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ravsun

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About ravsun

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core_pfieldgroups_3

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  1. Anyone have any ideas why this is happening? Thanks
  2. SO Ive been playing around to to make a sector control map. I have made a sector and synced bolth sides and an area to the sector. I added a spawn AI with Sector tactics and a spawn point and synced them. So my issue is If i add two Spawn AI for BluFor and Opfor, Only the first Spawn AI module I put down will go after the Sector. The second spawn point that was put down will spawn AI but they will just sit there. This is my sample mission for testing. https://drive.google.com/file/d/16nC57I0W8_TcKPR0AbwWbRPv8aXASBdA/view?usp=sharing Is this a bug or am I missing something? Thanks
  3. That does not work. It breaks the script. Complete Script: //Create a side logic _center = createCenter sideLogic; //Create a group for our modules _logicGroup = createGroup _center; //Spawn a SupportRequestor module _requester = _logicGroup createUnit ["SupportRequester",getpos player, [], 0, "FORM"]; //Setup requestor limit values { [_requester, _x, 0] call BIS_fnc_limitSupport; }forEach [ "Artillery", "CAS_Heli", "CAS_Bombing", "UAV", "Drop", "Transport" ]; //Create a position 1km away from player in random direction _pos = [player, 1000, (floor (random 360))] call BIS_fnc_relPos; //Spawn a SupportProvider mosule of type Virtual_Drop _provider = _logicGroup createUnit ["SupportProvider_Virtual_Drop", _pos, [], 0, "FORM"]; //Setup provider values { _provider setVariable [(_x select 0),(_x select 1)]; }forEach [ ["BIS_SUPP_crateInit",'ClearWeaponCargo _this; ClearMagazineCargo _this; removeAllItems _this; clearItemCargo _this; _this addWeaponCargoGlobal ["arifle_MX_F", 50]; _this addWeaponCargoGlobal ["arifle_MX_GL_F", 50]; _this addWeaponCargoGlobal ["arifle_MXC_F", 50]; _this addWeaponCargoGlobal ["arifle_TRG20_F", 50]; _this addWeaponCargoGlobal ["arifle_TRG21_F", 50]; _this addWeaponCargoGlobal ["arifle_TRG21_GL_F", 50]; _this addWeaponCargoGlobal ["srifle_EBR_F", 50]; _this addWeaponCargoGlobal ["LMG_Mk200_F", 50]; _this addMagazineCargoGlobal ["30Rnd_65x39_Caseless_mag", 200]; _this addMagazineCargoGlobal ["100Rnd_65x39_Caseless_mag", 200]; _this addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag_Tracer", 200]; _this addMagazineCargoGlobal ["20Rnd_762x45_Mag", 200]; _this addMagazineCargoGlobal ["16Rnd_9x21_Mag", 200]; _this addMagazineCargoGlobal ["30Rnd_9x21_Mag", 200]; _this addMagazineCargoGlobal ["20Rnd_556x45_UW_Mag", 200]; _this addMagazineCargoGlobal ["30RND_556x45_Stanag", 200]; _this addMagazineCargoGlobal ["200RND_65x39_Cased_box_Tracer", 200]; _this addWeaponCargoGlobal ["launch_NLAW_F", 50]; _this addWeaponCargoGlobal ["launch_RPG32_F", 50]; _this addMagazineCargoGlobal ["RPG32_F", 50]; _this addMagazineCargoGlobal ["NLAW_F", 50]; _this addMagazineCargoGlobal ["ATMine_Range_Mag", 50]; _this addMagazineCargoGlobal ["APERSMine_Range_Mag", 50]; _this addMagazineCargoGlobal ["ClaymoreDirectionalMine_Remote_Mag", 50]; _this addMagazineCargoGlobal ["DemoCharge_Remote_Mag", 50]; _this addMagazineCargoGlobal ["APERSBoundingMine_Range_Mag", 50]; _this addMagazineCargoGlobal ["SLAMDirectionalMine_Wire_Mag", 50]; _this addMagazineCargoGlobal ["APERSTripMine_Wire_Mag", 50]; _this addWeaponCargoGlobal ["ToolKit", 50]; _this addWeaponCargoGlobal ["MineDetector", 50]; _this addWeaponCargoGlobal ["Medikit", 50]; _this addMagazineCargoGlobal ["1Rnd_HE_Grenade_shell", 50]; _this addMagazineCargoGlobal ["1Rnd_Smoke_Grenade_shell", 50]; _this addMagazineCargoGlobal ["1Rnd_SmokeGreen_Grenade_shell", 50]; _this addMagazineCargoGlobal ["1Rnd_SmokeYellow_Grenade_shell", 50]; _this addMagazineCargoGlobal ["1Rnd_SmokePurple_Grenade_shell", 50]; _this addMagazineCargoGlobal ["1Rnd_SmokeBlue_Grenade_shell", 50]; _this addMagazineCargoGlobal ["1Rnd_SmokeOrange_Grenade_shell", 50]; _this addMagazineCargoGlobal ["SmokeShellRed", 50]; _this addMagazineCargoGlobal ["SmokeShell", 50]; _this addMagazineCargoGlobal ["SmokeShellGreen", 50]; _this addMagazineCargoGlobal ["SmokeShellYellow", 50]; _this addMagazineCargoGlobal ["SmokeShellPurple", 50]; _this addMagazineCargoGlobal ["SmokeShellBlue", 50]; _this addMagazineCargoGlobal ["SmokeShellOrange", 50]; _this addItemCargoGlobal ["Zasleh2",50]; _this addItemCargoGlobal ["muzzle_snds_H", 50]; _this addItemCargoGlobal ["muzzle_snds_L", 50]; _this addItemCargoGlobal ["muzzle_snds_B", 50]; _this addItemCargoGlobal ["muzzle_snds_H_MG", 50]; _this addItemCargoGlobal ["optic_Arco", 50]; _this addItemCargoGlobal ["optic_Hamr", 50]; _this addItemCargoGlobal ["optic_Aco", 50]; _this addItemCargoGlobal ["optic_ACO_grn",50]; _this addItemCargoGlobal ["optic_Holosight", 50]; _this addItemCargoGlobal ["acc_flashlight", 50]; _this addItemCargoGlobal ["acc_pointer_IR", 50];'] ["BIS_SUPP_vehicles",[]], //types of vehicles to use ["BIS_SUPP_vehicleinit",""], //init code for vehicle ["BIS_SUPP_filter","SIDE"] //whether default vehicles comes from "SIDE" or "FACTION" ]; //Set our limit on the requester for drops to 1 [_requester, "Drop", 1] call BIS_fnc_limitSupport; //Sync the modules and the player together [player, _requester, _provider] call BIS_fnc_addSupportLink;
  4. Hey Larrow, I wanted to add a custom loadout for the crate. WHere in your script would I add: ClearWeaponCargo _this; ClearMagazineCargo _this; removeAllItems _this; clearItemCargo _this; _this addWeaponCargoGlobal ["arifle_MX_F", 50]; _this addWeaponCargoGlobal ["arifle_MX_GL_F", 50]; _this addWeaponCargoGlobal ["arifle_MXC_F", 50]; _this addWeaponCargoGlobal ["arifle_TRG20_F", 50]; _this addWeaponCargoGlobal ["arifle_TRG21_F", 50]; _this addWeaponCargoGlobal ["arifle_TRG21_GL_F", 50]; _this addWeaponCargoGlobal ["srifle_EBR_F", 50]; _this addWeaponCargoGlobal ["LMG_Mk200_F", 50]; _this addMagazineCargoGlobal ["30Rnd_65x39_Caseless_mag", 200]; _this addMagazineCargoGlobal ["100Rnd_65x39_Caseless_mag", 200]; _this addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag_Tracer", 200]; _this addMagazineCargoGlobal ["20Rnd_762x45_Mag", 200]; _this addMagazineCargoGlobal ["16Rnd_9x21_Mag", 200]; _this addMagazineCargoGlobal ["30Rnd_9x21_Mag", 200]; _this addMagazineCargoGlobal ["20Rnd_556x45_UW_Mag", 200]; _this addMagazineCargoGlobal ["30RND_556x45_Stanag", 200]; _this addMagazineCargoGlobal ["200RND_65x39_Cased_box_Tracer", 200]; _this addWeaponCargoGlobal ["launch_NLAW_F", 50]; _this addWeaponCargoGlobal ["launch_RPG32_F", 50]; _this addMagazineCargoGlobal ["RPG32_F", 50]; _this addMagazineCargoGlobal ["NLAW_F", 50]; _this addMagazineCargoGlobal ["ATMine_Range_Mag", 50]; _this addMagazineCargoGlobal ["APERSMine_Range_Mag", 50]; _this addMagazineCargoGlobal ["ClaymoreDirectionalMine_Remote_Mag", 50]; _this addMagazineCargoGlobal ["DemoCharge_Remote_Mag", 50]; _this addMagazineCargoGlobal ["APERSBoundingMine_Range_Mag", 50]; _this addMagazineCargoGlobal ["SLAMDirectionalMine_Wire_Mag", 50]; _this addMagazineCargoGlobal ["APERSTripMine_Wire_Mag", 50]; _this addWeaponCargoGlobal ["ToolKit", 50]; _this addWeaponCargoGlobal ["MineDetector", 50]; _this addWeaponCargoGlobal ["Medikit", 50]; _this addMagazineCargoGlobal ["1Rnd_HE_Grenade_shell", 50]; _this addMagazineCargoGlobal ["1Rnd_Smoke_Grenade_shell", 50]; _this addMagazineCargoGlobal ["1Rnd_SmokeGreen_Grenade_shell", 50]; _this addMagazineCargoGlobal ["1Rnd_SmokeYellow_Grenade_shell", 50]; _this addMagazineCargoGlobal ["1Rnd_SmokePurple_Grenade_shell", 50]; _this addMagazineCargoGlobal ["1Rnd_SmokeBlue_Grenade_shell", 50]; _this addMagazineCargoGlobal ["1Rnd_SmokeOrange_Grenade_shell", 50]; _this addMagazineCargoGlobal ["SmokeShellRed", 50]; _this addMagazineCargoGlobal ["SmokeShell", 50]; _this addMagazineCargoGlobal ["SmokeShellGreen", 50]; _this addMagazineCargoGlobal ["SmokeShellYellow", 50]; _this addMagazineCargoGlobal ["SmokeShellPurple", 50]; _this addMagazineCargoGlobal ["SmokeShellBlue", 50]; _this addMagazineCargoGlobal ["SmokeShellOrange", 50]; _this addItemCargoGlobal ["Zasleh2",50]; _this addItemCargoGlobal ["muzzle_snds_H", 50]; _this addItemCargoGlobal ["muzzle_snds_L", 50]; _this addItemCargoGlobal ["muzzle_snds_B", 50]; _this addItemCargoGlobal ["muzzle_snds_H_MG", 50]; _this addItemCargoGlobal ["optic_Arco", 50]; _this addItemCargoGlobal ["optic_Hamr", 50]; _this addItemCargoGlobal ["optic_Aco", 50]; _this addItemCargoGlobal ["optic_ACO_grn",50]; _this addItemCargoGlobal ["optic_Holosight", 50]; _this addItemCargoGlobal ["acc_flashlight", 50]; _this addItemCargoGlobal ["acc_pointer_IR", 50]; I see this line but i cant get the syntax right I think. ["BIS_SUPP_crateInit",""], //init code for crate Thanks
  5. ravsun

    If then else stament

    null = [] execVM "support\hint.sqf"; On activation of a trigger. ---------- Post added at 01:35 ---------- Previous post was at 00:48 ---------- I decided that this is a better way of doing the hint. hintSilent parseText format["<t size='2.25' color='#40FF00'>Command Mission Status. <t size='1.25' color='#81F7F3'><br />Completed Missions will reward support assets.<br /><br /></t><t size='1.00' color='#FF8000'>Capture AAC Airfield <t size='1.00' color='#F7FE2E'>%1<br /><t size='1.00' color='#FF8000'>Seek and Destroy Large OA <t size='1.00' color='#F7FE2E'>%2<br /><t size='1.00' color='#FF8000'>Destroy Power Plant <t size='1.00' color='#F7FE2E'>%3<br /><t size='1.00' color='#FF8000'>Annex Panochori <t size='1.00' color='#F7FE2E'>%4",triggerActivated test1,triggerActivated test2,triggerActivated mis3,triggerActivated mis4]; Now is there any way to change the True/False output to something else? Like instead of saying "Capture AAC Airfield false" It could say "Capture AAC Airfield Not completed." And when its completed ""Capture AAC Airfield Support Assets Available" Thanks ---------- Post added at 02:05 ---------- Previous post was at 01:35 ---------- Anything wrong with the syntax here? Because I cant get the Mortar Script to fire. _tr2 = createTrigger ["EmptyDetector", getPos Player]; _tr2 setTriggerArea [0, 0, 0, true]; _tr2 setTriggerText "MORTAR FIRE SUPPORT"; _tr2 setTriggerTimeout [0, 0, 0, False]; _tr2 setTriggerType "NONE"; _tr2 setTriggerActivation ["BRAVO", "PRESENT",false]; _tr2 setTriggerStatements ["this", "null = [10, Sh_120mm_HE, 30, 10, 3, 500, west] execVM "support/Mortar.sqf";",""]; Any ideas?
  6. ravsun

    If then else stament

    This works: systemChat format ["Test 1 Status: %1", triggerActivated test1]; systemChat format ["Test 2 Status: %1", triggerActivated test2]; if ((triggerActivated test1) && (triggerActivated test2)) then { hint "Command Support Available"; } else { hint "Support not Available. Try Completing a mission first."; }; but this wiill not work if i have "s1 in thisList" in condition.
  7. ravsun

    If then else stament

    it just doesn't work it will not display a hint it will not activate. at work right now and I can't test debug. is the syntax I used correct?
  8. ravsun

    If then else stament

    Still can't get if then statements working.
  9. Why doesn't this work? if (triggerActivated test1 and triggerActivated test2) then { hint "Command Support Available"; } else { hint "Support not Available. Try Completing a mission first."; }; Or just this? if (triggeractivated test1) then { hint "Command Support Available"; } else { hint "Support Unavailable. Try completing a Mission first.";} ; Or just this? _t1 = (triggeractivated test1) _t1 = false if (_t1) then { hint "Command Support Available"; } Any help would be great. Thanks
  10. Wow what a simple mistake thanks a ton... Ive also been having an issue with addaction conditions. sup1 = player addaction ["<t color="#01DF01"">" +"Supply Drop (Limit one)","support\ammo.sqf","",1,false,true,"","(triggerActivated trig1)]; So This works but I want to add another condition like so: sup1 = player addaction ["<t color="#01DF01"">" +"Supply Drop (Limit one)","support\ammo.sqf","",1,false,true,"","(triggerActivated trig1) && !(triggerActivated trig2)] The second one will check if a different trigger was activated then not show the action again. It breaks the action for some reason.
  11. Hey again guys. Ive got another issue. This trigger shows up as an radio alpha but the statement does not work. Ive tested [[["","B_supplyCrate_F","FncSupplyCargo1"],"supply\supply.sqf"], "BIS_fnc_execVM", true] call BIS_fnc_MP; in the editor and it works fine. _tr1 = createTrigger ["EmptyDetector", getPos Player]; _tr1 setTriggerArea [0, 0, 0, true]; _tr1 setTriggerText "TESTING"; _tr1 setTriggerTimeout [0, 0, 0, False]; _tr1 setTriggerType "NONE"; _tr1 setTriggerActivation ["ALPHA", "PRESENT",false]; _tr1 setTriggerStatements ["this", "[[["","B_supplyCrate_F","FncSupplyCargo1"],"supply\supply.sqf"], "BIS_fnc_execVM", true] call BIS_fnc_MP;";\ Any ideas? Thanks
  12. I need the condition to Only show Action when "trig2" has NOT been activated. ---------- Post added at 00:00 ---------- Previous post was at 23:57 ---------- BangaBod your scripts are awesome! BTW Nevermind I see the mistake and now its working. Thanks guys!
  13. That does not work for me. I have a simple hint trigger named trig2. I have a trigger that activates the script. mis1 = player addaction [""<t color="#FF8400"">" +"Capture AAC Airfield","ops\aac.sqf","",1,false,true,"","!(triggerActivated trig2)]; mis2 = player addAction ["<t color="#FF8400"">" +"Seek and Destroy Large OA", "ops\helo.sqf]; mis3 = player addAction ["<t color="#FF8400"">" +"Destroy Power Plant", "ops\pwr.sqf]; I need mis1 addaction to now showup after trig2 has been activated. Thanks for the quick help.
  14. Hey guys, Is there anyway to not show a action when a trigger has been activated? Here is what i have so far. { If (mis1complete) Then {player removeAction mis1}; sleep 1.0; }; mis1 = player addaction [""<t color="#FF8400"">" +"Capture AAC Airfield","ops\aac.sqf","",1,false,true,"","] mis2 = player addAction ["<t color="#FF8400"">" +"Seek and Destroy Large OA", "ops\helo.sqf]; mis3 = player addAction ["<t color="#FF8400"">" +"Destroy Power Plant", "ops\pwr.sqf]; And i have a trigger with activation with mis1complete = true. I know there is a way to add it to the action script but i cant figure out the syntax. Thanks Rav
  15. I tryed activating that script with add action and a trigger.. does not work. On init of A164 this addAction ["Mark Targets", "smoke.sqf"] Script: _NMEgrp = createMarker ["nmegrpmkr", getPosASL "EI1"]; _smoke = "SmokeShellRed" createVehicle (getMarkerPos "nmegrpmkr"); Enemy group leader init: EI1 = group this; doesent work.. thanks
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