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vincentz

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About vincentz

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  1. Fantastic! Thanks guys, it was driving me crazy.
  2. Before I found it, I was trying to speed read. :butbut: (feeling stupid)... Anyway to get rid of these bugs : None of this is in my scripts :( Error in expression <; _recompile = (count _this) > 0; if (BIS_fnc_init && !_recompile) exitwith {t> Error position: <BIS_fnc_init && !_recompile) exitwith {t> Error Undefined variable in expression: bis_fnc_init File ca\Modules\Functions\init.sqf, line 28 Error in expression <] spawn BIS_ARTY_F_playerMonitor; if (BIS_ARTY_SHELLTRACK_DEBUG==1 && !isNull(> Error position: <BIS_ARTY_SHELLTRACK_DEBUG==1 && !isNull(> Error Undefined variable in expression: bis_arty_shelltrack_debug File ca\modules\arty\data\scripts\init.sqf, line 87 Old style material 205 used in ReportStack not available Out of path-planning region for O 1-1-M:4 at 6198.8,6372.5, node type Error in expression <onsLBSetFocus; }; default { }; }; if _doFilter then { (_filterSets select IGU> Error position: <_doFilter then { (_filterSets select IGU> Error Undefined variable in expression: _dofilter File ca\ui\scripts\handleGear.sqf, line 521 Error in expression <onsLBSetFocus; }; default { }; };
  3. Just wanted to say thanks :D I actually ended up using it as Intel gathered from the Officers killed in my gamemode Full Metal Arma. It is called by a Radio Channel (Intel Report) to not overload server with constant updates, and requires the variable IPosXXX to be set as 0 when inactive (I set in Init) and to 1 when Intel have been acquired. If (IPOSINF == 1) then { //INF GROUP INTELLIGENCE _getposvecs = allGroups; for "_i" from 0 to number do {deletemarkerlocal format ["InfGroup_%1",_i];}; { if ((side _x == east || side _x == resistance) && (vehicle leader _x == leader _x)) then { _markername = format ["InfGroup_%1",number]; _pos = getPos leader _x; _vpos = [_pos select 0, _pos select 1]; _marker = createMarkerLocal [_markername, _vpos]; _marker setMarkerTypeLocal "o_inf"; _marker setMarkerSizeLocal [1, 1]; _marker setMarkerColorLocal "ColorRed"; }; number = number + 1; } forEach _getposvecs; }; If (IPOSCAR == 1) then { //LIGHT VEHICLE INTELLIGENCE _getposvecs = vehicles; for "_i" from 0 to number do {deletemarkerlocal format ["LightVehicle_%1",_i];}; { if (_x isKindOf "Car" && (side _x == east || side _x == resistance)) then { _markername = format ["LightVehicle_%1",number]; _pos = getPos _x; _vpos = [_pos select 0, _pos select 1]; _marker = createMarkerLocal [_markername, _vpos]; _class = getText (configFile >> "cfgVehicles" >> typeof _x >> "displayName"); _marker setMarkerTextLocal _class; _marker setMarkerTypeLocal "o_mech_inf"; _marker setMarkerSizeLocal [1, 1]; _marker setMarkerColorLocal "ColorRed"; }; number = number + 1; } forEach _getposvecs; }; If (IPOSARM == 1) then { //TANK INTELLIGENCE _getposvecs = vehicles; for "_i" from 0 to number do {deletemarkerlocal format ["HeavyVehicle_%1",_i];}; { if (_x isKindOf "Tank" && (side _x == east || side _x == resistance)) then { _markername = format ["HeavyVehicle_%1",number]; _pos = getPos _x; _vpos = [_pos select 0, _pos select 1]; _marker = createMarkerLocal [_markername, _vpos]; _class = getText (configFile >> "cfgVehicles" >> typeof _x >> "displayName"); _marker setMarkerTextLocal _class; _marker setMarkerTypeLocal "o_armor"; _marker setMarkerSizeLocal [1, 1]; _marker setMarkerColorLocal "ColorRed"; }; number = number + 1; } forEach _getposvecs; }; If (IPOSSTA == 1) then { //STATIC WEAPON INTELLIGENCE _getposvecs = vehicles; for "_i" from 0 to number do {deletemarkerlocal format ["Static_%1",_i];}; { if (_x isKindOf "StaticWeapon" && (side _x == east || side _x == resistance)) then { _markername = format ["Static_%1",number]; _pos = getPos _x; _vpos = [_pos select 0, _pos select 1]; _marker = createMarkerLocal [_markername, _vpos]; _class = getText (configFile >> "cfgVehicles" >> typeof _x >> "displayName"); _marker setMarkerTextLocal _class; _marker setMarkerTypeLocal "o_mortar"; _marker setMarkerSizeLocal [1, 1]; _marker setMarkerColorLocal "ColorRed"; }; number = number + 1; } forEach _getposvecs; }; If (IPOSAIR == 1) then { //AIR INTELLIGENCE _getposvecs = vehicles; for "_i" from 0 to number do {deletemarkerlocal format ["AirVehicle_%1",_i];}; { if (_x isKindOf "Air" && (side _x == east || side _x == resistance)) then { _markername = format ["AirVehicle_%1",number]; _pos = getPos _x; _vpos = [_pos select 0, _pos select 1]; _marker = createMarkerLocal [_markername, _vpos]; _class = getText (configFile >> "cfgVehicles" >> typeof _x >> "displayName"); _marker setMarkerTextLocal _class; if (_x isKindOf "Helicopter") then {_marker setMarkerTypeLocal "o_air";} else {_marker setMarkerTypeLocal "o_plane";}; _marker setMarkerSizeLocal [1, 1]; _marker setMarkerColorLocal "ColorRed"; }; number = number + 1; } forEach _getposvecs; };
  4. thanks. I was hoping for a "trick" to do it. I have well over 150 (more if selected in MP Parameters) enemy units, and putting eventhandler on all of them, i guess, will slow down the system considerably.
  5. Usually I have some idea, but here I'm clueless :( I want to give 1 score for each kill the AI in my group makes. eventhandler?
  6. Getting some work done :D todolist: Enemy Artillery (if Arty Radar up, then fire from random arty capable enemy with delay. incl. firing at Frigates) Make Loop file instead of triggers Enemy Waypoints for attacking player directly by closeby enemy if spotted Fix double Loadout for airvecs exploit Fix RoadCone Carrier CenterPiece faildropping Turbo for RHIB One WeaponBox for all weapons Color new Actions different than green More Intel Types from Officer (closest static/AA static) Airport Capture (can send in airdrops from C130 if captured) Factory Capture by ally (saboteur/engineer) (produce CDF vehicles) Factory Reduced production when Areas have been captured US Base with ground vehicles/personnel Future versions Secondary missions MP Compatible Download newest version https://www.mediafire.com/?wpt7scyrb56ezuc
  7. I'm suspecting my enemy troops to desert, so I kinda want to be able to keep track of the enemy. (maybe also adding it as "Intel Report" in end game as the area that needs to be cleared is rather large) So I came up with this : {_marker = createMarker ["_x", getpos _x]; "_x" setMarkerType "attack";} foreach allUnits; but it only marks 1 unit. What am I doing wrong??? Edit : Also a bonus question if the above is too obvious ;) Im making capture points that is invisible, but shows green flag when captured, and red flag if recaptured by enemy. However if I fly over the trigger, it detriggers (shows red flag) which is unintended. Cap_0 = getmarkerpos "Area_0"; _trg=createTrigger["EmptyDetector", Cap_0]; _trg setTriggerArea[100,100,0,false]; _trg setTriggerActivation["ANY","PRESENT",true]; _trg setTriggerStatements["(count (thislist unitsBelowHeight 10) > 0) && (east countside thislist < west countside thislist)", "; caca = caca +1; 'Area_0' setMarkerType 'hd_flag'; 'Area_0' setMarkerColor 'ColorGreen';", "'Area_0' setMarkerColor 'ColorRed'; caca = caca - 1"]; _trg setTriggerTimeout [10, 15, 20, false]; dbl edit : looking at the last question, I think I might have solved it with triggertimeout [x,x,x,true]
  8. Changes made : Added Repaircrew to service bay (Vehicle Service Point not working properly) Added CM Flares, Cannon rounds and Hydras to Weapon Loadout (Vehicle Service Point not working properly) Fixed scoring system with Reinforcements Changed Reinforcements vehicles crew from 2x Assault Gunners to Medic+Engineer Added MP Parameter : Carrier Service Time (Instant/Fast/Normal/Slow/Realistic) Fixed enemy factory production time will post new version shortly
  9. mmm. its very strange. I'm obviously doing something very wrong, but I tried to put it in both a Radio Channel (Juliet) and as an addAction on the player, and I'm still not getting anything. Can you maybe try to look at my mission to see what I'm doing wrong? (I know its a bit much to ask :D) (the radiochannel : Request Reinforcements, will supply you with plenty of "material" ;)) I put it as an addaction in init, and as a radio trigger (on top) in scripts/triggers. <<removed file as it had a very bugged afterburner>> edit. lol, I have no idea what a spawn is and how to make loops. I've just started scripting 14 days ago, and the whole Calling thing is above my paygrade. I have figured it out now :D Thanks alot for the help, it looks AMAZING ;)
  10. Today is 2 weeks after I started on my little project. :D I have to admit that right now I'm prolly playing more than modding, as it is indeed very playable. Still a long way to go, but gonna upload an Alpha (?) version later today. Some things have been very hard for me to learn, and I will prolly not be able to make it multiplayer compatible, but since MP gives me the options to adjust the game parameters (time of day, type of enemy, amount of enemy, skill of enemy and allies, enemy production time, even fuel consumption by the Afterburner (found a nice rumbling sound for the afterburner as well :D)) and the option of respawning, plus scoreboard, so all in all I think it is better played from the MP section of Arma 2. It requires CO, since apparently Lingor requires OA, and friendly units are the Marines and Force Recons. The random placed carrier have given me some grey hairs, as the placement of units (deck crew) and ammoboxes have been either flying or got their legs cut off. I am very happy with the result so far, as when I started the project I thought it was going to take at least a month before anything playable came out of it, and now 14 days later it is ready for some testing, with more features than I originally thought of (though not all is implemented yet). But best part, it really feels like FULL METAL ARMA, when taking my Force Recon squad into the battlezone, dodging heavy armor, maybe sending some Arty down on it, sending demolitions specialist to blow up factories, setting up camps and killing numerous infantry. :D
  11. Thanks :D I cant get it to work though. I can see there is a Call, should I put the _typeToNr in separate file and compile it from init? The reason why I needed it, was especially the Force Recons : Demolition/FAC/Saboteur. With a max (at full rank) of 40 AI, it can be quite difficult to quickly find the demo guy and sent him to the factory, or when the A10 is flying overhead the FAC guy should be ready with the laser. Also I like to take the inf with SD weapons and send them ahead. :D
  12. I made this script which shows the unit number and class as many of the uniticons look the same, and I have randomized the units given when recruiting. However it doesnt really show as I would like it to be :( Here is a screenie : http://i.imgur.com/j8QGsXX.png (1286 kB) I cant get it to left align, and I would love for it to be the number (3) of the soldier and not the whole group ID B 1-1-A:3. Also all the "" and [] is no good :( Best way would be : 2 - Pilot 3 - Assault Rifleman 4 - Assault Rifleman 5 - Engineer etc. Help needed please :D script : _fullsquad = []; _ugp = units group player; _cugp = count units group player; for "_i" from 1 to _cugp-1 do { _type = _ugp select _i; _dispname = getText (configFile >> "cfgVehicles" >> typeof _type >> "displayName"); _fullsquad = _fullsquad + [_type, _dispname, "\n"]; }; hint format ["%1", _fullsquad];
  13. I've decided to go with a different "angle". I primarily use deckcrew for services on carrier, and since attachto makes them act funny, I wanted to use setpos (ATL/ASL/POS) to put the crew down. That way (if i put them a bit higher) they will fall into place, and not fly or get their legs cut off. However, I have a math problem.... :( How do I place them correctly? If the centerpoint of the LHD is LHD1 and the direction of the LHD is LHD1Dir what would the formula be for a crew who would have been "attachto [LHD1, [16,-85,17]]"? My guess (which is obviously wrong) would have been : "USMC_LHD_Crew_Blue" createUnit [[(getPos LHD1 select 0)+ (16*cos(LHD1Dir)),(getPos LHD1 select 1)+ (-85*sin(LHD1Dir)), 17]. Help needed :D
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