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hogmason

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Everything posted by hogmason

  1. thanks cruel BUT still nothing i done in description class Params { class DayTime { //paramsArray[0] title = "Time Of Day"; values[] = {-6, 0, 8, 13}; texts[] = {"Morning", "Clear day", "Sundown", "Night"}; default = 0; }; class Revive { // paramsArray[1] title = "Number of Revives:"; values[] = {2000,1000,20,10,7,5}; texts[] = {"No Revive","Infinite - Cadet","20 - Easy ","10 - Normal","7 - Hard","5 - Extreme"}; default = 1000; }; [b] class Rank { // paramsArray[2] title = "Use The Rank System:"; values[] = {0,1}; texts[] = {"Off","ON"}; default = 1; };[/b] }; in init if ((paramsArray select 2) == 1) then { execvm "HOG_scripts\Rank\Rank_init.sqf"; }; any 1 see any issues with what i done??
  2. G'day Mate, so i noticed in one of your other missions u use shk taskmaster well that has a great random task selector built in so every task is selected at random every time. this is done as follows in your init have nul = [] execVM "task_init.sqf"; in task_init.sqf have /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // ////////////////////////////////////// // ---------- Set Up Random Task's ---------- ////////////////////////////////////// // ////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// call compile preprocessfile "shk_taskmaster.sqf"; sleep .5; SHK_addTask = { if isserver then { if (count SHK_Tasks == 0) then { TheEnd = true; publicvariable "TheEnd"; } else { _this spawn { private "_t"; if (count _this > 0) then { _t = _this select 0; } else { _t = SHK_Tasks select (floor random count SHK_Tasks); }; SHK_Tasks = SHK_Tasks - [_t]; switch _t do { case 0: { ["Task1","taskname","task intell",true,["MissionAO",getmarkerpos "task1","flag","ColorRed"]] call SHK_Taskmaster_add; player sideChat "New Mission Updated."; }; case 1: { ["Task2","taskname","task intell",true,["MissionAO",getmarkerpos "task2","flag","ColorRed"]] call SHK_Taskmaster_add; player sideChat "New Mission Updated."; }; case 2: { ["Task3","taskname","task intell",,true,["MissionAO",getmarkerpos "task3","flag","ColorRed"]] call SHK_Taskmaster_add; player sideChat "New Mission Updated."; }; case 3: { ["Task4","taskname","task intell",true,["MissionAO",getmarkerpos "task4","flag","ColorRed"]] call SHK_Taskmaster_add; player sideChat "New Mission Updated."; }; case 4: { ["Task5","taskname","task intell",true,["MissionAO",getmarkerpos "task5","flag","ColorRed"]] call SHK_Taskmaster_add; player sideChat "New Mission Updated."; }; }; }; }; }; }; private "_selectedTask"; taskCount = 5; //or use description i.e paramsarray select 4; _selectedTask = 99; // or use description i.e paramsarray select 5; if isserver then { private ["_tmp","_t"]; _tmp = [0,1,2,3,4]; SHK_Tasks = []; for "_i" from 0 to (taskCount - 1) do { _t = _tmp select (floor random count _tmp); SHK_Tasks set [_i,_t]; _tmp = _tmp - [_t]; }; // first task if (_selectedTask < 99) then { [_selectedTask] call SHK_addTask; } else { [] call SHK_addTask; }; }; now as normal with shk just end the task with ["task1","succeeded"] call SHK_Taskmaster_upd; then add new task with [] call SHK_addTask; thats it. if you whish to add more tasks to the list just edit the following on the task_init.sqf [b]taskCount = 5; //or use description i.e paramsarray select 4;[/b] _selectedTask = 99; // or use description i.e paramsarray select 5; if isserver then { private ["_tmp","_t"]; [b] _tmp = [0,1,2,3,4];[/b] plus add more cases. hope this helps let me know if you need any more info.
  3. So just wondering if any 1 ealse has come across this issue i have made this Halo script _pole = _this select 0; _caller = _this select 1; _points = score _caller; ParaCost = { _pscore = -5; if (isServer) then { player addScore _pscore; // for hosted environment hint format ["%1 lost %2 Points for using the Paradrop system", player, _pscore]; } else { paddscore = [player, _pscore]; publicVariable "paddscore"; hint format ["%1 lost %2 Points for using the Paradrop system", player, _pscore]; }; sleep 0.01; }; if (_points > 5) then { [b]haloed = true; hintSilent "Click on the map where you'd like to HALO."; openMap [true,false]; onMapSingleClick "player setPos _pos; [player, 2000] exec 'ca\air2\halo\data\Scripts\HALO_init.sqs';haloed = false;hint 'Don''t forget to open your chute!'"; waitUntil{!haloed}; onMapSingleClick ""; openMap [false,false]; nul = [] execVM "HOG_scripts\Halo\Altimeter.sqf";[/b] [_caller,-5] call ParaCost; } else { hint "you do not have 5 Points Available to use"; }; It all works fine however every now and again you will not get the open chute option.
  4. So i am wanting to create some random dynamic air patrols i think using UPS or UPSMON i made this Airpatrol.sqf and placed a marker on the map called A_Patrol for the patrol area for "_i" from 0 to 10 do { _grp2 = []; _spawn2 = getMarkerPos "A_Patrol"; _offset2 = [1000,2000,3000,4000,5000] call BIS_fnc_selectRandom; _offset3 = random 100; _prec2 = random 100; _bestplace2 = selectBestPlaces [_spawn2,_offset2,_prec2,1]; _spot4 = _bestplace2 select 0; _spot3 = _spot4 select 0; _safespawn2 = _spot3 findEmptyPosition [10, 75, "tank"]; _randomvehicle2 = ["Su34","Mi17_rockets_RU","Ka52","Su39"] call BIS_fnc_selectRandom; _direction2 = random 359; _AirCreated =[_safespawn2, _direction2, _randomvehicle2, EAST] call BIS_fnc_spawnvehicle; _Airgroup = _AirCreated select 2;//group [(units _Airgroup) select 0, "A_Patrol","spawned","random","nowait","respawn:50","delete:",120] execVM "scripts\upsmon.sqf"; }; wich will create the patrols for me but it doesnt work does any 1 know how to create random air patrols or know why the above code isnt working.
  5. Wondering if any 1 knows how i can call a players init command with out having to place the command in every players init box.
  6. just before the closing }; Add sleep 1800; this will rearm the ammo crate every 1800 secounds. As far as your issue well just test around the weapons and ammo u are having issues with
  7. hogmason

    Billboards

    i think you want to know how to place a custom image on a billboard ingame with no addon ok easy in the editor in the init of the sign place this setObjectTexture [0,"your_path\your_pic.paa"]; now just place your paa format pic into your mission folder i.e this setObjectTexture [0,"HardcoreMisc\pics\HARDCORE_LOGO.paa"]; hope thats what you needed
  8. Yeah mate im working on a few major changes. This should be out by well hopefully the next 2 days. I will not give any spoilers away but this update will be fantastic. I will also merge it to Takistan and add a how to guide on converting the mission to another map it will be 3 easy steps.
  9. BY=Mason= --------------------- Presented by Hardcore Online Gaming www.hardcoreonlinegaming.com Mission Description Operation HOG SOCOMD Command 2 team is a large long running multiplayer co-op mission where players have the option of playing for The USA or Resistance both teams will be compeating to complete randomly chosen task's picked from the server. All Task sites are defended by smart and cunning enemy russian AI army. The task objectives range from destroy scuds to kill enemy officers. The mission can be played with 1 team i only placed the other team in as it adds that fun challenging option if any 1 whishes to use it, i find the benifits of 2 team are a players will be fighting enemy AI while always keeping alert for enemy human players. ATM there is 20 tasks that will be given to the players at random but i have designed this so in the future i can have as many as i whish my aim is over 100. Mission Features Both teams have a large base containing everything that is needed to keep the fun rolling on this mission -Dynamic Mission -Random Missions -Enemy spawned by scripts meaning we can create as many missions as we need -2 team revive -rally points -Teleport to team leaders -vehicle lift script -Cargo loading in to vehicles and choppers -Paradrop from Base Flag -All players can deploy sandbag cover walls -All players can deploy special things to do with there role -ieds -Random enemy air patrols -Random enemy at task site and around map -Player team markers on the map -Vehicle repair option -player grass and view distance settings -2 main weapons per player -Easy for players to convert to other islands. PLUS MANY MORE Mission Requirements This version is for Chernarus - Combined Ops Designer Notes This has been tested over many hours on a dedi and works well there is heaps more to be added but all thew main features are in and working. This mission was inspired by Domination but built and designed with its own feeling. Known Bugs --FIXED--Player markers - disapear after respawn - this will be fixed on next release. They now reaper but without names Mission Files http://ds5758.hostname.net.au/downloads/=HARDCORE=%20Downloads/ARMADownloads/OP_HOG_2_Team.Chernarus.rar ARMAHOLIC MIRROR http://www.armaholic.com/page.php?id=16866 Future Releases 1 team and convert to all maps. Credits and Thanks Firstly i would like to thank Xeno for inspiring me to design this mission Secondly i would like to thank all the members of this community who have helped assist me with my questions in the editing and scripting section of this excellent forum A huge thanks goes out to all the Hardcore Online Gaming Members for there constant support and testing. After all HARDCORE ROCKS!!! Scripts used BTK Cargo script Norrins Revive RUIS (Random Unit Invasion Script) Rally point and player role scripts from infiltration BY A-SUICIDAL modified for Op HOG BY =Mason= UPSMON Plus many more being updated in the mission briefing Bugs and Feedback for bug reports feel free to email me at operationhog@hotmail.com or pm me on this forum
  10. Just for future reference for people the delete script that mikie posted above works great i just had issues using it with UPSMON as UPSMON takes control of the enemy ai, a huge thanks goes out to Mikie for grabbing my code and solving the issue ;) not to mention cleaning my code up for me ;) Mikie your a legend mate.
  11. hi im using the below code to generate a task and spawn enemy using upsmon, it all works great but i cant seem to figure out how to delete the remaining enemy once the task is finished. the code ((((((( spawning enemy are in bold ))))))))) if isserver then { sleep 10; /// give time for UPSMON to start _task5=task5; _name = "MAZ_543_SCUD_TK_EP1" createVehicle getpos _task5; // create scud /////Only Destroy by satch _name setVehicleInit "_name addEventHandler [""HandleDamage"",{(_this select 4) == ""PipeBomb""}]" ;format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; processInitCommands; _mrkradar2 = createmarker ["marker_radar2",getpos _task5]; _mrkradar2 setmarkershape "ELLIPSE"; _mrkradar2 setmarkersize [190,190]; //"marker_radar2" setMarkerAlpha 0; /// unmark to not show sleep .5; ///Spawn OPFOR /// //if ((paramsarray select 19) == 1) then { [b] _upsgrp1 = [1,getpos _task5,1,["marker_radar2","spawned","random","fortify","nomove","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; sleep .2; _upsgrp1 = [1,getpos _task5,1,["marker_radar2","spawned","random","fortify","nomove","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; sleep .2; _upsgrp1 = [1,getpos _task5,1,["marker_radar2","spawned","random","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; sleep .2; _upsgrp1 = [1,getpos _task5,1,["marker_radar2","spawned","random","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; sleep .2; _upsgrp1 = [1,getpos _task5,1,["marker_radar2","spawned","random","nomove","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; sleep .2; _upsgrp1 = [1,getpos _task5,1,["marker_radar2","spawned","random","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos _radar2) select 0) + _dx, ((getmarkerpos _radar2) select 1) + _dy, 0]; _armourgrp1 = [getmarkerpos "task5", east,["ZSU_TK_EP1", "T34_TK_EP1"],[[-3,-3], [3,3]]] call BIS_fnc_spawnGroup; [(units _armourgrp1) select 0, "marker_radar2","spawned","showmarker","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf"; _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos _radar2) select 0) + _dx, ((getmarkerpos _radar2) select 1) + _dy, 0]; _armourgrp2 = [getmarkerpos "task5", east,["BRDM2_ATGM_TK_EP1", "T72_TK_EP1"],[[-3,-3], [3,3]]] call BIS_fnc_spawnGroup; [(units _armourgrp2) select 0, "marker_radar2","spawned","showmarker","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf"; _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos _radar2) select 0) + _dx, ((getmarkerpos _radar2) select 1) + _dy, 0]; _armourgrp3 = [getmarkerpos "task5", east,["BRDM2_ATGM_TK_EP1", "T72_TK_EP1"],[[-3,-3], [3,3]]] call BIS_fnc_spawnGroup; [(units _armourgrp3) select 0, "marker_radar2","spawned","showmarker","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf"; _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos _radar2) select 0) + _dx, ((getmarkerpos _radar2) select 1) + _dy, 0]; _armourgrp4 = [getmarkerpos "task3", east,["T34_TK_EP1", "ZSU_TK_EP1"],[[-3,-3], [3,3]]] call BIS_fnc_spawnGroup; [(units _armourgrp4) select 0, "marker_radar2","spawned","showmarker","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf"; _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos _radar2) select 0) + _dx, ((getmarkerpos _radar2) select 1) + _dy, 0]; _armourgrp5 = [getmarkerpos "task3", east,["BRDM2_ATGM_TK_EP1", "T34_TK_EP1"],[[-3,-3], [3,3]]] call BIS_fnc_spawnGroup; [(units _armourgrp5) select 0, "marker_radar2","spawned","showmarker","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf";[/b] //}; ///////this now waits scud is dead///// waitUntil{!alive _name }; ["task5","succeeded"] call SHK_Taskmaster_upd; [] call SHK_addTask; /////////////////CLEAN UP///////////////////// deletemarker "marker_radar2"; }; as i have over 60 tasks after a while the remaining enemy from the old tasks start to lag the server as you would imagine. cheers in advance
  12. i use this script [b] _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos "taskarea") select 0) + _dx, ((getmarkerpos "taskarea") select 1) + _dy, 0];[/b] _armourgrp1 = [getmarkerpos "taskarea", east,["T72_TK_EP1", "BRDM2_ATGM_TK_EP1"],[[-3,-3], [3,3]]] call BIS_fnc_spawnGroup; [(units _armourgrp1) select 0, "taskarea","spawned","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf"; to create manned armor all works fine but they all spawn on top of each other cuasing major destruction and tanks flying in the air lol my question is how can i get them to spawn in say a diamater of 190 from the center of the taskarea marker. taskarea marker is created by _Taskarea = createmarker ["taskarea",getpos _task1]; _Taskarea setmarkershape "ELLIPSE"; _Taskarea setmarkersize [190,190]; //"taskarea" setMarkerAlpha 0; /// unmark to not show the whole script just in case it helps /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////// //////////////////////////////////// /////////////////////// Scud Mission Script For Operation HOG SOCOMD Command ///////////////////////////////////// ////////////////////// ////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if isserver then { sleep 10; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // // ---------- Setup target ---------- // // // /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _task1=task1; _name = "MAZ_543_SCUD_TK_EP1" createVehicle getpos _task1; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // // ---------- Only Allow Satchel To Destroy Target ---------- // // // /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _name setVehicleInit "_name addEventHandler [""HandleDamage"",{(_this select 4) == ""PipeBomb""}]" ;format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; processInitCommands; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // // ---------- Setup Markers ---------- // // // /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _Taskarea = createmarker ["taskarea",getpos _task1]; _Taskarea setmarkershape "ELLIPSE"; _Taskarea setmarkersize [190,190]; //"taskarea" setMarkerAlpha 0; /// unmark to not show sleep .5; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // // ---------- Spawn Enemy ---------- // // // /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //if ((paramsarray select 19) == 1) then { _upsgrp1 = [1,getmarkerpos "taskarea",1,["taskarea","spawned","random","fortify","nomove","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; sleep .2; _upsgrp1 = [1,getmarkerpos "taskarea",1,["taskarea","spawned","random","fortify","nomove","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; sleep .2; _upsgrp1 = [1,getmarkerpos "taskarea",1,["taskarea","spawned","random","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; sleep .2; _upsgrp1 = [1,getmarkerpos "taskarea",1,["taskarea","spawned","random","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; sleep .2; _upsgrp1 = [1,getmarkerpos "taskarea",1,["taskarea","spawned","random","fortify","nomove","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; sleep .2; _upsgrp1 = [1,getmarkerpos "taskarea",1,["taskarea","spawned","random","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos "taskarea") select 0) + _dx, ((getmarkerpos "taskarea") select 1) + _dy, 0]; _armourgrp1 = [getmarkerpos "taskarea", east,["T72_TK_EP1", "BRDM2_ATGM_TK_EP1"],[[-3,-3], [3,3]]] call BIS_fnc_spawnGroup; [(units _armourgrp1) select 0, "taskarea","spawned","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf"; _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos "taskarea") select 0) + _dx, ((getmarkerpos "taskarea") select 1) + _dy, 0]; _armourgrp2 = [getmarkerpos "taskarea", east,["T34_TK_EP1", "BRDM2_ATGM_TK_EP1"],[[-3,-3], [3,3]]] call BIS_fnc_spawnGroup; [(units _armourgrp2) select 0, "taskarea","spawned","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf"; _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos "taskarea") select 0) + _dx, ((getmarkerpos "taskarea") select 1) + _dy, 0]; _armourgrp3 = [getmarkerpos "taskarea", east,["T72_TK_EP1", "LandRover_MG_TK_EP1"],[[-3,-3], [3,3]]] call BIS_fnc_spawnGroup; [(units _armourgrp3) select 0, "taskarea","spawned","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf"; _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos "taskarea") select 0) + _dx, ((getmarkerpos "taskarea") select 1) + _dy, 0]; _armourgrp4 = [getmarkerpos "taskarea", east,["T34_TK_EP1", "BRDM2_ATGM_TK_EP1"],[[-3,-3], [3,3]]] call BIS_fnc_spawnGroup; [(units _armourgrp4) select 0, "taskarea","spawned","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf"; _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos "taskarea") select 0) + _dx, ((getmarkerpos "taskarea") select 1) + _dy, 0]; _armourgrp5 = [getmarkerpos "taskarea", east,["T72_TK_EP1", "LandRover_MG_TK_EP1"],[[-3,-3], [3,3]]] call BIS_fnc_spawnGroup; [(units _armourgrp5) select 0, "taskarea","spawned","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf"; //}; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // // ---------- Wait for Target To Be Destroyed ---------- // // // /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// waitUntil{!alive _name }; ["task1","succeeded"] call SHK_Taskmaster_upd; [] call SHK_addTask; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // // ---------- Clean Up ---------- // // // /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// deletemarker "taskarea"; };
  13. thanks pelham, that code was given to me so im just working it out ;), dont spouse you would fill me in on what the bold part below means im asuming the 190,190 are the distances from the taskarea marker. what are the -3 _armourgrp1 = [getmarkerpos "taskarea", east,["T72_TK_EP1", "BRDM2_ATGM_TK_EP1"],[[-3,-3], [190,190]]] call BIS_fnc_spawnGroup;
  14. thanks mate ill gather it for you now ---------- Post added at 21:43 ---------- Previous post was at 21:33 ---------- here you go mikie download the script its clean with nothing ealse in it with a txt file inside for you to read http://ds5758.hostname.net.au/downloads/=HARDCORE=%20Downloads/ARMADownloads/masons%20editing/mikie_task_test.Chernarus.rar thanks heaps mate ---------- Post added at 21:46 ---------- Previous post was at 21:43 ---------- thats no addons just combined ops ---------- Post added at 21:47 ---------- Previous post was at 21:46 ---------- for testing reasons i have 1 guys on the map when it loads just kill him after everything spawns to test your delete script
  15. Just for future reference for people the delete script that mikie posted above works great i just had issues using it with UPSMON as UPSMON takes control of the enemy ai, a huge thanks goes out to Mikie for grabbing my code and solving the issue not to mention cleaning my code up for me Mikie your a legend mate.
  16. JacobJ mate did you get your rank system working if so i am looking to achieve that at the moment my self i dont suppose you would share your one would you.
  17. guys ive played with this for a full day and give up but first i wonder if any 1 ealse knows why this is not spawning static weapons that are manned, i tried [getmarkerpos "marker_radar2", east,["Igla_AA_pod_East ", "D30_RU"],[[-3,-3], [3,3]]] call bis_fnc_spawnvehicle; using it by _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos marker_radar2) select 0) + _dx, ((getmarkerpos marker_radar2) select 1) + _dy, 0]; [b]_staticgrp1 = [getmarkerpos "marker_radar2", east,["Igla_AA_pod_East ", "D30_RU"],[[-3,-3], [3,3]]] call bis_fnc_spawnvehicle;[/b] [(units _armourgrp2) select 0, "marker_radar2","spawned","showmarker","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf"; the full script looks like this if isserver then { sleep 10; /// give time for UPSMON to start _task6=task6; _name = "GuerillaCacheBox" createVehicle getpos _task6; // create Radar /////Only Destroy by satch _name setVehicleInit "_name addEventHandler [""HandleDamage"",{(_this select 4) == ""PipeBomb""}]" ;format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; processInitCommands; _mrkradar2 = createmarker ["marker_radar2",getpos _task6]; _mrkradar2 setmarkershape "ELLIPSE"; _mrkradar2 setmarkersize [190,190]; //"marker_radar2" setMarkerAlpha 0; /// unmark to not show sleep .5; ///Spawn OPFOR /// _upsgrp1 = [1,getpos task6,1,["marker_radar2","spawned","random","nomove","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; sleep .2; [b] _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos marker_radar2) select 0) + _dx, ((getmarkerpos marker_radar2) select 1) + _dy, 0]; [b]_staticgrp1 = [getmarkerpos "marker_radar2", east,["Igla_AA_pod_East ", "D30_RU"],[[-3,-3], [3,3]]] call bis_fnc_spawnvehicle;[/b] [(units _armourgrp2) select 0, "marker_radar2","spawned","showmarker","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf";[/b] ///////this now waits until he is dead and also no AI are in area///// waitUntil{!alive Insurgent_funder}; ["task6","succeeded"] call SHK_Taskmaster_upd; [] call SHK_addTask; /////////////////CLEAN UP///////////////////// [] execVM "delete_enemy.sqf"; }; hope someone can help
  18. hogmason

    Point system

    so where do i place this code, scorekeeper = { if (side _this == west) then {westpoints = + 25;public variable "westpoints"; eastpoints = - 25; Public Variable "eastpoints";} else {do the reverse!}; }; i tired creating a scorekeeper.sqf file but that dont work i tried placing it in the script it self that diddnt work so what i done is if isserver then { sleep 10; /// give time for UPSMON to start _task6=task6; _name = "TK_INS_Warlord_EP1" createVehicle getpos _task6; // create Radar /////Only Destroy by satch [b]_name setVehicleInit "_unit addMPEventHandler ["MPKilled",{(_this select 1) spawn Scorekeeper;}];[/b] processInitCommands; _mrkradar2 = createmarker ["marker_radar2",getpos _task6]; _mrkradar2 setmarkershape "ELLIPSE"; _mrkradar2 setmarkersize [190,190]; //"marker_radar2" setMarkerAlpha 0; /// unmark to not show sleep .5; ///Spawn OPFOR /// _upsgrp1 = [1,getpos task6,1,["marker_radar2","spawned","random","nomove","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; sleep .2; _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos marker_radar2) select 0) + _dx, ((getmarkerpos marker_radar2) select 1) + _dy, 0]; _armourgrp2 = [getmarkerpos "marker_radar2", east,["T34_TK_EP1", "T34_TK_EP1"],[[-3,-3], [3,3]]] call BIS_fnc_spawnGroup; [(units _armourgrp2) select 0, "marker_radar2","spawned","showmarker","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf"; sleep .2; _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos marker_radar2) select 0) + _dx, ((getmarkerpos marker_radar2) select 1) + _dy, 0]; _staticgrp1 = [getmarkerpos "marker_radar2", east,["Igla_AA_pod_East ", "D30_RU"],[[-3,-3], [3,3]]] call bis_fnc_spawnvehicle; [(units _armourgrp2) select 0, "marker_radar2","spawned","showmarker","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf"; ///////this now waits until he is dead and also no AI are in area///// waitUntil{!alive Insurgent_funder}; ["task6","succeeded"] call SHK_Taskmaster_upd; [] call SHK_addTask; [b]/////////////////ADD SCORE///////////////////// scorekeeper = { if (side _this == west) then {westpoints = westpoints + 25;public variable "westpoints"; eastpoints = - 25; Public Variable "eastpoints";} else {do the reverse!}; };[/b] /////////////////CLEAN UP///////////////////// [] execVM "delete_enemy.sqf"; }; ANY IDEAS
  19. Ok so ive done a search and the only thing that comes close to this is for Arma 1, So i have a TvT mission ive been making and would love to place a point system in it. So the team that gets the objective gets a set amount of points and maybe if possible the other team loses a set amount of points. And before i go on ill just throw this out there NO this is not like Domination YES it is inspired by Domination this is a completly different set up and game style, but ill go into that later in a release post. the way i execute a task i use SHK taskmaster 2 to call the task and a script to create the task. in the init.sqf case 0: { ["Task1","Enemy Computer Evidence","SOCOMD has intell on the location of a Army Officer's Computer SOCOMD believe this Computer will contain vital information on The Rusian Armies war plans. Our job is to recover this Computer.",true,["MissionAO",getmarkerpos "task1","flag","ColorRed"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task1.sqf"; player sideChat "SOCOMD has intell on the location of a Rusian Army Officer's Computer SOCOMD believe this Computer will contain vital information on The Rusian Armies war plans. Our job is to recover this Computer" }; Now the Task.sqf if isserver then { sleep 10; /// give time for UPSMON to start///// _task1=task1; _name = "GuerillaCacheBox" createVehicle getpos _task1; // create Object on task marker /////Only Destroy by satch _name setVehicleInit "_name addEventHandler [""HandleDamage"",{(_this select 4) == ""PipeBomb""}]" ;format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; processInitCommands; /////Create Objective Marker for enemy to patrol///// _mrkradar2 = createmarker ["marker_radar2",getpos _task1]; _mrkradar2 setmarkershape "ELLIPSE"; _mrkradar2 setmarkersize [190,190]; //"marker_radar2" setMarkerAlpha 0; /// unmark to not show sleep .5; ///Spawn Enemy /// //if ((paramsarray select 19) == 1) then { _upsgrp1 = [1,getpos _task1,1,["marker_radar2","spawned","random","fortify","nomove","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; sleep .2; _upsgrp1 = [1,getpos _task1,1,["marker_radar2","spawned","random","fortify","nomove","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; sleep .2; _upsgrp1 = [1,getpos _task1,1,["marker_radar2","spawned","random","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; sleep .2; _upsgrp1 = [1,getpos _task1,1,["marker_radar2","spawned","random","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; sleep .2; _upsgrp1 = [1,getpos _task1,1,["marker_radar2","spawned","random","respawn:3","fortify","nomove","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; sleep .2; _upsgrp1 = [1,getpos _task1,1,["marker_radar2","spawned","random","respawn:3","delete:",120]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos _radar2) select 0) + _dx, ((getmarkerpos _radar2) select 1) + _dy, 0]; _armourgrp1 = [getmarkerpos "task1", east,["T72_TK_EP1", "BRDM2_ATGM_TK_EP1"],[[-3,-3], [3,3]]] call BIS_fnc_spawnGroup; [(units _armourgrp1) select 0, "marker_radar2","spawned","showmarker","nofollow","random","respawn:3","nowait","delete:",120] execVM "scripts\upsmon.sqf"; _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos _radar2) select 0) + _dx, ((getmarkerpos _radar2) select 1) + _dy, 0]; _armourgrp2 = [getmarkerpos "task1", east,["T34_TK_EP1", "BRDM2_ATGM_TK_EP1"],[[-3,-3], [3,3]]] call BIS_fnc_spawnGroup; [(units _armourgrp2) select 0, "marker_radar2","spawned","showmarker","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf"; _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos _radar2) select 0) + _dx, ((getmarkerpos _radar2) select 1) + _dy, 0]; _armourgrp2 = [getmarkerpos "task1", east,["T72_TK_EP1", "LandRover_MG_TK_EP1"],[[-3,-3], [3,3]]] call BIS_fnc_spawnGroup; [(units _armourgrp2) select 0, "marker_radar2","spawned","showmarker","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf"; _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos _radar2) select 0) + _dx, ((getmarkerpos _radar2) select 1) + _dy, 0]; _armourgrp2 = [getmarkerpos "task1", east,["T34_TK_EP1", "BRDM2_ATGM_TK_EP1"],[[-3,-3], [3,3]]] call BIS_fnc_spawnGroup; [(units _armourgrp2) select 0, "marker_radar2","spawned","showmarker","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf"; _dis = 180; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos _radar2) select 0) + _dx, ((getmarkerpos _radar2) select 1) + _dy, 0]; _armourgrp2 = [getmarkerpos "task1", east,["T72_TK_EP1", "LandRover_MG_TK_EP1"],[[-3,-3], [3,3]]] call BIS_fnc_spawnGroup; [(units _armourgrp2) select 0, "marker_radar2","spawned","showmarker","nofollow","random","nowait","delete:",120] execVM "scripts\upsmon.sqf"; //}; ///////Wait for objective to be dead then finish task///// waitUntil{!alive evi1 }; ["task1","succeeded"] call SHK_Taskmaster_upd; [] call SHK_addTask; /////////////////CLEAN UP///////////////////// deletemarker "marker_radar2"; }; So would any 1 know how i can achieve this. Thanks in advance.
  20. great stuff mate let me know how it goes, ---------- Post added at 08:08 ---------- Previous post was at 08:04 ---------- Releasing new version tomorrow with a few major bug fixes
  21. that works great mikie but it does not get rid of the armor only men ---------- Post added at 21:55 ---------- Previous post was at 21:53 ---------- 1 question about it so i understand the script is the 20 _list = ((getmarkerpos "marker_radar2") nearEntities [["Man"],20]); the radius or does it go on the markers radius i link it to
  22. cheer mate, im just trying to execute it at the end of my task script im using [] execVM "delete_enemy.sqf"; is that right
  23. can i just create a trigger by script to kill all east i.e _triggerkill = createTrigger["EmptyDetector",[getmarkerPos _pos select 0,getmarkerPos _pos select 1,0]]; _triggerkill setTriggerArea [600,600,0,false]; _triggerkill setTriggerActivation ["EAST",true]; _triggerkill setTriggerTimeout [1,1,1,true]; _triggerkill setTriggerStatements ["this", "{_x setDammage 1} foreach thisList;hint 'Detected",""]; and place it at the end of the code. ---------- Post added at 19:12 ---------- Previous post was at 19:11 ---------- i tried what i typed in the trigger but it doesnt work can you just check the {_x setDammage 1} foreach thisList; part have i typed that correct
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