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bangabob

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Everything posted by bangabob

  1. bangabob

    Simulate an EMP?

    Cool, Cheers. Got it working for everything except {_x removeWeapon "ItemGPS"} forEach list triggerName; Which im not sure how to implement EDIT: Never mind ive got it.
  2. Hello everybody. I have experience using DAC and other AI spawning scripts. Context Making a mission involving players travelling anywhere on the map. These players should have enemy AI near them at all times. Problem 1.Placing enemies all over the map can cause map lag. 2.Placing DAC spawn triggers on every part of the map will take forever I know about the DAC option to make the DAC area follow a player. However, AI units might lag behind the players. Any help is appreciated
  3. Okay. I will check the Zargmout mission out. Any tips on extracting to for use with another map ect?
  4. No. No Zombies here. Its gotta be possible by using the activate and deactivate DAC zone thing though
  5. Hi guys, recently i have made video tutorials showing how to do specific arma scripting. Moreover the descriptions have lots of useful links that new editors will find very useful. Spawning Vehicles: Spawning Enemies: Custom ammobox: Taskmaster: Simple respawn: There are also some older videos detailing how to make objectives Hope you find this useful!
  6. Operation Devils Highway Date: 11/09/12, Tuesday, 19.00 Requirements: @ACE @ACEX @ACEX_RU @ACE_SM @CBA @EOD @Sangin @ASR_AI (@beton @MBG_KillHouses @opx_objects @mb_objects) All added automatically for Sangin Coop Mission LOCATION: Sangin, Afghanistan ACE WOUNDS ENABLED WARNING: Hardcore players recommended. Map markers/3rd person disabled. Very limited visibility (Due to fields). Description Patrolling the Afghan highway is your top priority. This road is 5km long and is the boundary between Taliban territory and the safezones. On your patrol you may encounter other objectives. These are secondary and are not required to finish your mission. Along the highway you will encounter VP's. A VP is a vulnerable point. Or an area that is highly likely to have IED's placed by the Taliban. Approach these areas with extreme caution. Added systems Medivac System. Only one medic for the sections. This medic must work with his pilot to treat injured players. Epinephrine is only available from of-site base which is accessible by flying. Slots: B section Rifleman: Marksman: Team Leader: Automatic rifleman: Rifleman: D section Rifleman: Marksman: Team Leader: Automatic rifleman: Rifleman: CAS Support Apache pilot(Part-time): Apache Gunner(Part-time): Medivac Pilot: Medivac Medic: Player feedback 'the most realistic thing i have played that is close to the real deal.' 'Honestly one of the most realistic missions I have played in a while' 'intense fighting going on! Most of the casualty's seemed to come from RPG's or IED's which is pretty realistic I would imagen' 'Best mission yet was awesome.' Download link: http://www.2shared.com/file/oHh1qXQt/Operation_Devils_Highway_7hell.html Youtube link: Operation Devils Highway Co-14 (@) Fairly basic revision. No special extras. Just a good realistic mission that works. Created by Me/ BangaBob
  7. The destroying car trigger is simple. Its the Tasks (objectives) that may cause you problems. I suggest you check this out: http://forums.bistudio.com/showthread.php?86206-Taskmaster-creating-and-updating-tasks-for-any-set-of-players-with-JIP-support That is the one i use. Very simple to use. As for the trigger Condition: !alive carname && !alive carname1 && !alive carname2 On act: hint 'Add taskmaster tasks here'
  8. Im not being funny but with orienteering you know where you start. Your objective is to find your way to the next flag from your current location the fastest way
  9. Hi guys. You lot have being so useful so far with scripting. I want to make a defence mission with waves of enemies BUT i dont want the waves to start until a trigger tells it too. For example BLUFOR present. So heres my current problem. I have tried the random spawn direction mod. http://www.kylania.com/ex/?p=31 This mod is nice but it doesn't automatically respawn the enemies when they have being killed. I have also tried the UPS script. http://www.armaholic.com/page.php?id=6540 This mod works except i can't trigger the enemies. They just spawn at the beginning of the mission. Ideally i would like a script like this (my normal spawn enemy script i use). The problem with this script is that i cant designate the waypoints and they dont respawn after they are killed Trigger Condition: Blufor present On act: Exec 'spawnenemies.sqf' spawnenemies.sqf if (!isServer) exitWith {}; _spawnPos = markerPos (_this select 0); _group1 = createGroup EAST; _unit1 = _group1 createUnit ["TK_INS_Bonesetter_EP1", [_spawnPos select 0,_spawnPos select 1,1], [], 1, "FORM"]; sleep 0.2; _unit2 = _group1 createUnit ["TK_INS_Soldier_2_EP1", [_spawnPos select 0,_spawnPos select 1,1], [], 1, "FORM"]; sleep 0.2; _unit2 = _group1 createUnit ["TK_INS_Soldier_AT_EP1", [_spawnPos select 0,_spawnPos select 1,1], [], 1, "FORM"]; sleep 0.2; _unit3 = _group1 createUnit ["TK_INS_Soldier_AR_EP1", [_spawnPos select 0,_spawnPos select 1,1], [], 1, "FORM"]; sleep 0.2; [_group1, _spawnPos, 100, 7, "MOVE", "AWARE", "WHITE", "LIMITED", "WEDGE", [3,6,9]] call CBA_fnc_taskPatrol; Any help would be appreciated
  10. I found a way of using Kylanias spawning script Made game logic with loops=true in init Trigger: BLUFOR present/ Repeating Condition: this and loops On Act: nul = [2] execVM "selNewDir.sqf";loops = false; On DeAct: loops = true Countdown: min=10 mid=10 max=10 This means that every 10 seconds more enemies will spawn. You can change this time to fit the mission.
  11. Thanks. I haven't had a chance to try this yet but i can't see anything defining the 'patrolgroups' way-points. So this script will allow me to have them respawn but they would just run in random directions.
  12. Okay so inside my trigger which spawns a group of enemies i have Activation: BLUFOR PRESENT Condition: this && ({alive _x && side _x == east} count thisList) < 5 On act: nul = [2] execVM "selNewDir.sqf"; This seems to work but only when a blufor player leaves the trigger and enters it again. Which isn't optimal tbh
  13. Great. It would be very helpful if you could give me an example of what to put in the trigger. And how it links to your script
  14. Cheers. Implemented it and it works. But as you say it is a fake way. I also placed the respawn marker in the sea to make sure people cant just keep playing
  15. Hi. I have an odd problem. I am using ACE wounds with the basic description.ext for respawn. I have two playable sides in my mission. BLUFOR and INDEPENDENT. I want INDEPENDENT to respawn. but i don't want BLUFOR to respawn. (If that makes sense) I have already tried removing the respawn_gurilla but the independent just respawn at the BLUFOR marker instead. Please help
  16. I am making a mission which involves a blufor team escaping Chernarus. I want civilians to spawn on roads preferably driving around when the BLUFOR approach the roads ect I have a spawnunitsciv.sqf script with this code: if (!isServer) exitWith {}; _spawnPos = markerPos (_this select 0); _group1 = createGroup Civilian; _unit1 = _group1 createUnit ["Volha_2_TK_CIV_EP1", [_spawnPos select 0,_spawnPos select 1,1], [], 1, "FORM"]; sleep 0.2; _unit2 = _group1 createUnit ["Volha_2_TK_CIV_EP1", [_spawnPos select 0,_spawnPos select 1,1], [], 1, "FORM"]; sleep 0.2; [_group1, _spawnPos, 100, 7, "MOVE", "SAFE", "WHITE", "LIMITED", "WEDGE", [3,6,9]] call CBA_fnc_taskPatrol; And a trigger Condition: Blufor detected Act: 0 = ["markername"] execVM "spawnUnitsciv.sqf"; When i use this script no civilian cars spawn. (BTW i have placed a civilian on map) Any help would be appreciated.
  17. I searching all over the web but couldn't find what i was looking for. I have some editing knowledge and have created missions in the past. Basically my mission involves 2 SIDES for a MP mission night WEST and EAST. The WEST tasks involve getting to one of the 8 triggers Marked on the map. These are defined in the Briefing.sqf While the EAST will have a task to destroy the WEST soldiers. (The WEST team leader has a marker that updates on his location every 5 minutes. This marker will be the task marker in the briefing.sqf for the EAST. So my question is how can i get both sides to have separate tasks? Any help would be appreciated
  18. Okay cheers. Very useful scripts there and i will be sure to implement one of them. I have another question although not related to the topic. Is it possible to have a BLUFOR group spawn together at the start of the mission at a number of different predetermined positions. For example. 5 different spawn points for the BLUFOR group at the mission start while the OPFOR spawn in one static position?
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