ":: Rescue - Rescatar :: ", { ["Task_CIV_REHEN_NAMUVAKA_1", "SUCCEEDED"] call BIS_fnc_taskSetState; { _x setCaptive false; _x enableAI "PATH"; _x setUnitPos "AUTO"; } forEach (units CIV_REHEN_NAMUVAKA_1); (units CIV_REHEN_NAMUVAKA_1) joinSilent (group player); } ]; } forEach units CIV_REHEN_NAMUVAKA_1; waitUntil {({alive _x} count units CIV_REHEN_NAMUVAKA_1) < 1;}; ["Task_CIV_REHEN_NAMUVAKA_1B","CANCELED"] call bis_fnc_tasksetstate; //};
  4. Spawn civilian hostage with init, and problem with addAction. The addAction does not work, I have tried several calls like... _x, _this, this, leader CIV_REHEN_NAMUVAKA_1... and nothig. Helpme please and thanks. //nul = [] execVM "spawns\CIV_REHEN_NAMUVAKA_Loop_1.sqf"; //while {true} do { [west, ["Task_CIV_REHEN_NAMUVAKA_1B"], ["Protect the hostages. - Proteja a los rehenes.","Protect the hostages. - Proteja a los rehenes."], none, "CREATED", 2, true] call BIS_fnc_taskCreate; systemchat "CIV_REHEN_NAMUVAKA_1"; CIV_REHEN_NAMUVAKA_1 = [getPos player, civilian, ["C_Man_formal_4_F_tanoan"]] call BIS_fnc_spawnGroup; //{_x doMove ASLtoATL getPosASL PenBLU_OTANDESERT_MEN_Obj_1; _x allowFleeing 0; _x setCombatMode "RED"; _x setskill ["courage",1];_x setUnitPos "UP"; } forEach units CIV_REHEN_NAMUVAKA_1; //{ _x setCombatBehaviour "SAFE"; [group _x, getPos _x, 10] call BIS_fnc_TaskPatrol; } forEach units CIV_REHEN_NAMUVAKA_1; { _x disableAI "PATH"; _x setCaptive true; _x setUnitPos "MIDDLE"; // Add rescue action _x addAction [":: Rescue - Rescatar :: ", { ["Task_CIV_REHEN_NAMUVAKA_1","succeeded"] call bis_fnc_tasksetstate; {_x setCaptive false; _x enableAI "PATH"; _x setUnitPos "AUTO"; {[_x] joinSilent group player;} forEach units CIV_REHEN_NAMUVAKA_1; } ]; } forEach units CIV_REHEN_NAMUVAKA_1; waitUntil {({alive _x} count units CIV_REHEN_NAMUVAKA_1) < 1;}; ["Task_CIV_REHEN_NAMUVAKA_1B","CANCELED"] call bis_fnc_tasksetstate; //};
  5. Thanks Schatten for the cleanup BUT when the civilian spawns the addAction still doesn't work. //nul = [] execVM "spawns\CIV_REHEN_NAMUVAKA_Loop_1.sqf"; //while {true} do { [west, ["Task_CIV_REHEN_NAMUVAKA_1B"], ["Protect the hostages. - Proteja a los rehenes.","Protect the hostages. - Proteja a los rehenes."], none, "CREATED", 2, true] call BIS_fnc_taskCreate; systemchat "CIV_REHEN_NAMUVAKA_1"; CIV_REHEN_NAMUVAKA_1 = [getPos player, civilian, ["C_Man_formal_4_F_tanoan"]] call BIS_fnc_spawnGroup; //"C_Man_formal_4_F_tanoan" createUnit [position player, group CIV_REHEN_NAMUVAKA_1]; //{_x doMove ASLtoATL getPosASL PenBLU_OTANDESERT_MEN_Obj_1; _x allowFleeing 0; _x setCombatMode "RED"; _x setskill ["courage",1];_x setUnitPos "UP"; } forEach units CIV_REHEN_NAMUVAKA_1; //{ _x setCombatBehaviour "SAFE"; [group _x, getPos _x, 10] call BIS_fnc_TaskPatrol; } forEach units CIV_REHEN_NAMUVAKA_1; { _x disableAI "PATH"; _x setCaptive true; _x setUnitPos "MIDDLE"; _x addAction [ ":: Rescue - Rescatar :: ", { ["Task_CIV_REHEN_NAMUVAKA_1", "SUCCEEDED"] call BIS_fnc_taskSetState; { _x setCaptive false; _x enableAI "PATH"; _x setUnitPos "AUTO"; } forEach (units CIV_REHEN_NAMUVAKA_1); (units CIV_REHEN_NAMUVAKA_1) joinSilent (group player); } ]; } forEach CIV_REHEN_NAMUVAKA_1; waitUntil {({alive _x} count units CIV_REHEN_NAMUVAKA_1) < 1;}; ["Task_CIV_REHEN_NAMUVAKA_1B","CANCELED"] call bis_fnc_tasksetstate; //};
  6. Is it much longer before we can download this wonderful map?
  7. Welcome to collection STEALTH MODE ON Series 😊 These scenarios brings together several activities as well as constant action throughout the map. I hope you enjoy the Stealth System and the Sniper role. Thanks for playing. Estos escenarios reúnen varias actividades así como acción constante por todo el mapa. Espero que disfrutes del Sistema de Sigilo y el rol de Francotirador. Gracias por jugar. Hectrol TrymytryTr3vws T R O L O U S E T Y poz3zooshitayagو [WS] Stealth Mode On Great Dunes SOG Stealth Mode On The Bra [SP] [Eng-Spa] Stealth Mode On Wild Mountains [SP] [ENG-SPA] Stealth Mode On ALTIS [SP] [ENG-SPA] STEALTH MODE ON IWOJIMA [SP] [ENG-SPA] STEALTH MODE ON GABRETA [SP] [ENG-SPA] STEALTH MODE ON ARGENTINA [SP] [ENG-SPA] STEALTH MODE ON STASLOW [SP] [ENG-SPA] STEALTH MODE ON TANOA [SP] [ENG-SPA] STEALTH IRON MALDEN [SP] [ENG-SPA] ::: Collection :::
  8. Added : [WS] Stealth Mode On Great Dunes
  9. Added several deliveries. - Añadidas varias entregas.
  10. Hi and Help me with script please: //Spawn group whit one unit. WORKS Rastreadores_1 = [getmarkerpos "marker_P1", west, ["vn_b_men_seal_39"]] call BIS_fnc_spawnGroup; and helpme with: {_x doMove ASLtoATL getPosASL to nearest Enemy group in 1000 meters or all; } forEach units Rastreadores_1;
  11. Perfect mrcurry very very thanks. I added a loop to repeat and it turned out perfect. I'm going to mention you in the thanks of the very next stage "Stealth Mode On The Bra". Pleased to meet you. You have an overwhelming talent.
  12. Please how would this code be correct? Something like that but with the correct condition or statement: waituntil {HELI1 (2 meters from the ground) }; Thanks Masters
  13. It is part of a script with dialogue and events in which a Chinook is seriously damaged and makes a forced landing. I just wanted to pause until it hits the ground. Instead of by time.
  14. @pierremgi I'm sorry but it doesn't work. It doesn't pause.
  15. Hi please. Teleport object at random X maximum distance, only on the earth's surface. No water.
  16. private _pos = [TELEPORT_MAP, 3000, 14000, 6, 0, 20, 0] call BIS_fnc_findSafePos; TELEPORT_MAP setPos _pos; @j0nes thanks this works for mi.
  17. other SmokObj = "SmokeShellred" createvehicle ((thisTrigger) ModelToWorld [0,0,0]);
  18. Please, what is wrong? The intention is to add it to the Init of the AI Spawn Script Pack [LV], in Ambient Combat, to discard the EAST side and have the WEST side spawn by parachute. if ((side player == blufor) And ! {_x isKindOf "landVehicle"} or ! {_x isKindOf "AirVehicle"} then { removeBackpack this; this addBackpack 'FIA_Parachute'; [this, 300] call BIS_fnc_halo; };
  19. Hi Harzach.Please, what is wrong? The intention is to add it to the Init of the AI Spawn Script Pack [LV], in Ambient Combat, to discard the EAST side and have the WEST side spawn by parachute.
  20. poz3zooshitaya_RandomHeliMalfuctions _badfuctions = (floor random 28) + 1; switch (_badfuctions) do { case 1 : {[(vehicle player), ["HitHRotor", 0.9]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 2 : {[(vehicle player), ["HitHRotor", 0.9]] remoteExec ["setHitPointDamage", (vehicle player)]; [(vehicle player), ["HitVRotor", random 1]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 3 : {[(vehicle player), ["HitVRotor", 0.4]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 4 : {[(vehicle player), ["HitVRotor", 0.5]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 5 : {[(vehicle player), ["HitVRotor", 0.6]] remoteExec ["setHitPointDamage", (vehicle player)]; [(vehicle player), ["hitFuel", 1]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 6 : {[(vehicle player), ["HitVRotor", 0.7]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 7 : {[(vehicle player), ["HitVRotor", 0.8]] remoteExec ["setHitPointDamage", (vehicle player)]; [(vehicle player), ["hitFuel", 1]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 8 : {[(vehicle player), ["HitVRotor", 0.9]] remoteExec ["setHitPointDamage", (vehicle player)]; [(vehicle player), ["hitFuel", 1]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 9 : {[(vehicle player), ["HitVRotor", random 1]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 10 : {[(vehicle player), ["hitavionics", 0.6]] remoteExec ["setHitPointDamage", (vehicle player)]; [(vehicle player), ["hitFuel", 1]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 11 : {[(vehicle player), ["hitavionics", 0.7]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 12 : {[(vehicle player), ["hitavionics", 0.8]] remoteExec ["setHitPointDamage", (vehicle player)]; [(vehicle player), ["hitFuel", 1]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 13 : {[(vehicle player), ["hitavionics", 0.9]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 14 : {[(vehicle player), ["hitavionics", random 1]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 15 : {[(vehicle player), ["hitengine", 0.6]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 16 : {[(vehicle player), ["hitengine", 0.7]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 17 : {[(vehicle player), ["hitengine", 0.8]] remoteExec ["setHitPointDamage", (vehicle player)]; [(vehicle player), ["hitFuel", 1]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 18 : {[(vehicle player), ["hitengine", 0.9]] remoteExec ["setHitPointDamage", (vehicle player)]; [(vehicle player), ["hitFuel", 1]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 19 : {[(vehicle player), ["hitengine", random 1]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 20 : {[(vehicle player), ["hithull", 0.4]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 21 : {[(vehicle player), ["hithull", 0.5]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 22 : {[(vehicle player), ["hithull", random 1]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 23 : {[(vehicle player), ["hitFuel", 1]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 24 : {[(vehicle player), ["hitFuel", random 1]] remoteExec ["setHitPointDamage", (vehicle player)]; [(vehicle player), ["hitengine", random 1]] remoteExec ["setHitPointDamage", (vehicle player)]; [(vehicle player), ["hithull", random 1]] remoteExec ["setHitPointDamage", (vehicle player)]; [(vehicle player), ["HitVRotor", random 1]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 25 : {(vehicle player) setdamage 0.4;}; case 26 : { [(vehicle player), ["hitFuel", random 1]] remoteExec ["setHitPointDamage", (vehicle player)]; [(vehicle player), ["hitengine", random 1]] remoteExec ["setHitPointDamage", (vehicle player)]; [(vehicle player), ["hithull", random 1]] remoteExec ["setHitPointDamage", (vehicle player)]; [(vehicle player), ["HitVRotor", random 1]] remoteExec ["setHitPointDamage", (vehicle player)]; (vehicle player) setdamage random 1;}; case 27 : {[(vehicle player), ["HitHRotor", 0.9]] remoteExec ["setHitPointDamage", (vehicle player)];}; case 28 : {[(vehicle player), ["HitHRotor", 0.9]] remoteExec ["setHitPointDamage", (vehicle player)];}; }; `developDaryCONJgears_HelicotersMalfuctionsTEST3034651987 &nbsp;Trolouse &nbsp;✊👻🖖poz3zooshitayaو developDaryCONJgears_HelicotersMalfuctionsTEST3034651987 &nbsp;Trolouse &nbsp;✊👻🖖poz3zooshitayaو
  21. hectrol

    [IceBreakr/IBIS] Fapovo Island

    https://steamcommunity.com/sharedfiles/filedetails/?id=2015895147
  22. Hello and thank you very much Outlawz7 I tested the script [on Stratis island] and it also moves stage elements. :( Only happen to me? Any solution? EDIT: SOLVED I now record composition in VR map without impurities. Sorry -_-
  23. hectrol

    [RELEASE] Sandstorms

    Tthanks for the fix and info maese Austin. I love he big storm but don't fit into my mission in Altis if the effect is present throughout the island completely. Fit well in the desert and some localized area. BUT "AUSMD_calm_dust" is a great touch of atmosphere. I love those little details and I'm using. Years ago I also did a mod on this topic for Fallout New Vegas. Only by creating a single texture and the change was drastic, are not pariticulas, but I was very pleased with the result. My goal was to achieve a similar effect as much as possible as if they were particles: [VIDEO DEMO] Hectrol FX Duststorm Deluxe HighRes Retex MOD DEMO Fallout New Vegas : I will be aware of what's new with your script.
  24. hectrol

    [RELEASE] Sandstorms

    Greetings and thanks for the script. I think I've found a problem: *** When you ride in a vehicle storm dissipates. *** More details of using the script would be appreciated. Or even a mission of example. Its storm permanent? Can you turn ON and off? With "AUSMD_calm_dust.sqf"? ¿I can selectively position the storm or its global? How is it controlled? I do my experiments with triggers, but it would be great if I learn to do correctly. Thanks & pardon my grammar
  25. Hi DAP, sorry for my ignorance, but how I can use exactly this amazing mod with "SLP Spawning script [ALPHA]" [attack mode]?? I have tried to follow your instructions for new created units, but only I get that ground units disappear. :/
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