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Posts posted by bangabob
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Squad name:- Salticide Squad
Timezone/location : GMT
Gamemode preference (eg coop or pvp): coop
Contact email: recruitment@salticidesquad.co.uk
Website address:http://salticidesquad.co.uk/
Short description:
We are a gaming community based on fun, teamwork, immersion and professionalism with members from all around the world. We are mainly focused on Arma 3 Milsim, but we do play all other games from FPS to Simulation and arcade as well. With Arma 3 Milsim, You can expect to carry out different type of missions in variety environments.
We recruits people aged 16+ from any background. Would like to join the Great Salticide Squad? follow these simple rules, You will fit in with the group straight away.Be mature & dedicatedTeam playerCan take any orders from high commandAble to deal with criticismWe are always looking forward to meeting with you and playing with you. See You In Battlefield Soldier!Language: English
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I've looked into this and i have to say that it is a can of worms. The animations used when dragging the body are simply enough but making the animations work across a network is particularly tricky, especially when you are dealing with dragging other players. Good luck anyways!
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This is extracted from my mission.
It will need adjusting to work in your mission but it basically creates a group of units and a vehicle near the player and gives them a waypoint. If the player gets too far away then the units, the script deletes the units and the script will reset.
if (!hitsquad) then { private ["_pos","_needDriver","_DRIVER","_side","_callingHitmen"]; _uniformPool=["U_IG_Guerilla1_1","U_IG_Guerilla2_1","U_IG_Guerilla2_2","U_IG_Guerilla2_3","U_IG_Guerilla3_1","U_IG_Guerilla3_2"]; _vestPool=["V_TacVest_blk_POLICE","V_TacVestIR_blk","V_BandollierB_rgr"]; _weaponPool = ["arifle_Katiba_ACO_F","arifle_Mk20_ACO_F","arifle_MX_ACO_F","arifle_MXC_ACO_F","arifle_TRG20_ACO_F","SMG_01_ACO_F","srifle_DMR_01_ACO_F"]; _roadlist = getpos player nearRoads 500; _number=(count _roadlist) -1; _spawnPos=_roadlist select _number; _debug=false; hitsquad=true; if (music) then { _tempmusic=hitsquadMSC select (floor(random(count hitsquadMSC))); playMusic [_tempmusic,0]; 0 fadeMusic 0; 3 fadeMusic 1; }; if (_debug) then { deletemarker "hitquadMkr"; hitquadMkr=createMarker ["hitquadMkr",_spawnPos]; hitquadMkr setMarkerShape "ICON"; hitquadMkr setMarkerType "hd_dot"; hitquadMkr setMarkercolor "colorRed"; hitquadMkr setmarkerAlpha 0.5; hitquadMkr setMarkerText "hitquadMkr"; }; _grp= creategroup EAST; _driverGrp = creategroup EAST; _veh = createVehicle ["B_G_Offroad_01_armed_F", _spawnPos, [], 0, "NONE"]; _roadConnectedTo = roadsConnectedTo _spawnPos; _connectedRoad = _roadConnectedTo select 0; _direction = [_spawnPos, _connectedRoad] call BIS_fnc_DirTo; _veh setdir _direction; _positions = _veh emptyPositions "cargo"; _needDriver=true; for "_i" from 1 to (_positions) do { if (_needDriver) then { _needDriver=false; _DRIVER = _driverGrp createUnit ["O_Soldier_F", getpos _veh, [], 0, "NONE"]; _DRIVER assignasdriver _veh; _DRIVER moveindriver _veh; }else{ _unit = _grp createUnit ["O_Soldier_F", getpos _veh, [], 0, "NONE"]; _unit assignAsCargo _veh; _unit moveInCargo _veh; }; }; { _tempUniform=_uniformPool select (floor(random(count _uniformPool))); _tempVest=_vestPool select (floor(random(count _vestPool))); _weapon=_weaponPool select (floor(random(count _weaponPool))); _unit=_x; removeHeadgear _unit: removeGoggles _unit; removeVest _unit; removeBackpack _unit; removeUniform _unit; removeAllWeapons _unit: removeAllAssignedItems _unit; _unit addweapon _weapon; _unit addUniform _tempUniform; _unit addvest _tempVest; _magazines = getArray (configFile / "CfgWeapons" / _weapon / "magazines"); _magazineClass = _magazines select 0; {_unit removeMagazine _x} forEach magazines _unit; for "_i" from 1 to 10 do {_unit addMagazine _magazineClass;}; _unit setrank "CORPORAL"; _unit setSkill ["aimingspeed", 0.1]; _unit setSkill ["spotdistance", 0.1]; _unit setSkill ["aimingaccuracy", 0.1]; _unit setSkill ["aimingshake", 0.05]; _unit setSkill ["spottime", 0.3]; _unit setSkill ["spotdistance", 0.4]; null = [_unit] execVM "addaction.sqf"; _EHkilledIdx = _unit addEventHandler ["killed", {_this call hitManKilledFNC}]; }foreach units _grp + units _driverGrp; _driverGrp setBehaviour "COMBAT"; _driverGrp setSpeedMode "Normal"; _pos = [(getpos player select 0)-50*sin(random 359),(getPos player select 1)-50*cos(random 359)]; _wp = _driverGrp addWaypoint [_pos, 0,1]; _wp setWaypointType "MOVE"; _oldGrp=group player; [player] joinSilent createGroup INDEPENDENT; _side=side player; deleteGroup _oldGrp; _callingHitmen=false; while {{alive _x} count units _grp > 0} do { if (_pos distance player > 50) then {_pos = [(getpos player select 0)-100*sin(random 359),(getPos player select 1)-100*cos(random 359)];}; _leader=leader _grp; _side=side player; if (str _side == "EAST") exitwith {}; if (vehicle _leader != _leader) then { if (_veh distance _pos < 60) then { if (_debug) then{ hint "within area. Unloading";}; dostop _driver; _veh setfuel 0; _grp leaveVehicle _veh; waituntil {{alive _x} count (crew _veh) <= 1}; _pos = [(getpos player select 0)-20*sin(random 359),(getPos player select 1)-20*cos(random 359)]; }else{ if (_debug) then{ hint "Approaching area";}; _veh setdamage 0; _veh setfuel 1; _wp = _driverGrp addWaypoint [_pos, 0,1]; _driverGrp setCurrentWaypoint [_driverGrp, 1]; [_driverGrp, 1] setWPPos _pos; }; }; if (vehicle _leader == _leader) then { if (_leader distance _pos > 150) then { if (_debug) then{hint "Returning to vehicle";}; IF (!ALIVE _Driver) then {_needDriver=true;}; { if (_needDriver) then { _needDriver=false; _x assignasdriver _veh; _x moveindriver _veh; }else{ _x assignAsCargo _veh; _x moveInCargo _veh; }; }foreach units _grp; }else{ if (_debug) then{hint "Unloaded. Approaching target";}; _wp = _grp addWaypoint [_pos, 0,0]; _grp setCurrentWaypoint [_grp, 0]; [_grp, 0] setWaypointType "SAD"; }; }; if (_leader distance player > 750) exitwith { if (random 4 > 2) exitwith { _callingHitmen=true; if (_debug) then{hint "Calling more hitmen";}; null=[] execVM "hitsquad.sqf"; }; }; sleep 5; }; hitsquad=false; if (music and !_callingHitmen) then { _tempmusic=ThemeMSC select (floor(random(count ThemeMSC))); 5 fadeMusic 0; playMusic _tempmusic; 0 fadeMusic 0; 3 fadeMusic 1; }; if ({isPlayer _veh} count (crew _veh) == 0) then { {deleteVehicle _x} forEach (crew _veh); deleteVehicle _veh; }; { deleteVehicle _x } forEach units _grp + units _driverGrp; deletegroup _grp; deletegroup _driverGrp; if (STR _side == "GUER" OR STR _side == "ENEMY") then { _oldGrp=group player; [player] joinSilent createGroup CIVILIAN; deleteGroup _oldGrp; }; }else{};
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im working on finishing the code clean up, and then i'll send you the mission with a link to the CAF Aggressors pack, because of all the OPFOR packs out there at the moment that's the one i'd really like to get to work.---------- Post added at 14:41 ---------- Previous post was at 13:13 ----------
okay -- almost finished.
something that's confused me from the start is, when I have the faction set to 0 (CSAT) and the type set to 1, it works. CSAT spawns and its all good. (on a side note: I haven't tested using 0 as the faction, and simply typing in 0 for _type).
but, when i look further down the code in UnitPools.sqf, it says this:
if (_type==0) then { for "_i" from 0 to 5 do{ _unit=_InfPool select (floor(random(count _InfPool))); _tempArray set [count _tempArray,_unit];}; }; if (_type==1) then {_tempArray=_diverPool};
If im reading that right, i'm somehow declaring the types of units i want to spawn as divers?
But, when I boot it up with faction == 0, type == 1 (code shown below refers to the very top of the code in UnitPools.sqf)
private ["_tempArray","_InfPool","_MotPool","_ACHPool","_CHPool","_uavPool","_stPool","_shipPool","_diverPool","_crewPool","_heliCrew","_ArmPool"]; [color="#00FF00"]_faction=(_this select 0)[/color]; [color="#00FFFF"]_type=(_this select 1)[/color]; _tempArray=[];
The code simply spawns in CSAT units that make sense. Infantry, light vehicles, armor, etc.
I guess I don't understand how _type works in this code. At all.
Or, does _type refer to each one of the data sets within these brackets?
null=[["M1"],[HOUSE GROUPS,SIZE OF GROUPS,PROBABILITY],[PATROL GROUPS,SIZE OF GROUPS,PROBABILITY],[LIGHT VEHICLES,SIZE OF CARGO,PROBABILITY],[ARMOURED VEHICLES,PROBABILITY], [sTATIC VEHICLES,PROBABILITY],[HELICOPTERS,SIZE OF HELICOPTER CARGO,PROBABILITY],[FACTION,MARKERTYPE,DISTANCE,SIDE,HEIGHTLIMIT,DEBUG]] call EOS_Spawn;
Type refers to the unit which is been selected. House groups, patrol groups, motorised groups, armoured groups, attach helicopter groups, transport helicopter groups.
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mm no to be honest. I will have to respart the mission by changing the last brack value in EOS script to TRUE for debugging :(A little help would be appreciated, where would that setcaptive appear (if it will)?
Thank you. holo89. :)
Just put in the init.sqf
PLAYER setcaptive false;
If your problem persists then it's another issue
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Ok so I made a small SP campaign with 5 missions and AI mates on Panthera. EOS spawn distance being 1200. I completed the first mission but when i move to any mission after the first, the enemy there will just engage my AI mates and leave me be. They wont even attack me if I start killing their squad mates. Like I became invisible. Any explanation BangaBob? The missions destinations are far apart, hence enemy spawning in 2 zones simultaneously is impossible.BTW love your script :D
Very strange. Maybe your team mates are perceived as more threatening ;)
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i am making some progress.http://www.mediafire.com/download/lukxb2yzwuy5c4u/dungeons-working.vr.pbo
http://i.imgur.com/fnvi7nj.jpg (117 kb)
http://i.imgur.com/pxxbhqj.jpg (112 kb)
after i do a little cleaning up, i'll get onto the actual creative part.
sweet!
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Try this instead of forceend
endMission "END1";
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What makes you say that? To my knowledge and experience this is not true.---------- Post added at 19:24 ---------- Previous post was at 19:13 ----------
Its probably just my trial and error approach to building scripts. But I have noticed some irregularities with the while condition. I try to avoid Waituntil commands where possible so i don't have as much experience with them. I assumed they would behave similarly
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Hey BangaBob,I love using your EOS scripts in my missions, especially for making insurgency-style missions, but I'm having an issue with spawned unit inventories that get randomized. Here is the RPT error that I get a lot of the time:
5:51:30 soldier[i_Soldier_AAR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:30 soldier[i_Soldier_AAR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:30 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:30 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:30 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:30 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:31 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:31 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:36 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:36 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:36 soldier[i_Soldier_AAR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:37 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:37 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
This is caused from a script I'm using to randomize the clothing of spawned units to make them look like armed civilians, as well as an included attempt to slowly process the AI's intelligence features. Here's the script I am using for this:
(Originally by dezza, but rewritten and added onto by me)
waitUntil {!isNil "bis_fnc_init"}; _civ_clothes = ["U_OG_Guerilla2_1", "U_BG_Guerilla2_2", "U_BG_Guerilla2_3", "U_BG_Guerilla3_1", "U_C_Commoner1_1", "U_C_Commoner1_2", "U_C_Commoner1_3", "U_C_Commoner_shorts", "U_C_HunterBody_grn", "U_C_Poloshirt_blue", "U_C_Poloshirt_burgundy", "U_C_Poloshirt_redwhite", "U_C_Poloshirt_salmon", "U_C_Poloshirt_stripped", "U_C_Poloshirt_tricolour", "U_C_WorkerCoveralls", "U_Marshal", "U_OrestesBody", "U_NikosBody", "U_NikosAgedBody" ]; _civ_hats = ["H_Shemag_olive", "H_Shemag_khk", "H_Shemag_tan", "H_ShemagOpen_khk", "H_ShemagOpen_tan", "H_BandMask_khk", "H_Bandanna_surfer_blk", "H_Booniehat_grn", "H_Booniehat_khk", "H_Booniehat_oli", "H_Booniehat_tan", "H_Bandanna_camo", "H_Bandanna_gry", "H_Cap_blk", "H_Cap_blu", "H_Cap_grn", "H_Cap_oli", "H_Cap_red", "H_Cap_surfer", "H_Cap_tan" ]; _vests = ["V_TacVest_khk", "V_TacVest_oli", "V_TacVest_blk", "V_BandollierB_khk", "V_BandollierB_oli", "V_Chestrig_khk", "V_Chestrig_oli", "V_HarnessO_brn", "V_I_G_resistanceLeader_F" ]; _goggles = ["G_Balaclava_blk", "G_Balaclava_oli", "G_Bandanna_aviator", "G_Bandanna_beast", "G_Bandanna_blk", "G_Bandanna_khk", "G_Bandanna_oli", "G_Bandanna_tan", "G_Spectacles_Tinted", "G_Squares_Tinted", "G_Shades_Black", "G_Shades_Blue", "G_Shades_Green", "G_Shades_Red", "G_Aviator" ]; _unit = _this select 0; if (side _unit == Independent) then { _unit enableSimulationGlobal false; _unit disableAI "ANIM"; _unit disableAI "FSM"; _unit disableAI "MOVE"; _unit disableAI "TARGET"; _unit disableAI "AUTOTARGET"; sleep 5.0; removeAllWeapons _unit; removeUniform _unit; removeHeadgear _unit; removeVest _unit; _unit unassignItem "NVGoggles_INDEP"; _unit removeItem "NVGoggles_INDEP"; sleep 1.0; _cloth_item = _civ_clothes call BIS_fnc_selectRandom; _unit forceAddUniform _cloth_item; if(round (random 1) == 1) then { _hat_item = _civ_hats call BIS_fnc_selectRandom; _unit addHeadgear _hat_item; sleep 0.5; }; if(round (random 1) == 1) then { _vest_item = _vests call BIS_fnc_selectRandom; _unit addVest _vest_item; sleep 0.5; }; if(round (random 1) == 1) then { _goggles_item = _goggles call BIS_fnc_selectRandom; _unit addGoggles _goggles_item; sleep 0.5; }; if(round (random 3) == 1) then { removeBackpack _unit; sleep 0.5; _unit addBackpackGlobal "B_Carryall_khk"; sleep 0.5; _unit addMagazineGlobal "RPG32_F"; _unit addWeaponGlobal "launch_RPG32_F"; sleep 0.5; //"RPG32_HE_F" }; switch (round(random 4)) do { case 0: { _unit addMagazines ["ACE_30Rnd_65x39_caseless_mag_Tracer_Dim", 5]; _unit addWeaponGlobal "arifle_MXC_Black_F"; _unit addMagazines ["30Rnd_9x21_Mag", 3]; _unit addWeaponGlobal "hgun_Rook40_F";}; case 1: { _unit addMagazines ["30Rnd_556x45_Stanag_Tracer_Green", 5]; _unit addMagazines ["1Rnd_HE_Grenade_shell", 2]; _unit addWeaponGlobal "arifle_TRG21_GL_F"; }; case 2: { _unit addMagazines ["ACE_200Rnd_65x39_cased_Box_Tracer_Dim", 3]; _unit addWeaponGlobal "LMG_Mk200_F"; }; case 3: { _unit addMagazines ["30Rnd_9x21_Mag", 6]; _unit addWeaponGlobal "hgun_PDW2000_F"; }; case 4: { _unit addMagazines ["30Rnd_9x21_Mag", 6]; _unit addWeaponGlobal "hgun_PDW2000_F"; }; }; _unit addMagazineGlobal "HandGrenade"; _unit addItem "ACE_fieldDressing"; _unit addMagazineGlobal "SmokeShell"; sleep 7.0; _unit enableSimulationGlobal true; _unit enableAI "ANIM"; sleep 3.0; _unit enableAI "FSM"; sleep 2.5; _unit enableAI "MOVE"; sleep 1.5; _unit enableAI "TARGET"; sleep 0.5; _unit enableAI "AUTOTARGET"; _unit addPrimaryWeaponItem "acc_flashlight"; }; if (side _unit == East) then { _unit enableSimulationGlobal false; _unit disableAI "ANIM"; _unit disableAI "FSM"; _unit disableAI "MOVE"; _unit disableAI "TARGET"; _unit disableAI "AUTOTARGET"; sleep 7.5; _unit enableSimulationGlobal true; _unit enableAI "ANIM"; sleep 3.0; _unit enableAI "FSM"; sleep 2.5; _unit enableAI "MOVE"; sleep 1.0; _unit enableAI "TARGET"; sleep 0.5; _unit enableAI "AUTOTARGET"; }; //Civilian AI doesn't seem to disable if (side _unit == Civilian) then { _unit enableSimulationGlobal false; _unit disableAI "ANIM"; _unit disableAI "FSM"; _unit disableAI "MOVE"; _unit disableAI "TARGET"; _unit disableAI "AUTOTARGET"; sleep 7.5; _unit enableSimulationGlobal true; _unit enableAI "ANIM"; sleep 3.0; _unit enableAI "FSM"; sleep 2.5; _unit enableAI "MOVE"; sleep 1.0; _unit enableAI "TARGET"; sleep 0.5; _unit enableAI "AUTOTARGET"; };
The script above is placed in the "EOS\functions\" folder as "randomizeMiOPFOR.sqf" and this successfully works (for the most part) for OPFOR and INDEPENDENT spawned units by EOS. I'm not sure if it works with Civilians spawned by EOS.
Anyway, as you can see, the script removes most of the original Independent unit's gear and replaces it with a random loadout. I'm not sure why the RPT error is occurring. Do I need to remove all magazines and items from all containers (Backpack, uniform, and vest) of the unit before changing the containers on that unit? Or am I missing something?
Your errors are happening because there is not enough space in the containers for the magazines you are trying to add.
Add a condition in the switch which detects for space in the containers before attempting to add magazines to avoid this error.
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Yes waitUntil and while conditions are pretty unreliable.
What I do is have a while command with an exitwith to replace the waituntil
For example;
// REPLACE WAITUNTIL while {true} do { sleep 0.1; if (((((position _object) select 2) < 1) || (isNil "_para"))) exitWith {}; }; // CONTINUE CODE HERE AS USUAL
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If you have very large marker with a lot of groups then it will lag a bit when you activate the zone. Try separating the marker into smaller individual markers and apply eos zones with smaller groups
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_grp = group theuav; _unit = player; while {true} do { if (!alive (leader _grp)) exitWith {}; _wp = _grp addWaypoint [position _unit, 0]; _wp setWaypointType "MOVE"; sleep 1; };
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You have misspelled triggeractivated in your code.
mis1 = player addaction [""<t color=""#FF8400"">" +"Capture AAC Airfield","ops\aac.sqf","",1,false,true,"","triggeractivated trig2"];
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BangaBob, great scrip man! Really does help to add some realism. A few people on here have asked about tracking civilian deaths and I am so frikkin close to getting a working system but I seem to have a bug that only works for the first to civilian kills. I was hoping someone with more scripting experience could help me out! Here's my code:init.sqf
//Auto populate towns null=[] execVM "cos\cosInit.sqf"; //Check civilian casualties null=[]execVM "civilianCasualties.sqf";
civilianCasualties.sqf
// Global variable to hold the death counter. DeadCivilians = 0; DeadCiviliansLimit = paramsarray select 0; if (!isServer) { // PublicVariable eventhandler to catch the update sent by the server. "DeadCivilians" addPublicVariableEventHandler {call fnc_updatedDeathCount}; }; fnc_updatedDeathCount = { hint formatText ["%1 of %2 acceptable civilian losses",DeadCivilians, DeadCiviliansLimit]; };
addScript_Unit.sqf
/* Add Script to individual units spawned by COS. _unit = unit. Refer to Unit as _unit. */ _unit =(_this select 0); //check to see if civilian was killed _unit addEventhandler ["killed",{ _killer = (_this select 1); _victim = (_this select 0); if (side _killer == WEST) then { //Make sure killer was BLUFOR, we don't want to count enemy kills or car explosions DeadCivilians = DeadCivilians + 1; //increment the count _killer globalChat "Civilian down!"; //announce who killed a civie hint formatText ["%1 of %2 acceptable civilian losses",DeadCivilians, DeadCiviliansLimit]; //track count publicvariable "DeadCivilians"; //push updated number to other clients }; _victim removeAllEventHandlers "killed"; //clean up eventhandlers for dead unit }];
So to break it down really quick, init.sqf starts COS and runs civilianCasualties.sqf. civilianCasualties.sqf sets the variables, and runs the public variable event handler to catch updates from the other players. In addScript_Unit.sqf I've added a killed event handler so that every spawned civie when killed checks to see if the killer was on blufor, increments the casualty counter, announces the casualty and sends the variable to the other clients. For some damn reason the script works flawlessly for the first 2 civilian kills! then it just stops working... arg!
To help isolate the problem try running your killed eventhandler on non-cos units.
If the problem is solved then it is a error with COS and I may be more help
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Dumb question, is CLEAR supported? I'm planning a mission using your scripts and want to make sure that the squares are invisible in-game when the players enter them.Yeah you can make markers invisible. See the instructions for how to do it
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Open eos_core.sqf found in: Arma 3 - Other Profiles\username\missions\EOS_1_98.Altis\eos\core
Browse to lines 33,35,38,40 and remove the "&& isplayer _x" from each code beginning with _actcond.
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I think it's necessary to delete the crew then delete the vehicle. Give it a bash and let me know.
Actually, check this code out. You dont need to set the variable for the driver manually. The code is adjusted to delete them automatically.
this setVariable ["IP_Scene", "start"];
// Variables IP_SceneStartObjects = []; // All Objects { _scene = _x getVariable ["IP_Scene", ""]; if ((_scene != "") && {(_scene == "start")}) then { IP_SceneStartObjects pushBack _x; }; } forEach (allMissionObjects "All");
{ _x deleteVehicleCrew driver _x; deleteVehicle _x } forEach IP_SceneStartObjects;
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Hey BangBob, I will post the error later, but I am open to suggestions on this, I have both scripts set to only activate 20/30% of civs that spawn with these, but am open to suggestions at this time. Am wanting small % of civs to turn on players, both these allow that.I see. To add the action to 20%-30% of the civilians an IF statement would suffice. For example
_unit = (_this select 0); _chance = 20 + (random 10); if ((random 100) <= _chance) then { //RUN SCRIPT HERE FOR 20%-30% OF UNITS };
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Demolition Game Mode for ArmA 3
Release date | Work-in-progressDescription
Close combat terrorist vs counter terrorist scenario. Based on the competitive game mode from Counter strike.
Pictures
Features
Unique maps suitable for 5 vs 5 (Help wanted)
Automatic team-switch at halftime
Bomb animations
Full HUD including mini-map, team-score, kill ticker, round timer
Buying of weapons (defuser, Armour, helmet) at round start
Server controlled rounds
New sound assets
Parameters customization (Round time limit, Total rounds, defuse time, bomb timer)
Spectator mode for players
Progress report
[13/03/15]
I have made considerable progress and I am looking for scriptwriters willing to help with this project (Particularly anyone with expereince at creating dialog's and map makers.). I would also like to implement some kind of ranking system when the core game mode is released.
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I am trying to use this code in the "extra script" portion of your civ script. Getting an error. Is this set up correctly for this script._unit =(_this select 0); While (true) do { _unit addAction ["", {"scripts\hkRandom.sqf"}]; } else { _unit addAction = ["",{[((_this select 3) select 0),"",(0-100),(20 + random 20),west,1,0.5] execVM "scripts\ws_assassins.sqf"},[_unit]]; };
It's very hard to say without knowing the error message you are getting.
But this while loop with no sleep worries me because this will be a infinite loop for each civilian spawned. + It will continually add actions to the unit forever
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I like this idea. Are you planning to implement a money system similar to CS GO?
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@BangaBob need attention here too man. Thanks.Nope. It doesnt have that ability. Sorry
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New problem since the last patch: House patrols spawn at the correct distance but once you get to the centre of the marker they cache, and then restore once you move away from the centre, then cache when you move back to it etc. etc.Weird. So its like the EOS zone is a donut shape?
Civilian Occupation System (COS)
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Interesting. I was running this script on my server last week when we encountered server crashes.
Can i ask, how do you know this script caused your server to crash?