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clydefrog

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Everything posted by clydefrog

  1. Thanks for the reply but I'm a bit confused by it really, it's completely different to the timer code I posted.
  2. I already told bangabob but for anybody else this is the command to get the markeralpha: https://community.bistudio.com/wiki/markerAlpha
  3. So then to I take it it's just the same to set their positions for JIP? onplayerConnected {execVM "setingamemarkers.sqf"}; setingamemarkers.sqf: friendlymarkers = ["friendly_1","friendly_2","friendly_3","friendly_4","friendly_5","friendly_6","friendly_7","friendly_8","friendly_9","friendly_10","friendly_11","friendly_12","friendly_13","friendly_14","friendly_15","friendly_16"]; { _x setMarkerPos (getMarkerPos _x); }foreach friendlymarkers; right? and if any markers don't yet exist in the mission they will just be ignored?
  4. clydefrog

    My mission have LAG :(

    That is not what the link posted by kylania says (depending on how you do it): http://community.bistudio.com/wiki/Code_Optimisation#Conditions
  5. This could be the problem, if the helo sees any enemy it interferes with what it's been told to do.
  6. clydefrog

    My mission have LAG :(

    I was told by somebody with a lot of arma scripting knowledge that the number of triggers won't effect performance until you have 10,000 or some ridiculous number, depends what's in them though i guess.
  7. !(player in vehiclename) ?
  8. clydefrog

    group syncing

    >=0 is saying more than or equal to none, that will not work to check if anybody is in the trigger, it will basically just check that nobody is in it. examples: You want > 0 to check for at least 1 group member >=2 to check for 2 or more group members == 0 to check for no group members and to check for all group members use: ({_x in thisList} count units groupname) == (count units groupname) which will check that the number of group members in the trigger is the same as the number of group members in the group
  9. clydefrog

    group syncing

    Did you try it how I did it or the example posted by the guy above me? I you use >=0 that will trigger if none of the group members are in it.
  10. clydefrog

    group syncing

    set trigger to Anybody Present Condition: {_x in thisList} count units SealTeamSixAlpha > 0 or {_x in thisList} count units SealTeamSixBravo > 0;
  11. clydefrog

    group syncing

    Use code instead, what is it you want to do? Check for all units in the group being present? Check for at least one group member present? What are your group names and what side do they belong to?
  12. And how would you do that to name a group of spawned units rather than an individual unit? I am currently using the call compile format way to assign a group name to the group leader call compile format ["%1 = group _VehL;",_mygrpname]; but if there is a better way to do the same thing I'd rather do that. Also what is wrong with call compile format? By "expensive" I take it he means heavy on resources but surely not for just using it once or twice in a script?
  13. I saw this classname when I unpacked the defend kamino mission, they had placed a helicopter in the editor but then edited it in the mission.sqm to change the classname to test_EmptyObjectForSmoke. I hope they leave that in the game, I guess as the name implies it's a test for now but maybe it will just be a placeable object at some point
  14. I know similar threads have been posted but they're all very old and don't look of much use. Here is my situation: I have added an action to an ammobox for Opfor to "place a charge" on it, this is the script run by that action: _object = _this select 0; _caller = _this select 1; if ((side _caller) == west) exitWith {hint "You need to capture the box, not destroy it!"}; // This variable sets the action to be hidden as it has now been run showAction2=false; publicVariable "showAction2"; // play animation for player player playmove "AidlPknlMstpSnonWnonDnon01"; sleep 5; sleep 1; _timeleft = 30; [[hint "Charge placed on Objective. Standby..."],"BIS_fnc_spawn",true,true] spawn BIS_fnc_MP; sleep 0.5; while {true} do { hintsilent format ["Charge Explode in :%1", [((_timeleft)/60)+.01,"HH:MM"] call bis_fnc_timetostring]; if (_timeleft < 1) exitWith{}; _timeleft = _timeleft -1; sleep 1; }; "M_Mo_82mm_AT" createvehicle getpos _object; {_x setdamage 1} foreach crew _object + [_object]; deleteVehicle _object; destroyed = true; publicVariable "destroyed"; But I also want to add a "disarm the charge" action to the box after that script is executed so that if Blufor use the action, it will "disarm" the charge by stopping the above script running, and then re-add the "place a charge" action and script so Opfor again have a chance to place a charge. So basically I need the "disarm" addaction script to stop the "place a charge" addaction script from running. I think I can hopefully get the rest of the stuff working by myself apart from this, anybody know how to do it?
  15. clydefrog

    Forcing a script to stop?

    Thanks for the suggestions, the way I've done it for now which seems to work is the following: while {true} do { hintsilent format ["Charge Explode in :%1", [((_timeleft)/60)+.01,"HH:MM"] call bis_fnc_timetostring]; if (disarm) exitWith{}; if (_timeleft < 1) exitWith{}; _timeleft = _timeleft -1; sleep 1; }; if (disarm) exitWith{hint "The charge has been disarmed"}; "M_Mo_82mm_AT" createvehicle getpos _object; {_x setdamage 1} foreach crew _object + [_object]; deleteVehicle _object; destroyed = true; publicVariable "destroyed"; That "disarm" variable is set true and publicvariable'd through the script that's run by using the disarm action.
  16. clydefrog

    Forcing a script to stop?

    Cheers but the problem with this is that it goes straight out of the loop to the part where it creates the munition and explodes. I need it to completely exit the script before it gets to that point if charge_enabled becomes false.
  17. Nice one, works well. Do you know if it should work on a dedicated server?
  18. I'd like to make a PVP mission where I could have it so all of one team are locked into a defined area, so they are forced to defend that area against an invading team. Ideally this would be some kind of invisible wall that only the defending team can't walk through, but other things could work too. Does anybody know how I'd go about doing this or know of any scripts (from arma 2 also) that can do such a thing? Also if not can anybody suggest any alternatives? One thing I can think of right now would be to have a trigger for each player that detects if they are outside the trigger area, and then sets their position back inside the area, but it wouldn't be the greatest way to do it... Hopefully if that is my only option the BIS_fnc_inTrigger function still works in Arma 3 (I guess there are other ways if not anyways so it doesn't matter too much, but like I say I'd rather not have to do it this way) then I would have for example: Condition: !([defendarea, position unit1] call BIS_fnc_inTrigger) onAct: unit1 setPos (getMarkerPos "respawn_east"); Cheers.
  19. Thanks Mikie but it's not working for me, nothing happens so I think I'm not understanding something. I've attached my mission file, could you take a look? cheers. http://www.mediafire.com/?cyb1di35nqa5359
  20. If only that's what arma was like :p
  21. Somebody here has made a script doing exactly this minus the waypoints thing I think. http://forums.bistudio.com/showthread.php?152525-Dynamic-Guarded-Hostage-Rescue Can't guarantee it works 100% on mp though, I asked him but he never replied. What's he's done for the random location thing is made 6 invisible heli pads, named them hostage 1 to hostage 6, and then made a variable to select one of those pads at random: _posHostage = [Hostage1, Hostage2, Hostage3, Hostage4, Hostage5, Hostage6] call BIS_fnc_selectRandom; then used _poshostage as his position for everything that gets spawned after that
  22. clydefrog

    Disabling AI inventory

    Yep, I don't think you can get rid of default actions like that, and if you can it won't be easy.
  23. clydefrog

    FOG and JIP

    Hopefully they will fix it themselves by the time the full game is released instead of somebody on here doing it.
  24. clydefrog

    FOG and JIP

    I'd like to know why fog is not just synced between players and works for JIP anyways without having to do stuff like that, am I expecting too much?
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