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clydefrog

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Everything posted by clydefrog

  1. http://forums.bistudio.com/showthread.php?151680-FHQ-TaskTracker/page9
  2. Personally I've used tasktracker in making a mission and I really like it but so far have not run it on a server. But after reading the thread and people saying they are having JIP problems with it, the makers said that it isn't made to work with respawned units but they will add it through an update. They said basically if you have AI units disabled so when you come into the game as a JIP player you are spawning as a unit that wasn't there when the mission started, then it won't work properly. So according to the guys who made it, as it is it doesn't work for missions using respawn. Their definition of Join in Progress differs from most peoples': Anyways they said they will update it to add that support, but for now for me at least, if that's the case with respawned units/JIP players with AI disabled then it's a no go for now.
  3. clydefrog

    Urban Patrol Script

    Is there going to be a proper version of this? This one seems really cut down from the Arma 2 version, it doesn't have the mon_spawn script to spawn upsmon groups in through triggers or whatever, and some other things too.
  4. Any chance you could show an example of this?
  5. ... :Oo: yes I know that, that's what I'm trying to do which is why I'm here asking how to make it add the action for everybody from a server run script instead of only the server.
  6. Yeah, I also have showAction1=true; publicVariable "showAction1"; in the script before that stuff but I didn't put it in my post. The action does show, just only for the server and nobody else, but this way of doing it is meant to get around that problem.
  7. In what way did you use it Ghost? I am trying to do the same thing, spawning vehicles with actions attached but when I local host it only I ( the server) gets the action. I tried using the setvehicleinit way but the action still only showed for me and not the person helping me test it. I had: // _veh1 is the name of the vehicle _veh1 setVehicleInit "_veh1 addAction [""Take Stuff"", ""scripts\carintel1.sqf"", [], 1, false, true, """", ""showAction1""];"; processInitCommands; and as I said the action was still only added for the server. Have I done anything wrong there?
  8. Thanks Sel, the first setvariable/getvariable way didn't work but the nearestobject one did. I know you don't do MP missions but in your opinion should that work? I know attachTo and detach only need to be executed on one client so it should be fine doing that through an addaction, but setpos I don't know about. I take it even though addactions only run the commands given for the person who executed it, global commands will remain global e.g. deletevehicle in an addaction will still delete the object for every client? ---------- Post added at 22:31 ---------- Previous post was at 20:46 ---------- Ok there's actually a big problem with this and so far I can't find out how to fix it. Adding the action in the script only adds the action for the server (as it is in the isServer if statement). I thought ok well I'll just move it outside of that statement and that will fix it but this just caused more different problems and no longer showed the action at all.
  9. I have a cargo box attached to a vehicle, after running an addaction script on the vehicle I want to detach the object but then I'd like to be able to set the position of the object on the ground to the left or right of the vehicle, is this possible? Here's the code I have so far: in main script: // Create cargo box and attach it to the vehicle (already created) cargobox1 = createVehicle ["Land_CargoBox_V1_F", getPos _veh1, [], 0, "NONE"]; cargobox1 attachTo [_veh1, [0,-2.0,0.1]]; // Add action to vehicle, remove action afterwards showAction1 = true; publicVariable "showAction1"; _veh1 addAction ["Take Stuff", "scripts\carintel1.sqf", [], 1, false, true, "", "showAction1"]; and then in carintel1.sqf: // carintel1.sqf // set variable to hide action menu showAction1=false; publicVariable "showAction1"; // play animation for player player playmove "AidlPknlMstpSnonWnonDnon01"; sleep 5; detach cargobox1; sleep 2; deletevehicle cargobox1; // set variable for action used car1intel = true; publicVariable "car1intel"; As you can see it currently just deletes the cargobox object when the addaction is run, but I'd like to first move the box onto the ground beside the vehicle. Anybody know how to do this? I know it's something to do with setPos but I don't know how to go about it with this as the vehicle name is local (_veh1) in the main script so it can't be accessed by the car1intel script, ideally I would like to keep it local to the main script as well if possible. The script is for multiplayer by the way. Thanks
  10. Has anybody tried using the setFriend command in Arma 3 yet? I am trying to have civilians hostile towards Blufor so as well as having them set as friendly to Opfor in the editor I have WEST setFriend [CIVILIAN, 0]; CIVILIAN setFriend [WEST, 0]; in my init.sqf, but the civilians (which are armed and carrying weapons) will not shoot at me. Is this the same for anybody else here?
  11. So is setface now supported in Arma 3? Because I heard at least before this recent patch that it wasn't, I can't find any CfgIdentities list for it either.
  12. Cheers, but doing it this way if I do it through the carintel1.sqf, it means I will need to give the vehicle a global name in the main script. If this is the only way it will be possible then I guess that's what I'll need to do though.
  13. The guys who are armaholic admins on here usually look for stuff like this and upload it to their site themselves don't they? Maybe they will see it and put it on there for him. I've played a mission using this script btw as bangabob and I are in the same arma community (SilentWarriors); it does mostly seem to work well from what we've seen so far, and it seems like it will enable people to quickly make insurgency style area capture missions.
  14. "this allowfleeing 0" should prevent them from running away if they are unarmed. If you have them all in a group together put the following in the group leaders init: {_x allowfleeing 0} forEach units group this; Another idea is to use disableAI "MOVE" until blufor are present then use enableAI "MOVE" so they can move again, but also use allowfleeing 0 along with this. Setting them as captive (this setcaptive true) until they are rescued it also a good idea, basically do everything you can to make them not run away.
  15. Could anybody else here try this to see what happens, and if there is an issue is there any other alternatives to make the civilians enemy of blufor (not including grouping them to an opfor group leader)?
  16. Hi, I know how to delete a vehicle and its crew together, but how do you delete the crew if they have left the vehicle? Basically I'm making a convoy script but if say a vehicle crashes and the crew get out, I'd like to delete that vehicle and the guys who got out of it so they aren't left on the map and counted as part of the convoy group. Any ideas?
  17. So when a vehicle becomes empty is it no longer part of a group?
  18. Thanks cobra, and I take it if I wanted to remove the vehicle from the group too (I guess I would still need to do that or would removing the crew from the group also remove the vehicle?) I would do this instead?: {[_x] joinSilent grpNull} forEach (_crew) + [_vehicle]
  19. Thanks again Sel, it's working now. I just thought though, is there also a way to remove one of the vehicles and it's crew from the group if the crew leave the vehicle, instead of deleting them? That way they could stay wherever they stopped and jumped out but they wouldn't count towards the group anymore meaning you wouldn't have to go around looking for them to kill the whole group. I'm just trying to think of and try a few possible ways of having this work before I decide on the best way. And one other thing, say I named my group "convoygroup" and I had a trigger on the map with the condition: {alive _x} count units convoygroup == 0 to detect when the group is eliminated (as an example to trigger a task as succeeded), how could I stop that trigger from being activated when the script deletes the whole group after they arrive at the destination marker (in which case in this example the task would've been failed)?
  20. Thanks for the info, going to give it a try now. ---------- Post added at 23:18 ---------- Previous post was at 22:44 ---------- Ok that's actually not working, I have the following: _v1 = [[_spawnPos select 0,_spawnPos select 1,1], _spawnDir, _vehClass1, _convoy] call BIS_fnc_spawnVehicle; _veh1 = _v1 select 0; // name of vehicle spawned. _veh1crew = _v1 select 1; // name vehicle crew if ({{_x in _veh1} count (_veh1crew) == 0}) then {{deleteVehicle _x} forEach (_veh1crew) + [_veh1]}; Do you see any problem there?
  21. Thanks cobra I'll try this soon. Can I also do it as an if () then {}; statement, e.g. if({{_x in _vehicle} count (_crew) == 0}) then {{deleteVehicle _x} forEach (_crew) + [_vehicle]}; instead?
  22. Hmm ok, but I'm not quite sure how I'd use that in the script, could you please give me an example if you know? It needs to be for the units of individual vehicles that have been spawned with BIS_fnc_spawnvehicle and named _veh1, _veh2 etc.
  23. BI have put sleeps and waitUntils in init.sqfs in their own missions. Also if (!(isServer)) then { waitUntil {!(isNull player)}; }; or whatever is always used in init.sqfs to wait for jip players to be synced.
  24. clydefrog

    FHQ TaskTracker

    Yeah, guys we're not telling you to do something or saying you should do something and when I said "you can't..." I didn't mean it literally. All I meant by what I said was I thought it was a bit strange that you'd release something like a task system for other mission designers to use, but have it not compatible with the way most people design their missions which is using some sort of respawn. Also it's not actually mentioned anywhere that it won't work properly in missions that use respawn. I think when most people see something like this they will expect that kind of functionality unless stated otherwise. Anyways as you said you didn't originally make it with the intention of releasing it for others to use, but it's good you have and are willing to update it to add stuff like what is being discussed for others who would like to use it too. Good luck with it and thanks for spending your time to add this extra functionality into it, I'm sure it will be appreciated by a lot of people including myself. This definitely looks like a task system I would like to switch to for Arma 3 as coming from Taskmaster 2 I find this similar and very user friendly.
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