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killshot

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Everything posted by killshot

  1. Hey, thanks for the work X39. I just wanted to report, that I get a "No entry"-message with version 0.1.2 beta. It says 'No entry 'config.bin/CfgVehicles/x39_MedSys_Module_BasicModule/Arguments/DialogOptions-EnableHealthView/values/opt_true.default' Can you tell me what's it about? Is it a little bug or may I did something wrong? Thanks!
  2. killshot

    teleport script

    Is onMapSingleClick "player setpos _pos"; written in the init.sqf not working anymore on DedicatedServer? Tried and didn't do it for me... is there a similar command for Arma3 online teleport? Alt+LMB in Editor is still nice but useless for testing missions online.
  3. Nice work so far nkey! Thanks for that! I guess what Numrollen is asking for is a way to disable the automatic distribution for personal radios like you gave this option for the longrange radios. "tf_no_auto_long_range_radio = true" I would like this feature too ;) btw. here's a template for a radio-box for the lazy guys radios.sqf
  4. This is the debug_hint.sqf working in Arma 3! //debug_hint.sqf to let you know that it works hint "debug!"; playerunits = 0; hcunits = 0; svunits = 0; PAPABEAR=[West,"HQ"]; while{true}do{ if(hasinterface) then { _unitss = {local _x} count allUnits; _jochen = "LOCALunits: "; _zeige = _jochen + str(_unitss); [-2, {player groupChat Format ["%1",_this];}, _zeige] call CBA_fnc_globalExecute; //[PAPABEAR,nil,rsideChat,_zeige] call RE; }; if(!hasinterface && !isServer) then { _unitss = {local _x}count allUnits; _jochen = "HEADLESSunits: "; _zeige = _jochen + str(_unitss); [-2, {player groupChat Format ["%1",_this];}, _zeige] call CBA_fnc_globalExecute; }; if(isServer) then { _unitss = {local _x}count allUnits; _jochen = "SERVERunits: "; _zeige = _jochen + str(_unitss); [-2, {player groupChat Format ["%1",_this];}, _zeige] call CBA_fnc_globalExecute; }; sleep 5; }; Thanks to Pellejones and numrollen!
  5. killshot

    arma 2 ace scripting help

    Give the Opfor-player who's wearing the vest a name (e.g. Bomberman) Create a trigger Axis a/b: 0 Repeateadly Condition: Bomberman getVariable ["ace_sys_interaction_cuffed",false]); OnAct: ? What are the added actions? And what unit are they attached to?
  6. Okay, I got a temporary solution for this. Probably there's a better way (especially if you want more than just one area to be supported by different reinforcement-groups) but at least I got it working! 1.Create a trigger with size of the area you want to be supported by unit-x (activation: bluefor, repeatedly, name: support1trigger, condition: this, onact: nul = execVM "support1.sqf";) 2.Create a marker in center of area support1trigger (name it for example: support1marker) or instead of the marker you can use "getPos support1trigger" 3.Create a unit you want to come by to support in area support1trigger (e.g. BMP-2, name: bmp2a, init: bmp2a = group this;) 4.Create a patrol-route for bmp2a with ordinary waypoints (for example: waypoint-0 move, waypoint-1 move, waypoint-2 move, waypoint-3 cycle) 5.Create a script and name it support1.sqf _wp5 = bmp2a addWaypoint [getMarkerpos "support1marker", 0]; _wp5 setWaypointType "SAD"; _wp5 setWaypointBehaviour "Combat"; _wp5 setWaypointCombatMode "Red"; _wp5 setWaypointSpeed "Full"; bmp2a setCurrentWaypoint [bmp2a, 5]; waitUntil {!TriggerActivated support1trigger}; deleteWaypoint [bmp2a,5]; bmp2a copyWaypoints bmp2a; Finally you can make yourself civilian and watch the bmp2 patroulling it's route. Send some Bluefor-units in the trigger-zone (e.g. via radio). The bmp2 will interrupt the patrol and drives to trigger-zone to start a search and destroy action until the area is free of bluefor. then it will go back to it's old patrol-route-waypoints (assumed it's still alive ^^) until another bluefor-unit will enter the support1trigger. If someone got another solution I would be glad to hear about it. Have a nice day :)
  7. Hi there, I would appreciate some help with the following situation. I want a unit (BMP) to support it's troops if Bluefor enters a triggerzone. Usually I use UPSMON for this and it works but on this custom map I'm creating the mission on the vehicles get stuck somehow (UPSMON Debug Message: Stucked, Try To Move). So I want to let the BMP (etc.) move via ordinary waypoints (e.g. 1wp move, 2wp move, 3wp cycle) and let it interrupt it's business to support it's Opfor-Comrads if Bluefor enters a triggerzone. Then if the BMP is still alive and the triggerzone is Bluefor-free it should get back to it's patrouilling-waypoints. I tried for a few hours now and searched the net too to solve it and I guess it would be possible to just let the trigger execute a script on activation that deletes all of the BMPs waypoints and send it to a markerposition for support and then if the triggerzone is free of Bluefor execute another script to (re)create the old patroulling-route via markerpositions , but that sounds quite uncomfortable to me. Maybe one of you guys has a good idea/way or even experience with the situation?! I really got to go to bed now and will spend my energy on this tomorrow again. Thanks for any help
  8. Holla people, I've got a minor problem with an AI-controlled airplane. I have the plane An-2 (name=plane, special=fly) placed on the map. Then there's the first waypoint (type=move, onAct=plane landAt 0). Works fine! There are 3 units sitting in the back of the aircraft ( this moveInCargo plane; ). The plane's second waypoint ( type=transport unload ) is set next to a hangar. So the plane does a nice landing and rolls to the hangar to let the 3 guys disembark. Works fine! Third and last waypoint ( type=move,onAct. {deleteVehicle _x;}forEach crew plane; deleteVehicle plane; ) of the plane is (as you know) to let it disappear in about 2kilometres distance. Works fine as well..... as long as it's not night time! When it's night time and dark, the plane does not find it's way to the last waypoint. I have tested it also with a fourth waypoint, so the plane does not have to search in too far distance for the last waypoint, but no matter how, the airplane just circles around the area of the airfield.. all night long i guess ^^ Tested it about 20 times. When it's daytime, it even works very good with only 3 waypoints set, every time i try! At night it's like the pilot is too blind to find the waypoints, even (as i already told) if I give him little steps to fly to instead of the one last waypoint in far distance. The mission is a night mission! I've solved the problem now by putting the code ( {deleteVehicle _x;}forEach crew plane; deleteVehicle plane; ) into a trigger 600m away from the airfield, so the plane will disappear there, shortly before it wants to circle again ^^ But I'm still wondering about, how to solve the problem the other way. What's the difference for the pilot between night and day? Hope the English is not too bad lol Thanks for help!
  9. Thanks a lot kylania! I think I made it the way you explained it. Some other guys told me the same things. I will have the chance to test it out tomorrow. And thanks for the work on your personal homepage too!
  10. Hey everybody, I try to create my very first multiplayer scenario. One of the players (playable units) has to go to a laptop and use actionmenu entry "Get orders". After this is executed he get's an objective update. So his first objective was "Go to the command bunker and get orders" (task1) Task1 gets deleted and then the player (executing player) gets his new orders "Destroy mines" (Task2), "Expend outpost" (Task3), etc. That does work fine, but the problem is - as I said - that it's not a singleplayer but a multiplayer scenario, so it's needed that everybody gets an objective update and not only the one player who executed the "Get orders"-action menu entry. So I would like that all players quasi use the same one and only briefing.sqf instead of that everyone has his own briefing. Everyone should be on the "same level" / same mission status. A multiplayer coop briefing. I hope that you can understand the problem, sorry for my bad english and thank you very much for helping! Greetings
  11. I search for 2 day's evenings now buliwyf, haven't found a solution. But first my english is not the best and second my script-skills are even worse. If you have a solution or links to solve the problem I would appreciate that! Thanks kylania I will try that out now, hope I get it, I already invested so much time in the base etc. this is demotivating so much ^^ edit: For your better understandment: You start in a base, the laptop is in the command bunker, you can spawn enemies ("Inf N","Inf NO","Hind W",etc.) with it or execute the "Get Orders"-actionmenu entry to start the "plot". If you play with 5 friends for example, the leader of you can go and get the orders from laptop, but the update of mission (hotkey - J) is only visible for the executing player (in this case the leader) and not for the whole team. Thats the problem. But I hope I can make it.
  12. Hey you guys! I can't see the compass on my map (hotkey M) when i play the game. It has been there 2 days ago, but now its gone! Maybe I pushed a wrong button? So its not visible on map now? I searched the edges too, maybe I panned it, but that didn't solved the problem too. Please help! Thank you! Edit: When I'm not on Map in game, but walking around, I can use compass (hotkey K). And the compass is in my inventar! I use ACE, if that's relevant. So thanks again
  13. Hey, I want a MG Nest on a hill to shoot a civilian vehicle, if a trigger fires. I have tried setcaptive false, dotarget and dofire, but it doesn't work for the MG Nest unfortanely. Cause it's a warfare building? I don't know, is there a way to let a MG Nest fire per trigger on a civilian car? Thanks for help
  14. killshot

    Mg Nest dofire!

    Now the mg is fireing, when I pass the trigger. The last problem I guess/hope is, that he wastes 400 shots without even scratching the paint of the car. car and driver are still doing very well, when the noise is over ^^ If mgnest and car are the same height, then mg hits the car satisfiable, but the mg is on a small hill (maybe 10 to 15m high) to the side of the road. @zodd I will give it a try later thank you guys
  15. killshot

    Mg Nest dofire!

    Hey, it does work for me too, to use the Civ-vehicle grouped to an higher ranked enemy unit (Possibility of Presence 0) from the start, but so the car get shot at automatically by the mg within far distances. so if I want to let the Civ-car join the invisible enemy via trigger - [unitname] join leader-unitname - 50m in front of the mg, the mg-gunner doesn't open fire anymore. I tried the forcing-method you wrote, does it work for you with mgnest? i named the nest "m2" and the car "t1" and just copied the code in the trigger act line. thanks anyway. it must have something to do with the class of the mgnest as a "warfare building" instead of an ordinary. for a normal footsoldier the shoot-forcing works fine.
  16. killshot

    Mg Nest dofire!

    I can't get it working. No matter which combination. I want a civilian car to drive a road at night and my vehicle is driving behind, then the mg nest opens fire on the car when I fire a trigger. When I use a civ-unit (man) and let him take place in a car (car1) then a)this moveindriver car1 = he leaves the car immediately after mission start, even if his invisible commander is in car1 too or b)this moveincargo [car1,0], then the civ sits on the place next to driver and will get shot! but if i place another civ as driver to let him drive, so the car is moving ^^, then the civ (man) doesnt get shot anymore? hard to understand
  17. killshot

    Mg Nest dofire!

    hey thanks, nice idea! but it seems to work only for units, not for vehicles lol.. one problem comes to another when i make the civilian a car, then the mg nest doesn't fire anymore. tried also to make the invisible opfor-civ-commander a vehicle too. this has no effect. maybe if i make an empy car and place the civilian (man1) and his invisible deathshadow into it? i will try out, thanks for helping
  18. Hey, how can I set a vehicle locked via script? I want the car to get locked after player is out. I tried: waituntil {vehicle player != player}; car1 lock true; hint "locked"; and both doesnt work thanks for help
  19. hey, thanks for joining the problem :D so here is a little bit more explanation. first the script losses.sqf so this is working very good, when you have eyecontact to your teammates. but when they are some hundred metres away or behind a hill, the script activates as soon as the mate is dead. so the "Damn Finn was killed"-part is finished and then comes the standard radio message "Oh no 2 is down". but if you want it logical, then it has to be done the other way round, so it would be nice to let the status-report-command get started in the losses.sqf it's not a really bad problem i know.. if it's not possible, then its ok too ^^ greets edit: they are not supposed to die in the mission - it's a mission, in where you have to move free in a 1000radius area first - but if it happens the script starts, so your mates possibly are far away sometimes (the beginning itself is also a parajump, where your mates can land sometimes far away from you and get killed at their landing point) but this simple script is nice for everybody i guess
  20. Hello, is it possible to make a member of your squad (you are the leader) report it's status via script-command? Or otherwise make the player ask for the member's status via script? I want that "2 report status!" at a special time. without using the keyboard (5,5) thanks for help
  21. Hey guys, I place the Player (myself) and a group member "Two" on the map. Then place the "Battlefieldclearance"- and the "First Aid: Simulation"-Module. Now if "Two" gets injured, he plays the "Alternative Injury System" and I have the possibility to carry him out of the "battle zone". Everything is perfect! But I want my wounded teammates to play the alternative injury simulation, without me having the ability to heal them. Is there a way to get that effect without the healing ability? What I tried: - create Player + teammate "Two - place the "Battlefieldclearance"-Module, synchronize it with Player - place trigger with activation: nul = [] execVM "wounded.sqf"; - wounded.sqf waituntil (!canstand two); while {!canstand two} do { two playMoveNow "AinjPpneMstpSnonWrflDnon"; }; Now it's almost what I want, but I guess, there are better ways to make it possible? sorry for my bad english ;) Greetings from Germany
  22. Probably there is a way to disable "Rearm" for EAST, but how to do this exactly I can't tell.
  23. Just a short thought: what about deleting weapons and ammunition from dead soldiers?
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