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hogmason

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Everything posted by hogmason

  1. well i impress my self amazing thanks guys i got it.
  2. hogmason

    Paradrop timer

    thanks twirly that works but a strange thing is happening ill test the mission and i get the altimeter then ill quite then go to test again and it works then quit then try test again and then no altimeter the only way to get it back seems to be to copy and past the altimeter script in again. Pretty strange hey. it wouldnt be were i am placing the nul = [] execVM "HOG_scripts\Altimeter.sqf"; line in the paradrop script would it.
  3. hogmason

    Paradrop timer

    twirly got a question for you mate ive added a Altimeter script so you know how high you are but i just cant seem to get it to execute i tried Para.sqf if (not Halo_Active) then { Haloed = false; Halo_Active = true; Halo_Wait = 60; hintSilent "Click on the map where you'd like to HALO."; openMap [true,false]; onMapSingleClick "player setPos _pos; [player, 1000] exec 'ca\air2\halo\data\Scripts\HALO_init.sqs';Haloed = true;hint 'Don''t forget to open your chute!'"; waitUntil {Haloed}; onMapSingleClick ""; openMap [false,false]; nul = [] execVM "HOG scripts\Altimeter.sqf"; //[color="#FF0000"]this is what i added to execute it. doesnt fire thought[/color] while {Halo_Wait > 0} do { Halo_Wait = Halo_Wait - 1; sleep 1; }; Halo_Active = false; } else { hint format ["You will have to wait %1 seconds for it to be available!!",Halo_Wait]; }; Altimeter.sqf while {((getposATL player)select 2) > 1} do { hintsilent format ["Altimeter: %1", round (getPosATL player select 2)]; }; if (((getposATL player)select 2) < 1) then { hintsilent ""; }; Dont supose you know the solution mate.
  4. hogmason

    Point system

    Mikie Boy So if i understand correctly i place _unit addMPEventHandler ["MPKilled",{(_this select 1) spawn Scorekeeper;}]; in either the players init or the objects init then i reate a script called MPKilled and add scorekeeper = { if (side _this == west) then {westpoints = + 25;public variable "westpoints"; eastpoints = - 25; Public Variable "eastpoints";} else {do the reverse!}; }; is that correct.
  5. hogmason

    Taskmaster 2

    awsome thanks mate again your a legend ill try this tonight ;)
  6. hogmason

    Point system

    cheers mate ill have a look ---------- Post added at 21:47 ---------- Previous post was at 21:40 ---------- Yeah its just blowing up 1 object per task
  7. hogmason

    Taskmaster 2

    awsome cheers mate. 1 more thing is there a way i can execute the task's in a differnet init.sqf as my init is getting pretty danm long, see i am going to have over 100 tasks and it would be neater in its own init file this is what i need to move in my init to start the tasks ///////////////////////////////Set Up RANDOM tasks//////////////////////////// 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","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" // // }; case 1: { ["Task2","Kill WarLord","SOCOMD has reports of a terrorist warlord leader visiting the village Kabanino our job is to locate this warlord and kill him.",true,["MissionAO",getmarkerpos "task2","flag","ColorRed"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task2.sqf"; player sideChat "SOCOMD has reports of a terrorist warlord leader visiting the village Kabanino our job is to locate this warlord and kill him" }; case 2: { ["Task3","Pilot Mayday","SOCOMD has just recieved a mayday from an A-10 Pilot who was shot down while on a CAS over Pulkovo SOCOMD located him by SAT View and watched him be captured and taken to Pulkovo simple orders boys find him and return him to HQ.",true,["MissionAO",getmarkerpos "task3","flag","ColorRed"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task3.sqf"; player sideChat "SOCOMD has just recieved a mayday from an A-10 Pilot who was shot down while on a CAS over Pulkovo SOCOMD located him by SAT View and watched him be captured and taken to Pulkovo simple orders boys find him and return him to HQ" }; // case 3: { // ["Task4","Convoy Attacked","Our resuply convoy was just ambushed while passing through the Falar Pass, The convoys Officer has made a distress signal confirming he is the only surviver and only 1 supply truck is still in tact, so our job is to recover the truck to base and rescue the Officer to the HQ.",true,["MissionAO",getmarkerpos "task4","flag","ColorRed"]] call SHK_Taskmaster_add; // nul = [] execVM "missions\task4.sqf"; // player sideChat "Our resuply convoy was just ambushed while passing through the Falar Pass, The convoys Officer has made a distress signal confirming he is the only surviver and only 1 supply truck is still in tact, so our job is to recover the truck to base and rescue the Officer to the HQ" // // }; case 4: { ["Task5","Scud Attack","SOCOMD have found an enemy scud hiding in The old Rog Castle, we are to destroy the scud before the enemy luanch it.",true,["MissionAO",getmarkerpos "task5","flag","ColorRed"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task5.sqf"; player sideChat "SOCOMD have found an enemy scud hiding in The old Rog Castle, we are to destroy the scud before the enemy luanch it" }; case 5: { ["Task6","Insurgent Financer","SOCOMD have intell that a insurgent financer is living in Elektrozavodsk find him kill him and deny the insurgents thier funds for ied's.",true,["MissionAO",getmarkerpos "task6","flag","ColorRed"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task6.sqf"; player sideChat "SOCOMD have intell that a insurgent Financer is living in Elektrozavodsk find him kill him and deny the insurgents thier funds for ied's" }; case 6: { ["Task7","Kill WarLord","SOCOMD have located an Insurgent WarLrod in Rogovo he will be hiding in a building find him kill him.",true,["MissionAO",getmarkerpos "task7","flag","ColorRed"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task7.sqf"; player sideChat "SOCOMD have located an Insurgent WarLrod in Rogovo he will be hiding in a building find him kill him" }; // case 7: { // ["Task8","Recover Suitcase","A us Recon Sniper claims to have shot a Taki Officer South of Rasman, the officer droped a Suitcase and a local picked it up and hiden it in his backyard, search all yards and find the Suitcase.",true,["MissionAO",getmarkerpos "task8","flag","ColorRed"]] call SHK_Taskmaster_add; // nul = [] execVM "missions\task8.sqf"; // player sideChat "A us Recon Sniper claims to have shot a Taki Officer South of Rasman, the officer droped a Suitcase and a local picked it up and hiden it in his backyard, search all yards and find the Suitcase" // // }; // case 8: { // ["Task9","Escort Press","General Harris has given permission for a reporter to spend a week with us, So we need to escort him and his SUV back to the HQ, He will be waiting inside a building at Timurkalay.",true,["MissionAO",getmarkerpos "task9","flag","ColorRed"]] call SHK_Taskmaster_add; // nul = [] execVM "missions\task9.sqf"; // player sideChat "General Harris has given permission for a reporter to spend a week with us, So we need to escort him and his SUV back to the HQ, He will be waiting inside a building at Timurkalay" // // }; case 9: { ["Task10","Artillery Radar","SOCOMD have assigned us to destroy a Rusian Artillery radar located at Zelenogorsk, If we can destroy this target we will limit the enemy's ability to call effective artillery strikes against UN forces.",true,["MissionAO",getmarkerpos "task10","flag","ColorRed"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task10.sqf"; player sideChat "SOCOMD have assigned us to destroy a Rusian Artillery radar located at Zelenogorsk, If we can destroy this target we will limit the enemy's ability to call effective artillery strikes against UN forces" }; case 10: { ["Task11","Air Radar","SOCOMD have assigned us to destroy a Rusian Air radar located at Myshikino, If we can destroy this target we will limit the enemy's ability to call effective air strikes against UN forces.",true,["MissionAO",getmarkerpos "task11","flag","ColorRed"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task11.sqf"; player sideChat "SOCOMD have assigned us to destroy a Rusian Air radar located at Myshikino, If we can destroy this target we will limit the enemy's ability to call effective air strikes against UN forces" }; case 11: { ["Task12","Artillery Radar","SOCOMD have assigned us to destroy a Rusian Artillery radar located at the Devils Castle, If we can destroy this target we will limit the enemy's ability to call effective artillery strikes against UN forces.",true,["MissionAO",getmarkerpos "task12","flag","ColorRed"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task12.sqf"; player sideChat "SOCOMD have assigned us to destroy a Rusian Artillery radar located at the Devils Castle, If we can destroy this target we will limit the enemy's ability to call effective artillery strikes against UN forces" }; case 12: { ["Task13","Air Radar","SOCOMD have assigned us to destroy a Rusian Air radar located at Pulkovo, If we can destroy this target we will limit the enemy's ability to call effective air strikes against UN forces.",true,["MissionAO",getmarkerpos "task13","flag","ColorRed"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task13.sqf"; player sideChat "SOCOMD have assigned us to destroy a Rusian Air radar located at Pulkovo, If we can destroy this target we will limit the enemy's ability to call effective air strikes against UN forces" }; case 13: { ["Task14","Artillery Radar","SOCOMD have assigned us to destroy a Rusian Artillery radar located at Staroye, If we can destroy this target we will limit the enemy's ability to call effective artillery strikes against UN forces.",true,["MissionAO",getmarkerpos "task14","flag","ColorRed"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task14.sqf"; player sideChat "SOCOMD have assigned us to destroy a Rusian Artillery radar located at Staroye, If we can destroy this target we will limit the enemy's ability to call effective artillery strikes against UN forces" }; case 14: { ["Task15","Scud Attack","SOCOMD have found an broken enemy scud hiding on Mt Klen, we are to destroy the scud before the enemy repair it.",true,["MissionAO",getmarkerpos "task15","flag","ColorRed"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task15.sqf"; player sideChat "SOCOMD have found an broken enemy scud hiding on Mt Klen, we are to destroy the scud before the enemy repair it" }; case 15: { ["Task16","Scud Attack","SOCOMD have found an broken enemy scud hiding at Solnichy, we are to destroy the scud before the enemy repair it.",true,["MissionAO",getmarkerpos "task16","flag","ColorRed"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task16.sqf"; player sideChat "SOCOMD have found an broken enemy scud hiding at Solnichy, we are to destroy the scud before the enemy repair it" }; case 16: { ["Task17","Scud Attack","SOCOMD have found an broken enemy scud hiding at Pobeda Dam, we are to destroy the scud before the enemy repair it.",true,["MissionAO",getmarkerpos "task17","flag","ColorRed"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task17.sqf"; player sideChat "SOCOMD have found an broken enemy scud hiding at Pobeda Dam, we are to destroy the scud before the enemy repair it" }; case 17: { ["Task18","Scud Attack","SOCOMD have found an broken enemy scud hiding at Gorka, we are to destroy the scud before the enemy repair it.",true,["MissionAO",getmarkerpos "task18","flag","ColorRed"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task18.sqf"; player sideChat "SOCOMD have found an broken enemy scud hiding at Gorka, we are to destroy the scud before the enemy repair it" }; case 18: { ["Task19","Scud Attack","SOCOMD have found an broken enemy scud hiding at Black Lake, we are to destroy the scud before the enemy repair it.",true,["MissionAO",getmarkerpos "task19","flag","ColorRed"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task19.sqf"; player sideChat "SOCOMD have found an broken enemy scud hiding at Black Lake, we are to destroy the scud before the enemy repair it" }; case 19: { ["Task20","Artillery Radar","SOCOMD have assigned us to destroy a Rusian Artillery radar located on Skalisty Island, If we can destroy this target we will limit the enemy's ability to call effective artillery strikes against UN forces.",true,["MissionAO",getmarkerpos "task20","flag","ColorRed"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task20.sqf"; player sideChat "SOCOMD have assigned us to destroy a Rusian Artillery radar located Skalisty Island, If we can destroy this target we will limit the enemy's ability to call effective artillery strikes against UN forces" }; }; }; }; }; }; private "_selectedTask"; taskCount = 15; //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 = [1,2,4,5,6,9,10,11,12,13,14,15,16,17,18,19,20]; 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; }; }; i tried missions_init.sqf calling by placing this in my init.sqf #include "missions_init.sqf" but it did not work
  8. hogmason

    Paradrop timer

    Sweet man that works perefctly. Dont spouse you have a solution to my last issue found at http://forums.bistudio.com/showthread.php?134429-Point-system ;)
  9. hogmason

    Paradrop timer

    man your an absalute legend thanks mate if you lived near id shout you a carton ;)
  10. hogmason

    Paradrop timer

    thanks twirly but nothing is happening with that one. ---------- Post added at 17:03 ---------- Previous post was at 16:53 ---------- Ok so this works but the timer comes up saying wait for blah blah with a count down timer but you can still click on the map and halo drop. in flag this addAction["HALO","flagpoleHALO.sqs"]; flagpoleHALO.sqs if (halo_active == false) then { _first = _this select 0 _text = "To Lazy to walk!!! well single left click on the map to mark drop position and hold on for a =HARDCORE= paraDrop..." ?(format["%1",_first] == "Again"): TitleText [_text,"Plain"] ;forceMap true #Marker_1 onMapSingleClick "_StartLocation = player setPos _pos;[_StartLocation] exec ""Halo1.sqs"";onMapSingleClick """""; execVM "halotimer.sqf"; } else { hint " you will have to wait for it to be available."; }; Halo1.sqs [Player,1700]exec "ca\air2\halo\data\Scripts\HALO_init.sqs" exitWith halotimer.sqf halo_active = true; _timer = 360; while {_timer != 0} do { _text = hintSilent format["Halo unavailable - Wait %1 seconds",_timer]; _timer = _timer - 1; sleep 1; }; hint "Halo available"; halo_active = false; Any ideas would it be the fact that the halo timer is sqf and the flagpoleHALO is sqf
  11. hogmason

    Paradrop timer

    Mikie boy, i played with that all day mate and googled global variables but i just can not get it to work this is what i done. flagpoleHALO.sqf if (halo_active == false) then { haloed = true; hintSilent "Click on the map where you'd like to HALO."; onMapSingleClick "player setPos _pos; [player, 2000] exec 'ca\air2\halo\data\Scripts\HALO_init.sqs';haloed = false;hint 'Close the map and don''t forget to open your chute!'"; waitUntil{!haloed}; onMapSingleClick ""; execVM "halotimer.sqf"; }; else { hint " you will have to wait for it to be available."; }; "halotimer.sqf halo_active = true; _timer = 360; while {_timer != 0} do { _text = hintSilent format["Halo unavailable - Wait %1 seconds",_timer]; _timer = _timer - 1; sleep 1; }; hint "Halo available"; just can not get it :(
  12. hogmason

    Paradrop timer

    awsome thanks mate really appreciate that. ---------- Post added at 10:50 ---------- Previous post was at 10:35 ---------- awsome thanks mate really appreciate that.
  13. sadly out of my league. cheers guys.
  14. when it crashes do you get the error RscTitles already in use or something if so inside the r3f folders you will find a file that has RscTitles in it delet the info inside that file then add it to your descrition RscTitles also delet the path to that file. ill have a look later and type the exact instructions.
  15. DAYZ will be lucky to last 2 months with the amount of players it has, its a fad that is crap. Arma series is and always will be mil sim. If anything we should maybe thank DAYZ as in the end it might clear our servers from the non serious mil sim gamer as they will most likely stay on the Dayz servers and let the rest of us serious Arma gamers get on with what we love the most. Xeno dont give up mate your work has been one of the best for the arma series, i mean bis them selves couldnt even bring out such a great multi player mode. At the end of the day Xeno you will always know that your Domi molded the way of Arma multiplayer missions. Any way just had to get that of my chest p.s Dayz SUCKS On Arma
  16. hogmason

    Taskmaster 2

    How do i add different tasks per side i.e i have a tvt mission where west have to destroy a scud and east have to help the ai defend the scud. i call it by case 19: { ["Task20","Artillery Radar","SOCOMD have assigned us to destroy a Rusian Artillery radar located on Skalisty Island, If we can destroy this target we will limit the enemy's ability to call effective artillery strikes against UN forces.",true,["MissionAO",getmarkerpos "task20","flag","ColorRed"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task20.sqf"; player sideChat "SOCOMD have assigned us to destroy a Rusian Artillery radar located Skalisty Island, If we can destroy this target we will limit the enemy's ability to call effective artillery strikes against UN forces" }; now that gives the task to all teams but i whish for it to give a different description to eachteam == west to destroy the scud == east to defend.
  17. Gday all, just wondering if any 1 knows how i can reset ammo count on a static weapon every 5 mins i.e i have a m119 artillry gun at base and wish to have the ammo reset to full amount every 5 mins so a player can use it then run out of ammo but in 5 mins time it will have ammo again. any help will be great cheers =Mason=
  18. i am wondering if any 1 can help, I have found this script floating around google Marker.sqf _temp = _this select 0; _varname = vehicleVarName _temp; _unit = objnull; createMarkerLocal [_varname, [0,0]]; _varname setMarkerShape "ICON"; _varname setMarkerColor "ColorBlack"; _varname setMarkerSize [1,1]; _varname setMarkerType "mil_dot"; while {true} do { waitUntil { call compile format ["_unit = %1",_varname]; alive _unit; }; while {alive _unit} do { if (side _unit == west) then { _varname setMarkerColor "ColorGreen"; }; if (side _unit == east) then { _varname setMarkerColor "ColorRed"; }; _varname setMarkerDir getDir _unit; _varname setMarkerPos getPos _unit; sleep 0.5; }; _varname setMarkerColor "ColorBlack"; sleep 5; }; it is called by placing the following in the players unit init. nul=[this] execVM "HOG scripts\marker.sqf"; It works fine to show a player marker on the map BUT i am wondering how would i also get the players name to show next to the marker. like in domination and
  19. hogmason

    reset ammo

    awsome thanks mate really appreciated trying this now on a morter ---------- Post added at 19:50 ---------- Previous post was at 19:20 ---------- Works perfect thank you ;) ---------- Post added at 19:59 ---------- Previous post was at 19:50 ---------- Pelham just while ive got you here would you now the solution to this mate. i have this script to place a marker on the map with players name it works fine but when a player leaves the server its marker stays in the last poition of the player on the map so after a while we have heaps of markers on the map script marker.sqf waituntil {(alive player)}; _unit = player; _nameP = name _unit; _markerobjp = createMarker [_namep,[0,0]]; _markerobjp setMarkerShape "ICON"; _markerobjp setMarkerType "mil_dot"; _markerobjp setMarkerColor "ColorGreen"; _markerobjp setMarkerText _nameP; _markerobjp setMarkerSize [1,1]; while {alive _unit} do { _markerobjp setmarkerdir (getdir _unit); _markerobjp setMarkerPos (getPos _unit); _markerobjp setMarkerText _nameP; sleep 1; }; deleteMarker _markerobjp; [] execVM "HOG scripts\marker.sqf"; exit; called by [] execVM "HOG scripts\marker.sqf"; in the main init.sqf would you know how to make it delete the players marker when they disconect. cheers,
  20. hogmason

    reset ammo

    Thank you PELHAM again you have been a god send ;) 1 question ill tak it the sleep 300 is the time before the script runs next to reload the m119
  21. i tried the camps but they only seemed to spawn like 1 group of enemy ai who never really travelled further than 100mtrs from the base maybe i diddnt set them correctly. any ideas what i done wrong. ---------- Post added at 16:49 ---------- Previous post was at 16:01 ---------- got it.
  22. I am wondering how i can restart / re activate a DAC zone once the DAC units in the zone are running low meaning almost all dead.
  23. would not load on the server mate.
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