hogmason
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Everything posted by hogmason
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telling the server how many times to run a script
hogmason posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok so i have a task creator script that i what to run so many times only " chosen by params array my question is how do i tell it to only run so many times my codes task creator.sqf if isserver then { //Make sure Functions Module is loaded waituntil {!isnil "bis_fnc_init"}; //Time For UPSMON To Prepair Itself Sleep 10; //set up Paramaters _taskMARKERposition = ["center_positon", false, ["safezone"]] call SHK_pos; sleep 0.5; //create task Marker _createTASKmarker = createmarker ["taskarea", _taskMARKERposition]; _createTASKmarker setMarkerType "mil_objective"; _createTASKmarker setMarkerColor "ColorRed"; sleep 0.5; //setup Enemy Airborn Units Patrol Marker _createREINFORCEMENTSmarker1 = createmarker ["E_Patrol",getMarkerPos "taskarea"]; _createREINFORCEMENTSmarker1 setmarkershape "ELLIPSE"; _createREINFORCEMENTSmarker1 setmarkersize [400,400]; _createREINFORCEMENTSmarker1 setMarkerAlpha 0; //setup Enemy Airborn Reinforcements Marker _createREINFORCEMENTSmarker2 = createmarker ["REIN",getMarkerPos "taskarea"]; _createREINFORCEMENTSmarker2 setmarkershape "ELLIPSE"; _createREINFORCEMENTSmarker2 setmarkersize [600,600]; //_createREINFORCEMENTSmarker2 setMarkerAlpha 0; //setup Enemy Task Area Chopper Patrol Marker _createREINFORCEMENTSmarker3 = createmarker ["Task_Choppers",getMarkerPos "taskarea"]; _createREINFORCEMENTSmarker3 setmarkershape "ELLIPSE"; _createREINFORCEMENTSmarker3 setmarkersize [1500,1500]; _createREINFORCEMENTSmarker3 setMarkerAlpha 0; sleep 10; //Create Task Targets [] spawn Task_Targets; //Setup Enemy Units [] spawn Task_Enemy; sleep 0.5; //setup Enemy Static Units [] spawn Task_Static; sleep 0.5; //setup Enemy Chopper Patrol [] spawn Task_choppers; sleep 0.5; //Setup Enemy Airborne Reinforcements [] spawn Task_reinforce_Start; sleep 10; //Setup EAST units Checker [] spawn Task_East_chkr; sleep 0.5; //setup End Of Task waitUntil{(Target1_active ==0) && (Target2_active ==0) && (Enemy_Dead ==1)}; //Setup Task Cleaning [] spawn Task_Cleaner; }; my task starting script tasksetup.sqf [] spawn Task_Creator; //calls the precompiled task_creator.sqf in my params i want class Taks Number { // paramsArray[2] title = "How Many Targets"; values[] = {5,10,20,30,40,50,100}; texts[] = {"5","10","20","30","40","50","100"}; default = false; }; i hope some one can help but im pretty sure its going to be tought. Cheers -
telling the server how many times to run a script
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Also mate how can i tie this in after the selecte amount of times to run the script has finnished. so i can end the mission hint "Map complete"; sleep 5; endMission "END1"; -
aircraft waypoints not working
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks mate ;) that done the trick -
aircraft waypoints not working
hogmason posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok so i have multiple waypoints being set but the jet goes to its first waypoint then seems to just circle the marker that the waypoint is on for ever. it does not go to its next waypoint the code. if (isserver) then { // Set the Navigator _Navigator = _this select 0; //Navigator Random Marker Selection _NavChoices = ["wp1","wp2","wp3","wp4","wp5"] call BIS_fnc_selectRandom; _NavMkrs = getmarkerpos _NavChoices; //Navigator Waypoints _Navwaypoint0 = _Navigator addWaypoint [_NavMkrs, 500]; _Navwaypoint0 setWaypointType "SAD"; _Navwaypoint0 setWaypointBehaviour "COMBAT"; _Navwaypoint0 setwaypointcombatmode "RED"; _Navwaypoint0 setWaypointSpeed "NORMAL"; _Navwaypoint1 = _Navigator addWaypoint [_NavMkrs, 500]; _Navwaypoint1 setWaypointType "SAD"; _Navwaypoint1 setWaypointBehaviour "COMBAT"; _Navwaypoint1 setwaypointcombatmode "RED"; _Navwaypoint1 setWaypointSpeed "NORMAL"; _Navwaypoint2 = _Navigator addWaypoint [_NavMkrs, 500]; _Navwaypoint2 setWaypointType "SAD"; _Navwaypoint3 setWaypointBehaviour "COMBAT"; _Navwaypoint3 setwaypointcombatmode "RED"; _Navwaypoint3 setWaypointSpeed "NORMAL"; _Navwaypoint4 = _Navigator addWaypoint [_NavMkrs, 500]; _Navwaypoint4 setWaypointType "SAD"; _Navwaypoint4 setWaypointBehaviour "COMBAT"; _Navwaypoint4 setwaypointcombatmode "RED"; _Navwaypoint4 setWaypointSpeed "NORMAL"; _Navwaypoint5 = _Navigator addWaypoint [_NavMkrs, 500]; _Navwaypoint5 setWaypointType "CYCLE"; _Navwaypoint5 setWaypointBehaviour "COMBAT"; _Navwaypoint5 setwaypointcombatmode "RED"; _Navwaypoint5 setWaypointSpeed "NORMAL"; }; -
UPSMON - Urban Patrol Script Mon
hogmason replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i am getting this error with upsmon Error in expression <wounded = false; if ((R_GOTHIT_ARRAY select _grpId) != 0) then { _gothit = tr> Error position: <select _grpId) != 0) then { _gothit = tr> Error Zero divisor File C:\Users\natho\Documents\ArmA 2 Other Profiles\=Mason=\missions\Operation_HOG_V_3.Chernarus\scripts\upsmon.sqf, line 866 Error in expression <wounded = false; if ((R_GOTHIT_ARRAY select _grpId) != 0) then { _gothit = tr> Error position: <select _grpId) != 0) then { _gothit = tr> Error Zero divisor File C:\Users\natho\Documents\ArmA 2 Other Profiles\=Mason=\missions\Operation_HOG_V_3.Chernarus\scripts\upsmon.sqf, line 866 has any 1 seen this before -
waypoint creation on random markers error
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks man ;) -
waypoint creation on random markers error
hogmason posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i keep getting an error on this code that generates waypoints on random markers my code if (isserver) then { // Set the Navigator _Navigator = _this select 0; //Navigator Random Marker Selection _NavChoices = ["wp1","wp2","wp3","wp4","wp5"] call BIS_fnc_selectRandom; _NavMkrs = getmarkerpos _NavChoices; //Navigator Waypoints _Navwaypoint0 = _Navigator addWaypoint [getpos _NavMkrs, 200]; _Navwaypoint0 setWaypointType "SAD"; _Navwaypoint0 setWaypointBehaviour "COMBAT"; _Navwaypoint0 setwaypointcombatmode "RED"; _Navwaypoint0 setWaypointSpeed "NORMAL"; _Navwaypoint1 = _Navigator addWaypoint [getpos _NavMkrs, 200]; _Navwaypoint1 setWaypointType "SAD"; _Navwaypoint1 setWaypointBehaviour "COMBAT"; _Navwaypoint1 setwaypointcombatmode "RED"; _Navwaypoint1 setWaypointSpeed "NORMAL"; _Navwaypoint2 = _Navigator addWaypoint [getpos _NavMkrs, 200]; _Navwaypoint2 setWaypointType "SAD"; _Navwaypoint3 setWaypointBehaviour "COMBAT"; _Navwaypoint3 setwaypointcombatmode "RED"; _Navwaypoint3 setWaypointSpeed "NORMAL"; _Navwaypoint4 = _Navigator addWaypoint [getpos _NavMkrs, 200]; _Navwaypoint4 setWaypointType "SAD"; _Navwaypoint4 setWaypointBehaviour "COMBAT"; _Navwaypoint4 setwaypointcombatmode "RED"; _Navwaypoint4 setWaypointSpeed "NORMAL"; _Navwaypoint5 = _Navigator addWaypoint [getpos _NavMkrs, 200]; _Navwaypoint5 setWaypointType "CYCLE"; _Navwaypoint5 setWaypointBehaviour "COMBAT"; _Navwaypoint5 setwaypointcombatmode "RED"; _Navwaypoint5 setWaypointSpeed "NORMAL"; }; the error Error in expression <_Navwaypoint0 = _Navigator addWaypoint [getpos _NavMkrs, 200]; _Navwaypoint0 set> Error position: <getpos _NavMkrs, 200]; _Navwaypoint0 set> Error getpos: Type Array, expected Object,Location File C:\Users\natho\Documents\ArmA 2 Other Profiles\=Mason=\missions\Operation_HOG_V_3.Chernarus\HOG_scripts\Enemy\Navigator.sqf, line 19 -
Script to add a trigger?
hogmason replied to chatterbox360's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_trig = createTrigger ["EmptyDetector", [0,0,0]]; _trig setTriggerArea [0, 0, 0, false]; _trig setTriggerActivation ["NONE", "present", true]; _trig setTriggerStatements ["this","player distance pilot11<= 20", "player exec ""PilotPopSmoke.sqs""" , ""]; try that ---------- Post added at 20:56 ---------- Previous post was at 20:55 ---------- setTriggerStatements ["this","player distance pilot11<= 20; player exec ""PilotPopSmoke.sqs"", ""]; -
telling the server how many times to run a script
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
SO THIS WORKS GREAT if isserver then { for "_x" from 1 to (paramsArray select 3) do {[] call Task_Creator;}; }; //////////////////// BUT it spawns fine the first task then the task after that it creates 2 the the 3rd task it creates everything 3 times. -
hint formating help
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks guys really appreciate your help ;) ill play with that now -
ok so i am calling a script that will show the reamaining targets this script is called using addaction command 2 things 1) why is the format not working if ((Target1_active ==0) && (Target2_active ==1) && (Enemy_Dead ==0)) then { [color="#FF0000"]Hintsilent "<t underline='true'>TARGETS REMAINING</t> <br/><br/> <t color='#ff0000'>HQ</t <br/><br/> <t color='#ff0000'>Eliminate all Russian Units</t";[/color] }; 2) i am using public variables to tell what is remaining to do but it doesnt seem to work does any 1 know what i have done wrong this is the full code //if all targets are still active if ((Target1_active ==1) && (Target2_active ==1) && (Enemy_Dead ==0)) then { Hintsilent "<t underline='true'>TARGETS REMAINING</t> <br/><br/> <t color='#ff0000'>Supply Dump</t <br/><br/> <t color='#ff0000'>HQ</t <br/><br/> <t color='#ff0000'>Eliminate all Russian Units</t"; }; //if Supply Dump and Eliminate Enemy targets are still active if ((Target1_active ==1) && (Target2_active ==0) && (Enemy_Dead ==0)) then { Hintsilent "<t underline='true'>TARGETS REMAINING</t> <br/><br/> <t color='#ff0000'>Supply Dump</t <br/><br/> <t color='#ff0000'>Eliminate all Russian Units</t"; }; //if H.Q and Eliminate Enemy targets are still active if ((Target1_active ==0) && (Target2_active ==1) && (Enemy_Dead ==0)) then { Hintsilent "<t underline='true'>TARGETS REMAINING</t> <br/><br/> <t color='#ff0000'>HQ</t <br/><br/> <t color='#ff0000'>Eliminate all Russian Units</t"; }; //if oNLY Eliminate Enemy targets are still active if ((Target1_active ==0) && (Target2_active ==0) && (Enemy_Dead ==0)) then { Hintsilent "<t underline='true'>TARGETS REMAINING</t> <br/><br/> <t color='#ff0000'>Eliminate all Russian Units</t"; };
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hint formating help
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yeah i do want to but just a bit afraid of doing it as ive just spent 13 days straight fixing my errors and dont want to create any more this is how i done them for my 2 targets its nothing in my main init.sqf just if (isServer) then { [color="#FF0000"]if (isnil "Target1_active") then {Target1_active = 0}; if (isnil "Target2_active") then {Target2_active = 0};[/color] waituntil {!isnil "bis_fnc_init"}; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // // ---------- Setup SUPPLY dUMP ---------- // // // /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// [color="#FF0000"] Target1_active = 1; publicvariable "Target1_active";[/color] _distances = [100,200,300,400] call BIS_fnc_selectRandom; _target1positions = [getMarkerPos "E_Patrol", _distances, random 359, false, [0, 0]] call SHK_pos; _target1 = createVehicle ["GUE_WarfareBVehicleServicePoint", _target1positions, [], 0, "NONE"]; [color="#FF0000"]_target1 addeventhandler ["killed", { Target1_active = 0;publicvariable "Target1_active"; [sgt,nil,rgroupChat,"supply Dump has been destroyed"] call RE;}];[/color] _Target1 setVehicleInit "_Target1 addEventHandler [""HandleDamage"",{(_this select 4) == ""PipeBomb""}]" ;format ["%1 = this; this setVehicleVarName ""%1""",_target1]; processInitCommands; sleep .5; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // // ---------- Setup HQ ---------- // // // /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// [color="#FF0000"] Target2_active = 1; publicvariable "Target2_active";[/color] _distances = [100,200,300,400] call BIS_fnc_selectRandom; _target2positions = [getMarkerPos "E_Patrol", _distances, random 359, false, [0, 0]] call SHK_pos; _target2 = createVehicle ["BTR90_HQ_unfolded", _target2positions, [], 0, "NONE"]; [color="#FF0000"]_target2 addeventhandler ["killed", { Target2_active = 0;publicvariable "Target2_active"; [sgt,nil,rgroupChat,"HQ has been destroyed"] call RE;}];[/color] _Target2 setVehicleInit "_Target2 addEventHandler [""HandleDamage"",{(_this select 4) == ""PipeBomb""}]" ;format ["%1 = this; this setVehicleVarName ""%1""",_target2]; processInitCommands; sleep .5; and for my enemy dead one if (isServer) then { if (isnil "Enemy_Dead") then {Enemy_Dead = 0}; waituntil {!isnil "bis_fnc_init"}; [color="#FF0000"] if (isnil "Enemy_Dead") then {Enemy_Dead = 0}; Enemy_Dead = 0;publicvariable "Enemy_Dead";[/color] _dt = createTrigger ["EmptyDetector", getMarkerPos "REIN"]; _dt setTriggerArea [600, 600, 0, false]; _dt setTriggerActivation ["EAST", "NOT PRESENT", false]; [color="#FF0000"] _dt setTriggerStatements ["this","Enemy_Dead = 1; publicvariable 'Enemy_Dead';", ""];[/color] }; would you be able to adjust it for me sorry for the hassle ---------- Post added at 23:56 ---------- Previous post was at 23:55 ---------- lol that lost me ---------- Post added at 00:01 ---------- Previous post was at 23:56 ---------- sorry man just remembered you posted it earlier ill just post my new code with what you said to do for u to look over see if i stuffed up ---------- Post added at 00:04 ---------- Previous post was at 00:01 ---------- so new target 1 & 2 if (isServer) then { [color="#FF0000"]if (isnil "Target1_active") then {Target1_active = "Supply Dump";}; if (isnil "Target2_active") then {Target2_active = "HQ";}; publicvariable "Target1_active"; publicvariable "Target2_active";[/color] waituntil {!isnil "bis_fnc_init"}; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // // ---------- Setup SUPPLY dUMP ---------- // // // /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _distances = [100,200,300,400] call BIS_fnc_selectRandom; _target1positions = [getMarkerPos "E_Patrol", _distances, random 359, false, [0, 0]] call SHK_pos; _target1 = createVehicle ["GUE_WarfareBVehicleServicePoint", _target1positions, [], 0, "NONE"]; [color="#FF0000"]_target1 addeventhandler ["killed", { Target1_active = " ";publicvariable "Target1_active"; [sgt,nil,rgroupChat,"supply Dump has been destroyed"] call RE;}];[/color] _Target1 setVehicleInit "_Target1 addEventHandler [""HandleDamage"",{(_this select 4) == ""PipeBomb""}]" ;format ["%1 = this; this setVehicleVarName ""%1""",_target1]; processInitCommands; sleep .5; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // // ---------- Setup HQ ---------- // // // /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _distances = [100,200,300,400] call BIS_fnc_selectRandom; _target2positions = [getMarkerPos "E_Patrol", _distances, random 359, false, [0, 0]] call SHK_pos; _target2 = createVehicle ["BTR90_HQ_unfolded", _target2positions, [], 0, "NONE"]; [color="#FF0000"] _target2 addeventhandler ["killed", { Target2_active = " ";publicvariable "Target2_active"; [sgt,nil,rgroupChat,"HQ has been destroyed"] call RE;}];[/color] _Target2 setVehicleInit "_Target2 addEventHandler [""HandleDamage"",{(_this select 4) == ""PipeBomb""}]" ;format ["%1 = this; this setVehicleVarName ""%1""",_target2]; processInitCommands; sleep .5; }; new enemy dead if (isServer) then { [color="#FF0000"] if (isnil "Enemy_Dead") then {Enemy_Dead = "Eliminate all Russian Units";}; publicvariable "Enemy_Dead";[/color] waituntil {!isnil "bis_fnc_init"}; _dt = createTrigger ["EmptyDetector", getMarkerPos "REIN"]; _dt setTriggerArea [600, 600, 0, false]; _dt setTriggerActivation ["EAST", "NOT PRESENT", false]; [color="#FF0000"] _dt setTriggerStatements ["this","Enemy_Dead = " "; publicvariable 'Enemy_Dead';", ""];[/color] }; is that right ---------- Post added at 00:05 ---------- Previous post was at 00:04 ---------- so what do i change this to waitUntil{(Target1_active ==0) && (Target2_active ==0) && (Enemy_Dead ==1)}; ---------- Post added at 00:07 ---------- Previous post was at 00:05 ---------- to this waitUntil{(Target1_active =="Supply Dump") && (Target2_active =="HQ") && (Enemy_Dead =="Eliminate all Russian Units")}; ---------- Post added at 00:11 ---------- Previous post was at 00:07 ---------- im actually getting an error on this line _dt setTriggerStatements ["this","Enemy_Dead = " "; publicvariable 'Enemy_Dead';", ""]; -
hint formating help
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yeah i was going to use a addaction mate. -
telling the server how many times to run a script
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
this is how i done it mate if isserver then { for "_x" from 1 to (paramsArray select 3) do {[] spawn Task_Creator;}; }; the paramater in my description is number 4 params array 3 ---------- Post added at 22:51 ---------- Previous post was at 22:50 ---------- rgr m8 changing to call ;) -
telling the server how many times to run a script
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
WOW your a legend thanks mate. :yay: :yay: :yay: -
fn_spawnVehicle.sqf error line 70
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
its spitting this error out mate Error in expression <, "tank"]; _attempts = _attempts - 1; } if(count _safespawn2 == 3) then { _rando> Error position: <if(count _safespawn2 == 3) then { _rando> Error Missing ; File C:\Users\natho\Documents\ArmA 2 Other Profiles\=Mason=\missions\Operation_HOG_V_3.Takistan\missions\spawners\Task_Enemy\task_enemy.sqf, line 45 Error in expression <, "tank"]; _attempts = _attempts - 1; } if(count _safespawn2 == 3) then { _rando> Error position: <if(count _safespawn2 == 3) then { _rando> Error Missing ; File C:\Users\natho\Documents\ArmA 2 Other Profiles\=Mason=\missions\Operation_HOG_V_3.Takistan\missions\spawners\Task_Enemy\task_enemy.sqf, line 45 ---------- Post added at 19:52 ---------- Previous post was at 19:46 ---------- all good got i9t works great thanks mate your a legend. -
fn_spawnVehicle.sqf error line 70
hogmason posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
why am i getting this error Error in expression <* (cos _azi), 0]; } else { _veh = _type createVehicle _pos; }; _veh setDir _az> Error position: <createVehicle _pos; }; _veh setDir _az> Error 0 elements provided, 3 expected File ca\modules\functions\spawning\fn_spawnVehicle.sqf, line 70 Error in expression <* (cos _azi), 0]; } else { _veh = _type createVehicle _pos; }; _veh setDir _az> Error position: <createVehicle _pos; }; _veh setDir _az> Error 0 elements provided, 3 expected File ca\modules\functions\spawning\fn_spawnVehicle.sqf, line 70 i am calling spawnvehicle by for "_i" from 0 to 10 do { _grp2 = []; _spawn2 = getMarkerPos "E_Patrol"; _offset2 = [30,50,70,80,120,200,250] call BIS_fnc_selectRandom; _offset3 = random 100; _prec2 = random 100; _exp2 = "(1 - houses) * (1 - houses)"; _bestplace2 = selectBestPlaces [_spawn2,_offset2,_exp2,_prec2,1]; _spot4 = _bestplace2 select 0; _spot3 = _spot4 select 0; _safespawn2 = _spot3 findEmptyPosition [10, 75, "tank"]; _randomvehicle2 = ["T34_TK_EP1","BRDM2_ATGM_TK_EP1","LandRover_MG_TK_EP1","T72_TK_EP1","ZSU_TK_EP1"] call BIS_fnc_selectRandom; _direction2 = random 359; [color="#FF0000"]_vehicleCreated =[_safespawn2, _direction2, _randomvehicle2, EAST] call BIS_fnc_spawnvehicle;[/color] _vehiclegroup = _vehicleCreated select 2;//group [(units _vehiclegroup) select 0, "E_Patrol","spawned","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf"; }; -
exec command in a initfield via script
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Awsome thanks mate. ;) -
exec command in a initfield via script
hogmason posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i am spawning a static weapon via script and need to place a exec command in the init how is this done i tried _staticman = createGroup east; _staticdistance = [100,200,300,400] call BIS_fnc_selectRandom; _statictype = ["AGS_RU","D30_RU","KORD","Metis","RU_WarfareBMGNest_PK"] call BIS_fnc_selectRandom; _staticpos = [getMarkerPos "E_Patrol", _staticdistance, random 359, false, [0, 0]] call SHK_pos; _staticgun = createVehicle [_statictype, _staticpos, [], 0, "NONE"]; _staticgun setDir random 290; _staticgunner = _staticman createUnit ["RU_Soldier_Crew", [0,0,1], [], 0, "CAN_COLLIDE"]; _staticgunner assignAsGunner _staticgun; _staticgunner moveInGunner _staticgun; _staticgunner setCombatMode "RED"; [color="#FF0000"] _staticgunner setVehicleInit "null = [_staticgunner] execVM "missions\spawners\Task_Enemy\static_scanner.sqf";"; processInitCommands; [/color] also i have placed _staticgunner inside the [] i.e null = [_staticgunner] execVM as i need to carry that name over to the next script as _sgun = this select 1; did i do that correct -
fn_spawnVehicle.sqf error line 70
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cheers mate ill test it when i get home -
fn_spawnVehicle.sqf error line 70
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So would you know a way i can work around it -
UPSMON - Urban Patrol Script Mon
hogmason replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
so how would i add these vehicles to UPSMON so upsmon will take control of there waypoints and add drivers. _EVEHICLESdistance = [100,200,300,400] call BIS_fnc_selectRandom; _EVEHICLEStype = ["T34_TK_EP1","BRDM2_ATGM_TK_EP1","LandRover_MG_TK_EP1","T72_TK_EP1","ZSU_TK_EP1"] call BIS_fnc_selectRandom; _EVEHICLESpos = [getMarkerPos "E_Patrol", _EVEHICLESdistance, random 359, false, [0, 0]] call SHK_pos; _EVEHICLESgun = createVehicle [_EVEHICLEStype, _EVEHICLESpos, [], 0, "NONE"]; _EVEHICLESgun setDir random 290; //I TRIED THIS BUT DOESNT WORK AND E_PATROL IS A RECTANGLE MARKER OF 1000 X 1000 [(units _staticgun) select 0, "E_Patrol","spawned","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf"; -
fn_spawnVehicle.sqf error line 70
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks mate ---------- Post added at 14:46 ---------- Previous post was at 14:45 ---------- well it its wierd i mean i only get that error say 1 out 3 mission loads -
Conditional Scripting With Greater than less than
hogmason replied to ra1n0fpa1n's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
and if you are using without an addaction like in the example just change _caller = _this select 0; to _caller = player; or if you want the score for say west or east side to activate the code use _caller = scoreSide west; // or east whatever you need hope all this helps ---------- Post added at 13:01 ---------- Previous post was at 13:00 ---------- no probs mate good luck ;) -
Conditional Scripting With Greater than less than
hogmason replied to ra1n0fpa1n's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i forgot the _caller = _this select 0; place this above the _points = score _caller;