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Posts posted by ZenWarrior
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Hey folks,
i´m making a simple warfare mission on Jade Groove and i got some questions for the pros here.
1. All towns are controlled by resistance. I use UPSMON for random resistance Patrols inside and outside towns too, that works fine but how do i get bounty for killing them too?
2. How do i increase the number of normal town resistance units and how can i specify what units are spawning like tanks or light vehicles?
3. The supply points are gathering with the trucks but they only drive to the first town captured. Where can i define that HQ sends supply trucks to all captured towns?
Thats all for now, hope someone can help me^^
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Thank you F2k, it really just was the underscore... :rolleyes:
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I want to add some quest in my multiplayer mission,
this is a part of my player_actions script:
if ((player distance(getMarkerPos "quest1")) <= 8) then
{
if (ac1 == 0) then
{
act1 = player addAction ["Talk to old Woman", "Scripts\Quests\quests.sqf", ["Quest1"]];
ac1 = 1;
}
else
{
};
}
else
{
player removeAction act1;
ac1 = 0;
};
That works well. But i have some problems in the quests.sqf:
private ["_case"];
_case = ((_this select 3) select 0);
switch (_case) do
{
CASE "Quest1":
{
Titletext[format ["%1", "Woman: Hello young Man, do you have time to help me?"], "PLAIN DOWN" , 1];;
act1 = player addaction ["Yes",""];
act2 = player addaction ["No",""];
if act1 then
{ player removeAction act2;}
else {}
};
};
It should be, if player choose yes then act1 and act2 should be deleted and another titletext shows the mission task.
And if player chooses no then act1 and act2 should be also deleted and titletext shows "Maybe later".
How can i determine what action the player executed?
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Maybe it´s a driver problem with your graphics card, sometimes i got this blackscreen too and thats related to my Graphics driver.
The only solution i know is : press left ctrl+left shift+minus on numpad and type in flush.
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Anyone got a clue why it won´t work??
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Thanks for the fast reply, i´ll try that out immediately.
I changed code to this:
_man setVariable ["Bounty", 5, true];
_man addMPEventHandler ["MPKilled",
{
_man = _this select 0;
_bounty = _man getVariable "Bounty";
_killer = this select 1;
if (player == _killer) then {
DCV_Bank = DCV_Bank + _bounty;
player groupchat format ["You earned 5 Bounty for killing a Zombie!"];
};
}];
};
Now i get no more bounty at all.
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Hi,
with the help of Clay, i added some bounty to enemy units.
Here´s an example:
for "_i" from 0 to 5 do
{
_man = objnull;
_side = createcenter CIVILIAN;
_grp = createGroup _side;
_zombies = (_zombarray select (floor(random(count _zombarray))));
_pos = (_posarray select (floor(random(count _posarray))));
_zombies createUnit [_pos,_grp,"_man = this",0.8];
[_man,0] execFSM "Scripts\Zombie\AI_Zombie_2.fsm";
_man setVariable ["Bounty", 5, true];
_man addMPEventHandler ["MPKilled",
{
_man = _this select 0;
_bounty = _man getVariable "Bounty";
_killer = this select 1;
DCV_Bank = DCV_Bank + _bounty;
player groupchat format ["You earned 5 Bounty for killing a Zombie!"];
}];
};
All works pretty good, but ALL players on the server get the bounty and the message if one kills a enemy unit.
In my init.sqf i have this line:
playerw = ["wman1","wman2","wman3","wman4","wman5","wman6","wman7","wman8","wman9","wman10","wman11","wman12","wman13","wman14","wman15","wman16","wman17","wman18","wman19","wman20","wman21","wman22","wman23","wman24"];
How can i check what player killed the unit and allocate the bounty just to him??
Sry for the newb questions but i´m still learning^^
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Ok, i´ll look into that Multiplayer Framework.
But where can i download it?
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Hi,
i just made an Alpha test of my mission on a dedicated server, and i found out that a huge part of my scripts don´t work on dedicated.
For example:
_Heaparray = [[6560.79, 2962.3, 0],[6610.99, 3053.1, 0],[5626.02, 2084.49, 0],[5629.04, 2082.99, 0],[5698.5, 2091.3, 0],[5592.28, 2213.74, 0],[5670.94, 2179.5, 0],[5577.99, 2152.58, 0],[5659.6, 1767.6, 0],[5587.81, 1648.55, 0],[5666.91, 1652.97, 0],[5371.34, 1533.64, 0],[5372.97, 1582.06, 0],[5138.95, 1598.67, 0],[3750.08, 3413.49, 0],[3853.33, 3309.1, 0],[3843.18, 3465.07, 0],[3606.38, 3585.63, 0],[3602.53, 4442.85, 0],[4284.74, 4337.06, 0],[5220.17, 4836.62, 0],[5765.02, 3424.14, 0],[5230.73, 5588.49, 0],[5227.13, 5590.12, 0],[5814.4, 6069.74, 0],[6299.25, 6467.77, 0],[3912.05, 6611.14, 0],[3455.37, 9016.36, 0],[3215.73, 8733.77, 0],[3214.85, 8739.71, 0],[3215.37, 8745.57, 0],[6237.81, 7845.49, 0],[5279.13, 8130.74, 0]];
for "_i" from 0 to ((count _Heaparray) -1) do
{
_vehicle = objnull;
_pos = _Heaparray select _i;
_vehicle = "Land_Misc_Garb_Heap_EP1" createvehicle _pos;
sleep 0.2;
_vehicle setpos _pos;
_vehicle allowDamage false;
_vehicle addaction ["Search Garbage Heap", "loot.sqf"];
sleep 0.1;
};
The server spawns the objects in the correct position. But they can be destroyed, so allowdamage false does not apply, and the addaction command doesn´t work either.
How can i make it work for all clients?
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Hey guys,
i want to modify the Item-Slots of the OA Backpacks for my Mission. But i´m stuck with the config.cpp.
I don´t want to make a new addon for that, just want to modify the stats according to my mission.
But the config.cpp doesn´t work.
Here is what i have right now:
#define _ARMA_
class CfgPatches
{
class backpack{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
class CfgVehicles
{
class Bag_Base_EP1;
class DZ_Patrol_Pack_EP1: Bag_Base_EP1
{
scope = 2;
displayName = "Patrol Pack (coyote)";
picture = "\ca\weapons_e\data\icons\backpack_US_ASSAULT_COYOTE_CA.paa";
icon = "\ca\weapons_e\data\icons\mapIcon_backpack_CA.paa";
mapsize = 2;
model = "\ca\weapons_e\AmmoBoxes\backpack_us_assault_Coyote.p3d";
transportMaxWeapons = 1;
transportMaxMagazines = 8;
};
class DZ_Assault_Pack_EP1: Bag_Base_EP1
{
scope = 2;
displayName = "Assault Pack (ACU)";
picture = "\ca\weapons_e\data\icons\backpack_US_ASSAULT_CA.paa";
icon = "\ca\weapons_e\data\icons\mapIcon_backpack_CA.paa";
mapSize = 2;
model = "\ca\weapons_e\AmmoBoxes\backpack_us_assault.p3d";
transportMaxWeapons = 2;
transportMaxMagazines = 12;
};
class DZ_CivilBackpack_EP1: Bag_Base_EP1
{
scope = 2;
displayName = "Czech Backpack";
picture = "\ca\weapons_e\data\icons\backpack_ACR_CA.paa";
icon = "\ca\weapons_e\data\icons\mapIcon_backpack_CA.paa";
mapsize = 2;
model = "\ca\weapons_e\AmmoBoxes\backpack_acr.p3d";
transportMaxWeapons = 3;
transportMaxMagazines = 16;
};
class DZ_ALICE_Pack_EP1: Bag_Base_EP1
{
scope = 2;
displayName = "ALICE Pack";
picture = "\ca\weapons_e\data\icons\backpack_TK_ALICE_CA.paa";
icon = "\ca\weapons_e\data\icons\mapIcon_backpack_CA.paa";
mapsize = 2;
model = "\ca\weapons_e\AmmoBoxes\backpack_tk_alice.p3d";
transportMaxWeapons = 4;
transportMaxMagazines = 20;
};
class DZ_Backpack_EP1: Bag_Base_EP1
{
scope = 2;
displayName = "Backpack (coyote)";
picture = "\ca\weapons_e\data\icons\backpack_US_CA.paa";
icon = "\ca\weapons_e\data\icons\mapIcon_backpack_CA.paa";
mapsize = 2;
model = "\ca\weapons_e\AmmoBoxes\backpack_us.p3d";
transportMaxWeapons = 6;
transportMaxMagazines = 24;
};
};
Do i need to include the config.cpp in init.sqf or description.ext??
Or is something missing in the file?
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I got helped with the setpos Command problem. So Objects are now on the position where i want them to be.
But another problem occured with the safezone...
The script itself works really good but if i´m leaving the safezone with a vehicle then i´m invulnerable, actually the vehicle itself takes the damage like it should out of safezone.
Even if i´m getting out of the vehicle then i can get no damage at all.
Heres the script:
_safez1 = createTrigger ["EmptyDetector",[5492.9136,2219.6995]];
_safez1 setTriggerArea [400,400,0,false];
_safez1 setTriggerActivation ["ANY", "PRESENT",true];
_safez1 setTriggerText "safezone_1";
_safez1 setTriggerStatements ["round (time %1) ==1","{if ( _x distance thisTrigger <380) then {_x allowDamage false} else {_x allowDamage true}} forEach thislist", ""];
How do i have to modify the script so that players take regular damage if the leave the safezone on vehicles?
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The Problem with the setpos Problem is in this one:
_Canarray = [[6615.35, 2985.29, 0],[5699.75, 2118.57, 0],[5675.33, 2137.4, 0],[5650.11, 2141.55, 0],[5600.74, 2133.64, 0],[5397.49, 1581.51, 0],[5082.09, 2027.62, 0],[3708.02, 3500.09, 0],[3705.42, 3534.2, 0],[4249.05, 4311.43, 0],[5829.93, 3554.5, 0],[5196.15, 5521.29, 0],[5781.96, 6043.3, 0],[6229.8, 6454.35, 0],[6191.52, 6512.67, 0],[6143.53, 6519.56, 0],[3993.38, 6692.02, 0],[3497.75, 8928.43, 0],[3391.04, 8920.09, 0],[6203.18, 7773.43, 0],[6258.3, 7718.79, 0],[6094.34, 7761.73, 0],[5247.67, 8121.26, 0],[5237.81, 8157.25, 0]];
for "_i" from 0 to ((count _Canarray) -1) do
{
_vehicle = objnull;
_pos = _Canarray select _i;
"Garbage_can" createvehicle _pos;
sleep 0.1;
_vehicle setpos _pos;
sleep 0.1;
};
The objects are placed on the map but not at the exact postition. Even if i force them to with the "_vehicle setpos _pos" command.
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Another Problem if i try to script the "safezone" trigger that i placed in the editor in the first time.
I don´t understand why i just can´t use the same line from the editor for the script...
_safez1 = createTrigger ["EmptyDetector",[5492.9136,2219.6995]];
_safez1 setTriggerArea [400,400,0,false];
_safez1 setTriggerActivation ["ANY", "PRESENT",true];
_safez1 setTriggerStatements ["round (time %1) ==1";"{if ( _x distance _safez1 <380) then {_x allowDamage false} else {_x allowDamage true}} forEach thislist", ""];
My other triggers in the script are working but this one isn´t.
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I think the switch command is very helpful for that task. Thx for the tip.
So right now i´m placing some objects on the map via script.
The script for spawning units works fine, but i encounter some difficulties with spawning objects.
They are placed on the map, but not at the exact position i want them to.
Here´s part of script:
_Canarray = [[6615.35, 2985.29, 0],[5699.75, 2118.57, 0],[5675.33, 2137.4, 0],[5650.11, 2141.55, 0],[5600.74, 2133.64, 0],[5397.49, 1581.51, 0],[5082.09, 2027.62, 0],[3708.02, 3500.09, 0],[3705.42, 3534.2, 0],[4249.05, 4311.43, 0],[5829.93, 3554.5, 0],[5196.15, 5521.29, 0],[5781.96, 6043.3, 0],[6229.8, 6454.35, 0],[6191.52, 6512.67, 0],[6143.53, 6519.56, 0],[3993.38, 6692.02, 0],[3497.75, 8928.43, 0],[3391.04, 8920.09, 0],[6203.18, 7773.43, 0],[6258.3, 7718.79, 0],[6094.34, 7761.73, 0],[5247.67, 8121.26, 0],[5237.81, 8157.25, 0]];
for "_i" from 0 to ((count _Canarray) -1) do
{
_vehicle = objnull;
_pos = _Canarray select _i;
"Garbage_can" createvehicle _pos;
sleep 0.1;
_vehicle setpos _pos;
sleep 0.1;
};
Everything works fine, but something isn´t right with the _vehicle setpos _pos;
I try to figure it out whats missing in that script...
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Great, that works. I could have been so clever to try that out but...:eek:
Thx
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Ok, this is weird.. it works.. but only with BLUFOR and OPFOR units, if the player is CIV or GUER then still nothing happens.
But thanks Mikie :) you really helped me with this.
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Even if i write the captured.sqf just like you showed in the example, still nothing happens.
Do i have to modify the init line of the object also??
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Ok, i skipped the idea with the progression bar and made it bit easier for me. I putted a Notebook on a table in the camp, with
this addaction ["Hack Terminal!!", "captured.sqf"] in init line.
captured.sqf:
if (side player == west) then {hint "BLUFOR captured an Outpost";};
if (side player == east) then {hint "OPFOR captured an Outpost.";};
if (side player == guer) then {hint "Guerillas captured an Outpost.";};
if (side player == civ) then {hint "Civs captured an Outpost.";};
The action menu pops up but the script should check what side the player is, but nothing is happen.
Also i don´t want all players on the server to see that someone captured an outpost.
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Cool thanks :D,
i´ll try that immediately.
Really nice, it performs flawlessly.
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And i also need help with my first question pls...
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Hi guys,
i´m making a mission where BLUFOR and OPFOR are able to take over Guerilla Outposts. Since i´m new to mission editing and scripting i could use a little help.
I placed some Guerilla units in the Outposts and made a trigger.
These are the triggers in the mission.sqm:
class Sensors
{
items=12;
class Item0
{
position[]={5195.4805,93.938622,3751.665};
a=80;
b=80;
rectangular=1;
activationBy="GUER";
activationType="NOT PRESENT";
interruptable=1;
type="GUER G";
age="UNKNOWN";
name="first_capture_1";
expActiv="hint ""Outpost 1 cleared""";
class Effects
{
};
};
class Item1
{
position[]={4542.8779,36.091125,4554.5161};
a=80;
b=80;
rectangular=1;
activationBy="GUER";
activationType="NOT PRESENT";
interruptable=1;
type="GUER G";
age="UNKNOWN";
name="first_capture_3";
expActiv="hint ""Outpost 3 cleared""";
class Effects
{
};
};
class Item2
{
position[]={6063.9858,70.928879,4306.1333};
a=80;
b=80;
rectangular=1;
activationBy="GUER";
activationType="NOT PRESENT";
interruptable=1;
type="GUER G";
age="UNKNOWN";
name="first_capture_2";
expActiv="hint ""Outpost 2 cleared""";
class Effects
{
};
};
class Item3
{
position[]={7205.6816,17.73057,5453.9482};
a=80;
b=80;
rectangular=1;
activationBy="GUER";
activationType="NOT PRESENT";
interruptable=1;
type="GUER G";
age="UNKNOWN";
name="first_capture_4";
expActiv="hint ""Outpost 4 cleared""";
class Effects
{
};
};
class Item4
{
position[]={5261.6021,120.61382,5973.1152};
a=80;
b=80;
rectangular=1;
activationBy="GUER";
activationType="NOT PRESENT";
interruptable=1;
type="GUER G";
age="UNKNOWN";
name="first_capture_5";
expActiv="hint ""Oupost 5 cleared""";
class Effects
{
};
};
class Item5
{
position[]={3788.7813,54.6455,5643.9199};
a=80;
b=80;
rectangular=1;
activationBy="GUER";
activationType="NOT PRESENT";
interruptable=1;
type="GUER G";
age="UNKNOWN";
name="first_capture_6";
expActiv="hint ""Outpost 6 cleared""";
class Effects
{
};
These are working good so far. What i want now is that BLUFOR and OPFOR Groups are able to take over the outpost if they cleared it, and by activating a terminal its captured (after a amount of time, sort of progression bar like in some Capture and Hold missions). And when it´s captured it should be generating some money like towns in warfare mission.
I hope you can help me here and give me some tips or examples.
Ok. Got another problem here, i placed some safezones at the map with triggers. The problem is that all enemy units in the camp are invulnerable now.
I used this type of trigger:
class Item6
{
position[]={5603.8721,10.848083,2218.3938};
a=400;
b=400;
rectangular=1;
activationBy="ANY";
repeating=1;
interruptable=1;
type="SWITCH";
age="UNKNOWN";
name="safezone_1";
expActiv="{_x allowDamage false} forEach allunits;";
class Effects
{
};
};
I thought this would only affect the units in the trigger radius and not all units on the map. So how do i have to change the trigger??
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We finally got it working properly. Many thx to you guys :)
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Hey guys,
a few problems here.
I got CBA, CBA_A2, CBA_OA and JayArma2Lib installed, i start the game with these and few other mods without any error. But when im in the editor and placing a unit and goin for preview then i get "Script not found" Message, before updating CBA and JayArma2Lib it was "Script BIS.url not found".
Another Msg appears when i start RTE, "ION_LIB_CLOSE - DLL NOT INJECTED", No connection to rte capture etc.
what am i doing wrong here.
Pls advise.
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Ok, now we managed to get the server running. Next problem is that the server is displayed with the computer name of the root server, like RT0074, not with the hostname we defined in the server config.
Any tips?
It seems like the server isn´t using the server.cfg because it shows up with 64 slots and not with 24.

Making a simple Warfare mission. Need some help!!
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Thanks Günter, that helped me out a bit.
In the init_common.sqf is a entry with MAXPLAYERTEAMSIZE. Is there something similar for AI? I tried MAXAITEAMSIZE but that doesn´t change anything.
My AI just won´t buy troops so i think its maybe related to that^^