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ravsun

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Everything posted by ravsun

  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. 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
  6. 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?
  7. 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.
  8. 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?
  9. ravsun

    If then else stament

    Still can't get if then statements working.
  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. 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
  14. 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.
  15. Hello. I am looking for an Addaction that would red smoke Enemy infantry in a 500km area. CLOSE AIR SUPPORT (Day 2) Has it on radio command. I looked into the script for it. I just don't know enough to implement it in my mission. Any help would be Great. Thanks Ravsun
  16. 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
  17. So... I can make the smoke but cant get it to drop in areas with EI in it. I dont want to make variables for each unit... So can the script just look for opfor? Any help would be great.. thanks
  18. Is there a fix for the laser target not getting deleted? Thanks Ravsun
  19. Hey guys I am having an issue with the spawned AI units. They dont shoot at bluefor forces once respawned with trigger. They just follow the waypoint and ignore everyone. Anyone have any ideas why? Thanks ravsun
  20. So I was looking for a script that can spawn/respawn weapons and ammo on the ground. _ammobox = _this select 0; //create a random number _rNumber = ceil (random 10); //add _rNumber * 10 magazines....so 10 for each gun _ammobox addMagazineCargo ["20Rnd_556x45_Stanag",_rNumber * 10]; //add _rNumber weapons to the box _ammobox addWeaponCargo ["m16a4",_rNumber]; sleep 8800; } Error in log: Description of unexpected vehicle: Any way around this? Or a better script? Thanks Ravsun
  21. Scripts works great now. Thanks!!! ---------- Post added at 18:46 ---------- Previous post was at 18:03 ---------- I have one other issue.. I have an object with an addaction on it.. now it works outside but every time i move it into a building the addaction stops working. Any Ideas? this addAction["Take Canned Beans", "scripts\takef.sqf"]; this setPos [getPos this select 0, getPos this select 1,0.4];
  22. I am also trying to get these to spawn in buildings.. I am having trouble setting the height. this setPos [getPos this select 0, getPos this select 1,<height>]; In init I think is being overwritten by: _ammobox = "WeaponHolder" createVehicle getPos _loc; I tryed adding : _loc setPos [getPos _loc select 0, getPos _loc select 1,2]; but it doesent work.. Thanks
  23. Still doesent work. fillammobox.sqf _ammobox = _this select 0; while {alive _ammobox} do { //clear the ammo box clearweaponcargo _ammobox; clearmagazinecargo _ammobox; //create a random number _rNumber = ceil (random 10); //add _rNumber * 10 magazines....so 10 for each gun _ammobox addMagazineCargo ["20Rnd_556x45_Stanag",_rNumber * 10]; //add _rNumber weapons to the box _ammobox addWeaponCargo ["m16a4",_rNumber]; sleep 8800; Game logic init: ammobox = "WeaponHolder" createVehicle getPos this; nul = [ammobox] execVM "fillammobox.sqf";
  24. I remove it. Im calling the script with: ammobox = "WeaponHolder" createVehicle getPos this; nul = [this] execVM "fillammobox.sqf"; still cant get it to work.
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