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copper2010

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Everything posted by copper2010

  1. Hello there fellow mission creators! My current project is something similar to missions like Invade and Annex and Insurgency, players make there way through the island capturing enemy AI sectors, although it has quite a few twists to make it unique. So far, everything has been going pretty smoothly...with the exception of AI spawning triggers. To save FPS enemy AI doesn't spawn in sectors until players get within a few kilometers of the sector. I have run into a few problems with this, however. 1) The script is set up to spawn 4 enemy fireteams in the town, plus one enemy MHQ the players have to destroy to stop the enemies from getting reinforcements. This works fine with one player, however when mutiple players enter the area, the script will run for every player, meaning instead of 4 enemy fireteams and 1 MHQ, a group of 4 players will have to deal with 64 enemies and 4 MHQs. This is bad for obvious reasons (although it could be an interesting concept for scaling difficulty in future projects). What is a way (if there is any) around this? Trigger Properties defenseeasy.sqf (if any of you coding geniuses out there are also willing to make this script better somehow, that would be much appreciated ;) ) cleanup.sqf 2) You might notice that I currently spawn all the markers on a game logic named "gamelogiceasy". This is intended to only be temporary, and I intend to create multiple gamelogics and place them in every sector, then when the player triggers the AI spawner, it gets the nearest gamelogic and spawns the markers necessary to make the AI patrol (among other things) right on top of it. I've tried messing around with getNearest but haven't had any luck with it, can anyone help me out here? 3) Last one I swear! Even after the sector has been captured by BLUFOR, the defenseeasy script with still run whenever players enter the area. I can't simply delete the trigger when the area is captured since it is it's deactivation that runs the cleanup.sqf script. Be aware I am using the Sector module that BI provides (I like the little icons in the corner and the fact that it isn't 100% based on if all enemies are dead). I also don't want to simply delete the enemy AI once the sector is captured since oftentimes BLUFOR will still be fighting OPFOR when this happens. Is there any way around this? Also if it can be avoided I would love to avoid giving all the spawn triggers individual names. Thanks to anyone who tries to help me out with this! Your assistance is appreciated!
  2. Not yet, I'll try it and see if that works when I test the mission tonight with my friend.
  3. copper2010

    Official launcher isn't working

    I must be part of the lucky few that has the launcher working for them...somewhat...addons won't update for me.
  4. Phew, ok, so after a couple of hours of tweaking the script, I found that, for some reason, the priority is required for the script to work. The only thing I need now is to have each menu individualized, basically have it so that the Quad is spawnable every 20 seconds, the APC every 300, etc etc.
  5. UPDATE: Wow, has the mission come a long way! The main mechanics are out of the way, for now, only small stuff remains, the orginal post is kinda obsolete by now, but I will keep it down there. I am making this so that I can kind of revise stuff that I am working on and need help on. Thanks for reading! 1) Letting the side who controls the sector respawn there. This is my biggest issue thus far, as, to my knowledge, you can only have the sector module active when the sector is "finalize". This also means that the sector can no longer be captured. I am pretty sure I can find a loophole in the system though, by having the sector finalize for a few seconds, then undo it could activate the trigger, thus allowing the respawn point to activate, while at the same time allowing the opposite team to capture the area. 2) Making objects disappear/appear when sectors have been captured. When a sector is captured, I plan to have vehicle ammo appear somewhere in the area so that friendly vehicles can resupply. Since there is a vehicle ammo box for each faction, I need to know how to make one box appear while another disappears when the sector changes control. 3) How to put a timer on addAction menus. The last thing we want is a team spamming helicopters, so I need some why to limit the when people spawn. This can be local and/or serverside. Old Post
  6. Hmm, that did something, I can see three of the options, but not the quadbike, here is the vehicleSpawn and spawnvehicleact scripts vehicleSpawn.sqf private ["_unit", "_vehType", "_veh"]; AllowAction= false;publicvariable "AllowAction"; _unit = _this select 1; _vehType = _this select 3; sleep 0.001; waitUntil {!isNull _unit}; waitUntil {alive _unit}; switch (_vehType) do { case "quadbikeb": { _veh = "B_Quadbike_01_F" createVehicle (getMarkerPos "vspawn"); cutText ["", "BLACK", 0.3]; sleep 1; _unit moveInDriver _veh; _unit assignAsDriver _veh; cutText ["", "BLACK IN", 5]; }; case "ltankb": { _veh = "B_APC_Wheeled_01_cannon_F" createVehicle (getMarkerPos "vspawn"); cutText ["", "BLACK", 0.3]; sleep 1; _unit moveInDriver _veh; _unit assignAsDriver _veh; cutText ["", "BLACK IN", 5]; }; case "apcb": { _veh = "B_APC_Tracked_01_rcws_F" createVehicle (getMarkerPos "vspawn"); [[[_veh],"mhqRespawn.sqf"], "BIS_fnc_execVM", false, true] spawn BIS_fnc_MP; cutText ["", "BLACK", 0.3]; sleep 1; _unit moveInDriver _veh; _unit assignAsDriver _veh; cutText ["", "BLACK IN", 5]; }; case "htankb": { _veh = "B_MBT_01_cannon_F" createVehicle (getMarkerPos "vspawn"); cutText ["", "BLACK", 0.3]; sleep 1; _unit moveInDriver _veh; _unit assignAsDriver _veh; cutText ["", "BLACK IN", 5]; }; case "lheli": { _veh = "B_Heli_Light_01_armed_F" createVehicle (getMarkerPos "hspawn"); cutText ["", "BLACK", 0.3]; sleep 1; _unit moveInDriver _veh; _unit assignAsDriver _veh; cutText ["", "BLACK IN", 5]; }; case "theli": { _veh = "B_Heli_Transport_01_F" createVehicle (getMarkerPos "hspawn"); cutText ["", "BLACK", 0.3]; sleep 1; _unit moveInDriver _veh; _unit assignAsDriver _veh; cutText ["", "BLACK IN", 5]; }; case "aheli": { _veh = "B_Heli_Attack_01_F" createVehicle (getMarkerPos "hspawn"); cutText ["", "BLACK", 0.3]; sleep 1; _unit moveInDriver _veh; _unit assignAsDriver _veh; cutText ["", "BLACK IN", 5]; }; }; sleep 50; AllowAction= true;publicvariable "AllowAction"; spawnvehicleact.sqf private ["_box"]; _box = _this select 0; _obj = _this select 0; _box addAction ["Spawn Quadbike", "vehicleSpawn.sqf", "quadbikeb",true,true,"","AllowAction"]; _box addAction ["Spawn AMV-7 Marshall", "vehicleSpawn.sqf", "ltankb"]; _box addAction ["Spawn IFV-6c Panther", "vehicleSpawn.sqf", "apcb"]; _box addAction ["Spawn M2A1 Slammer", "vehicleSpawn.sqf", "htankb"];
  7. Hm, ok, so the allowaction = false is defiantly working, cause I can't see the options anymore, but either it is counting down the timer at the start of the mission, or I did something wrong in the init.sqf, either way something is wrong XD. Here are all the scripts involved spawnvehicleact.sqf I'm testing the timer on the quadbike first, ignore the other lines for now. set allowaction = false sleep 50 set allowaction = true private ["_box"]; _box = _this select 0; _box addAction ["Spawn Quadbike", "vehicleSpawn.sqf", "quadbikeb",true,true,"","AllowAction"]; _box addAction ["Spawn AMV-7 Marshall", "vehicleSpawn.sqf", "ltankb"]; _box addAction ["Spawn IFV-6c Panther", "vehicleSpawn.sqf", "apcb"]; _box addAction ["Spawn M2A1 Slammer", "vehicleSpawn.sqf", "htankb"]; init.sqf Everything below the set allowaction = true is for the respawn inventory, I don't think that is an issue. set allowaction = true [west, "WEST1"] call BIS_fnc_addRespawnInventory; [west, "WEST2"] call BIS_fnc_addRespawnInventory; [west, "WEST3"] call BIS_fnc_addRespawnInventory; [west, "WEST4"] call BIS_fnc_addRespawnInventory; [west, "WEST5"] call BIS_fnc_addRespawnInventory; [east, "EAST1"] call BIS_fnc_addRespawnInventory; [east, "EAST2"] call BIS_fnc_addRespawnInventory; [east, "EAST3"] call BIS_fnc_addRespawnInventory; [east, "EAST4"] call BIS_fnc_addRespawnInventory; [east, "EAST5"] call BIS_fnc_addRespawnInventory;
  8. So I was replying to a comment early, when I realized my response was so big, it probably belonged in its own thread. The thread was concerning that 50% of servers these days are Life servers and Wasteland. And I can't say I disagree. I see one or two domination servers now that are populated enough for me to join. Why is this? One reason I think is that most people are casual gamers (casual in the sense that they play COD and Halo) they don't want the huge amount of teamwork and coordination needed to play on a realism domination server. So what do they do? Go to Life servers, which are pretty easy to understand and play, and wasteland, which is basically dayz without the zombies (in the sense that you shoot anything that moves). In both gamemodes, the players are encouraged to kill each other rather then work together. And humans seem to have a much better time killing each other then working together. This means that you pretty much have to join a clan if you want a "true arma experience". Then there are people like me, people who play games in "waves" I play one game for about a week, then get bored of it, move on and play other games, and come back to it about a week or two later. This means that I basically get kicked out of any tactical realism clan I join, cause I lose interest, when in reality I am just taking a break from it. Which makes me sad :(. This is another reason why people play Life and Wasteland, you play, you die, you play again. Then you quit when you want. No long battles, no huge commitment, no drills. Well, that is all I can think of right now, what are your guy's thoughts on the subject?
  9. Ok, I'm back after a few days. I can't seem to find any "deleteAction" command on the wiki could you possibly give an example on how I would disable the action for a time?
  10. @Gamer222 This would be better discussed in a private conversation, feel free to PM me if you need any help with respawns :) @Dan Thanks! I'll see what I can do!
  11. Updated the main thread with some more questions that I need to know!
  12. @KevsnoTrev Your script works great! Thanks a lot! Well, all the basics are in place at this point, I think it is time for a small closed alpha. Here are a few things I need before releasing an open beta. The resource system I mentioned early, alternately, a timer can be put on the action when you select it so that you cannot select it for a certain time (e.x. If I spawn an ATV, I won't be able to spawn on for another 5 minutes). I'm sure that would be much simpler then the resource system. On the flipside, it really takes out a lot of the tactics of capturing certain areas to get their resource benefits. Annnd, yea, that's all I can think of right now. The mission is actually coming along very smoothly, so cool to see everything come together! Again, thank you everyone for helping me out, none of this would've happened had you just ignored this, and I've learnt a great deal about scripting that will defiantly benefit future missions!
  13. Hate to bring bad news, but that only broke the script, nothing happens when I select an action :(
  14. @Reaper, Thanks! It worked like a charm. The next thing probably goes hand-in-hand with my respawn question, but 10 times harder. MHQs that aren't on the map to begin with. My plan is to have the tracked APC on each team act as a mobile respawn, so players can continue an assault without flying back and forth. While I could probably implement an MHQ but myself, the problem I have here is that there are no pre-existing APCs on the map, and vehicle is spawned by the player. I am pretty sure there is a way to add code to a vehicle's description when it spawns, but to add a marker (or respawn point) that will follow the APC when it is spawned is a different story. My guess is that I would put a respawn point at the edge of the map that is disabled until an action (like "Deploy MHQ") is selected. When the respawn point/marker detects that action is select, it attaches itself to the APC with the getPos command, and when the APC is destroyed, the respawn point/marker is disabled again until a new APC spawns (my guess is to have the respawn point/marker check if the vehicle is alive, with an if statement saying that if it is not alive, the module is disabled). I do not know how to disable modules via command however, so any tips would be nice. Also, this would probably mean a one MHQ limit, but that is the only way I can think of right now.
  15. Ok, a few more questions. How do I get respawns to only work for the side who controls the sector? A.K.A If BLUFOR owns sector A, they can respawn there. I've tried to sync a trigger with the "Seized by BLUFOR" activation, but when I sync it to the sector module and the respawn point, the game freezes on the loading screen when I start up the mission. Also, I tired to create a single vehicle creation script based off of Reaper's script...it didn't work XD Here is the script I typed up before I gave up, it probably isn't what I originally typed up, since I know this won't work just by looking, I was probably just trying out a new combination. I simply gave up after awhile and quit without saving. private ["_vehiclespawn"]; _vehiclespawn = "B_Quadbike_01_F" createVehicle (getMarkerPos "vspawn"); cutText ["","BLACK", 0.3]; sleep 1; player moveInDriver "B_Quadbike_01_F"; cutText ["","BLACK IN", 5]; case "quadbike": { vehicle = "B_Quadbike_01_F"; (_vehiclespawn) do; }; case "ltank": { _vehicle = "B_APC_Wheeled_01_cannon_F" }; Any suggestions/corrects?
  16. @Dan Thanks! That helped out a lot! @Iceman Thanks for cleaning up the code! Well, the loadouts are complete, respawnloadouts are working, sectors are working, this is moving along nicely :).
  17. Ok, new problem! I've been trying to get the respawn points up and running, and while the respawn points themselves are working, I cannot get the code for the respawnInventory to work for the life of me. The menu shows up for the respawnInventory, but no loadouts show up, despite the fact that I have two in the CfgRespawnInventory description file. Here is what I have in the CfgRespawnInventory description file... class CfgRespawnInventory { class WEST1 { displayName = "Sniper"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; weapons[] = { "srifle_LRR_SOS_F", }; magazines[] = { "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", }; linkedItems[] = { "V_BandollierB_rgr", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_GhillieSuit"; }; class WEST2 { displayName = "Paratrooper"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; weapons[] = { "arifle_MX_F", }; magazines[] = { "30Rnd_65x39_caseless_mag" "30Rnd_65x39_caseless_mag" "30Rnd_65x39_caseless_mag" "30Rnd_65x39_caseless_mag" "30Rnd_65x39_caseless_mag" "30Rnd_65x39_caseless_mag" "30Rnd_65x39_caseless_mag" }; linkedItems[] = { "V_PlateCarrier2_rgr", "H_HelmetB", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam_vest"; backpack = "B_Parachute"; }; }; And in a separate function file, I have this (I assumed that I was suppose to put it in a function file, wiki was kinda vague) [west, "WEST1"] call BIS_fnc_addRespawnInventory; Like I said, I can see the respawn inventory menu, but no loadouts show up... Any tips?
  18. Wow, thanks dude! This is more help from the community then I imagined I would be getting, really happy to see people who are willing to help! I'm pretty sure I have a solid sector control system in place, I will need your loadout system to let it switch between sides (basically load the right weapons for the right faction when they select their class). My plan is to have the game point to a certain script (The BLUFOR loadout script or the OPFOR loadout script) depending on who controls the sector. I also have a vehicle spawning system in place. It spawns the vehicle and then moves the player into the driver's seat... Each vehicle uses its own script, here is the script for the BLUFOR quadbike... _car = "B_Quadbike_01_F" createVehicle (getMarkerPos "vspawn"); cutText ["","BLACK", 0.3]; sleep 1; player moveInDriver _car; cutText ["","BLACK IN", 5]; While this works great in singleplayer, I am a little worried about mutiplayer, using common sense, my guess is that _car is the name of the spawned quadbike. What I am worried about is that when someone else spawns a quadbike, it will be named _car_1 by Arma 3 on default, I am not sure whether the script will compensate for that by changing the player moveInDriver _car to player moveInDriver _car_1, or simply move the player to _car, or the quadbike spawned by another player. I'll test this later in mutiplayer.
  19. No problem! You were very helpful! In planetside 2, every time you capture a facility, that facility will provide a certain type of "resource" that will flow to your base. Every few minutes, the number of resources received will then be added to your resource pool, which you can use to buy armor, aerospace, and infantry gear, each having their certain type of resource. So let's say you control Area A, B, and C. A provides infantry resources, B provides armor resources, and C provides aerospace every five minutes. After you get, lets say 50 armor resources, you can buy a quadbike. Or 100 aerospace will get you a fighter. It is kinda hard for me to explain, so here is the wiki article explaining it... http://planetside.wikia.com/wiki/Resources This is used so that factions cannot simply spam tanks/planes over and over. While I am planning to not go into as much depth as the Planetside 2 system, I imagine it would be possible to have each sector give a type of resource, and give it to each player every number of minutes. Hope this helps!
  20. Damn dude, that is complex looking (at least to me ), keep me posted and let's hope it will work, again, thanks for all the help, I'm going to start working on basic respawns, since I finished up with the vehicle spawn script yesterday, hope you figure that thing out, it is way outta my league!
  21. So in my WIP mission, I want to player to have a certain amount, and certain items in his inventory (One MX, one P07, both with seven mags each, and ten first aid kits to be exact). I know there is some way for the game to check to see if the player has these items in his inventory, I just don't know how to make the game check. Can anyone point me in the right direction?
  22. Works like a charm, thank you SO much.
  23. I never knew you could do that, well that makes it a lot easier. Could you give me the command for that please? I can't find anything that looks like it on the Arma wiki.
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