Prv_Jezz
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Hi Guys, i had a smal Hostage Script in Singleplayer and on selfHostet Multiplayer it works but on Deticated not perfect. I think there is just a smal smal failure maybee some smart guy can find the problem. :confused: I placed a Civilian (Name: h1) and in his init: _null = [this] execVM "Hostage.sqf"; So he is sitting on the Ground and waits i see also the FreeME AddAction the Animation of free him is played but he is sitting there and does nothing. After he is free he should go to the marker (i placed on the map) evac1. In the Editor he sometimes if he is free dont runs away maybee he is scarred of the weapons around him.. But in MP is dont works att all.... please HELP! :j: HE Should NOT join the group just go to the marker evac1. Maybee a silent hint like "thanks" would be nice.. :D Hostage.sqf // _null = [this] execVM "Hostage.sqf"; // _CivnotRescued = true; _man = _this select 0; _man setcaptive true; _man disableAI "MOVE"; _man disableAI "ANIM"; _man action ["SITDOWN",_man]; _hostageact1 = _man addaction ["FreeME","Hostagevars.sqf"]; while {_CivnotRescued} do { if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; sleep 1; }; _man removeaction _hostageact1; if (alive _man) then { player attachto [_man,[0,-0.9,0]]; player setdir 0; player switchmove "AinvPknlMstpSnonWrflDnon_medic"; sleep 3; player switchmove "AinvPknlMstpSnonWrflDnon_medicEnd"; sleep 1; player switchmove ""; _man enableAI "ANIM"; _man switchmove "SitStandUp"; detach player; sleep 2; _man enableAI "MOVE"; _pos1 = getMarkerPos "evac1"; _grp = group h1; _wp = _grp addWaypoint [_pos1, 0]; [_grp, 0] setWaypointType "MOVE"; }; Hostagevars.sqf _unit=_this select 0; _unit setcaptive false; greetings Jezz
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PopUp Targets (Points System)
Prv_Jezz posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Problem self solved thanks alot.. -
PopUp Targets - Shooting House
Prv_Jezz replied to Prv_Jezz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@F2k Sel Yes sure i i call it with: houseone = [[c1,.........],6] execVM "xx.sqf"; was my fault. But i recoded the Script with a friend and now it works in MP perfectly :D -
Hi Guys, i am working on an SWAT Test Area on Stratis, and i got a few problems with my popupscript. I am searching for the SR5 Tactical MOUT course script, by Reezo but its all Down inc. Armaholic. :( Problem solved. :D Cheers Jezz :)
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AI Waypoint Movement
Prv_Jezz replied to Prv_Jezz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the awnser but i will try it with Scripting. :) I change my Code and my Idea a bit. Now i got 4 Persons. It works not bad but at the First Car Stop Point the VIP gets out the car and walk to the marker point then after the sleep command he goes back to the car but he don't get in. Stand ~5 meters of the car and thats it. -.- I can fix that if i cut out the: "{_x setbehaviour "CARELESS"; _x domove position _veh; _x setSpeedMode "LIMITED"; _x setFormation "WEDGE";} foreach units group _man;" Under the "sleep 120;" But then the VIP and the Bodyguard will run and dont walk how they should. I think my code is just to worse. :( vip = The VIP vipcar = The Car of the VIP drv1 = The Driver vipmk1 = First Car Stop Marker Point vipwk1 = After reaching vipmk1 leave the Car and walk to that marker vipwk1. vipmk2 = Second Car Stop Marker Point vipwk2 = After reaching vipmk2 leave the Car and walk to that marker vipwk2. vipmk3 = Final Car Stop Marker Point The VIP has 2 Bodyguards (body1, body2). I run it by: nul = [vip,vipcar,drv1,"vipmk1","vipwk1","vipmk2","vipwk2","vipmk3"] execvm "viptour.sqf"; if isserver then { private ["_man","_veh","_drv","_mkr","_mkr2","_mkr3","_mkr4","_mkr5"]; _man = _this select 0; _veh = _this select 1; _drv = _this select 2; _mkr = _this select 3; _mkr2 = _this select 4; _mkr3 = _this select 5; _mkr4 = _this select 6; _mkr5 = _this select 7; _drv setbehaviour "SAFE"; _drv domove position _veh; _drv setSpeedMode "LIMITED"; _drv setFormation "WEDGE"; waituntil {unitready _drv}; {_x setbehaviour "SAFE"; _x domove position _veh; _x setSpeedMode "LIMITED"; _x setFormation "WEDGE";} foreach units group _man; _drv assignAsDriver _veh; [_drv] orderGetIn true; waituntil {vehicle _drv != _drv}; sleep 1; {_x assignAsCargo _veh;} foreach units group _man; units group _man orderGetIn true; waituntil {vehicle _man != _man}; sleep 1; _veh setfuel 1; _drv domove (getmarkerpos _mkr); _drv commandmove (getmarkerpos _mkr); _wp1 = group _man addWayPoint [getmarkerpos _mkr,10]; _wp1 setwaypointtype "MOVE"; _wp1 setWaypointSpeed "LIMITED"; _wp1 setWaypointBehaviour "SAFE"; waituntil {unitready _drv}; _veh setfuel 0; {unassignVehicle _x} forEach units _man; {_x setFormation "WEDGE";} foreach units group _man; _wp2 = group _man addWayPoint [getmarkerpos _mkr2,10]; _wp2 setwaypointtype "MOVE"; _wp2 setWaypointSpeed "LIMITED"; _wp2 setWaypointBehaviour "SAFE"; sleep 120; {_x setbehaviour "CARELESS"; _x domove position _veh; _x setSpeedMode "LIMITED"; _x setFormation "WEDGE";} foreach units group _man; {_x assignAsCargo _veh;} foreach units group _man; units group _man orderGetIn true; waituntil {vehicle _man != _man}; sleep 1; _veh setfuel 1; _drv domove (getmarkerpos _mkr3); _drv commandmove (getmarkerpos _mkr3); _wp3 = group _man addWayPoint [getmarkerpos _mkr3,10]; _wp3 setwaypointtype "MOVE"; _wp3 setWaypointSpeed "LIMITED"; _wp3 setWaypointBehaviour "SAFE"; waituntil {unitready _drv}; _veh setfuel 0; {unassignVehicle _x} forEach units _man; {_x setFormation "WEDGE";} foreach units group _man; _wp4 = group _man addWayPoint [getmarkerpos _mkr4,10]; _wp4 setwaypointtype "MOVE"; _wp4 setWaypointSpeed "LIMITED"; _wp4 setWaypointBehaviour "SAFE"; sleep 120; {_x setbehaviour "SAFE"; _x domove position _veh; _x setSpeedMode "LIMITED"; _x setFormation "WEDGE";} foreach units group _man; {_x assignAsCargo _veh;} foreach units group _man; units group _man orderGetIn true; waituntil {vehicle _man != _man}; sleep 1; _veh setfuel 1; _drv domove (getmarkerpos _mkr5); _drv commandmove (getmarkerpos _mkr5); _wp5 = group _man addWayPoint [getmarkerpos _mkr5,10]; _wp5 setwaypointtype "MOVE"; _wp5 setWaypointSpeed "LIMITED"; _wp5 setWaypointBehaviour "SAFE"; waituntil {unitready _drv}; _veh setfuel 0; }; Any Ideas? -
Hi Guys, i ma working on a Sniper Mission. Smal Story Infos: A Gerneral (AI - Name: VIP) is in an Area with a Car (PMC SUV NAME: vipcar) with four Bodyguards (Body1-4) is for a visit on Utes. The Mission starts at smal Town south left on Utes. The General and his Bodyguards should board the SUV and drive on the Street to the upper North-West Base (wp1). There they should disembark walk to (wp2) wait there a while (sleep 240;) go back to the SUV and drive down to the First Town (south left) disembark and walk a bit abround (maybee wp3) as a loop. Town 1 (South - East) < - > Town 2 North - West | till the vip get killed. I hope i could to describe it allright. :rolleyes: Maybee the Easy way work with normal Editor Waypoints (Get in -> Move -> Get out -> Move -> Sleep -> Get In -> Move etc.) But i think its not the smartest way. (Or i am wrong?) and i would do it with a Script to port it later on other Maps. I think the first thing i should solve it to group the AI (But there placed in the Editor the General is the Group leader and he hast 4 AI Bodyguards) maybee there allready grouped. My Scripting knowledge is very basic(!) :o I start my Script with: nul = [] execvm "viptour.sqf"; waituntil {!isnil "bis_fnc_init"}; if isserver then { hint "Mounting Vehicle"; sleep 1; body1 MoveInDriver vipcar; vip MoveInCargo vipcar; body2 MoveInCargo vipcar; body3 MoveInCargo vipcar; body4 MoveInCargo vipcar; // Maybee the better way is: {_x moveincargo vipcar} foreach units group -- how to group ai thats working on Multiplayer!?! -- ; _wp1 = body1 addWaypoint [getmarkerpos "wp1",0]; _wp1 setWaypointSpeed "SAVE"; //should save that they keep on streets i think. _wp1 setwaypointtype "MOVE"; _wp1 setWaypointStatements ["true", ""]; _wp2 = body1 addWaypoint [getmarkerpos "wp2",0]; _wp2 setWaypointSpeed "SAVE"; _wp2 setwaypointtype "GETOUT"; _wp2 setWaypointStatements ["true", ""]; sleep 240; body1 MoveInDriver vipcar; vip MoveInCargo vipcar; body2 MoveInCargo vipcar; body3 MoveInCargo vipcar; body4 MoveInCargo vipcar; _wp3 = body1 addWaypoint [getmarkerpos "wp2",0]; _wp3 setWaypointSpeed "SAVE"; _wp3 setwaypointtype "MOVE"; _wp3 setWaypointStatements ["true", ""]; }; But it dont works. And i need some Help! :(
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Helicopter Crash Tracker
Prv_Jezz replied to Prv_Jezz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the replay tryteyker & BlackMamb, i tryed both and the MPkilled ev dont really works better. So i have a new idea to master the challenge. :D So i wannt to use a GPS/Transponder "thing". So i added the Helicopter an addaction entry with a Script behind that should show the position on the Map. But it dont will work pretty smart maybee you got some ideas to fix it. So that it will run on the Deticated Server. I think the problem is that its 4 Helicotpers and not just one. :( And is it possible to activate the GPS/Transponder if some body will enter the Pilot slot in the Heli? -.- Add Action in the Heli: _Transponder = [nil,nil,"per",rADDACTION,["Activate the Transponder",transponder.sqf"]] call RE; And the GPS/Tracking Script: transponder.sqf _Trans = _this select 0 _caller = _this select 1 _id = _this select 2 sleep 1; _Trans removeAction _id //MarkerPart nearest = _this; _gridPos = mapGridPosition nearest; _marker = createMarker [_gridPos, nearest]; _marker setMarkerShape "ICON"; _marker setMarkerType "DOT"; _marker setMarkerColor "ColorRed"; //Delete the Marker sleep 300; deleteMarker _marker; I think i am to stupid for the arma coding. :( greetings Jezz -
Hi Guys, i actually make a Multiplayer mission where many units will fly to the Battlefield by Helicopter and the Helis will bring the reinforcements after a while to the frontline too. But now sometimes a Helicopter Crashes while the human Pilot fly to creapy or he will be shot down. So what i wannt is if a Helicopter will crash (there 4 Blackhawk Helicopters) the Rescue Team should know that and the Crash position too. But it dont works. Maybee some body can help me out. :( So i put in the init of all Helicopters this addEventHandler ["HandleDamage", {_this execVM "alert.sqf"}]; and in the alert.sqf //Alert Part private ["_namesArray","_marker"]; _namesArray = ["rescue1", "rescue2", "rescue3", "rescue4"]; { if((player in _namesArray) && (player distance _x < 30000)) then { [player, _x, "loc", rSIDECHAT, "Helicopter Crasht! Look at the Map for the CrashPosition"] call RE; }; } forEach playableUnits; //MarkerPart nearest = _this; _gridPos = mapGridPosition nearest; _marker = createMarkerLocal [_gridPos, nearest]; _marker setMarkerShapeLocal "ICON"; _marker setMarkerTypeLocal "DOT"; _marker setMarkerColorLocal "ColorRed"; //Delete the Marker sleep 300; deleteMarkerLocal _marker; greetings Jezz
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Random Intel Suitcase Spawn
Prv_Jezz replied to Prv_Jezz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just for the Guys (every Bluefor Unit) near by in a ~50Meter Radios or something would be great. -
Random Intel Suitcase Spawn
Prv_Jezz replied to Prv_Jezz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cuel your awesome and I thank you very much! Thats exactly what i need. :) One more smal Question if I may then all is perfect. I would have if you near the Suitcase to output a sound in an ~50 Meters Radius on the Suitcase that it will play a Sound to find it easyer like a "Beep...Beep...Beep". I think the Multiplayer Framework will be the better solution but i dont understand the playsound function in it. So i tried that way but it don't loops the sound too. I put this in my Description.ext: class CfgSounds { sounds[] = {ping}; class ping { name = "ping"; sound[] = {ping.ogg, db + 100, 1.0}; titles[] = {0, ""}; }; }; I make a Trigger: AxiA & B = 0. Activation: Any, Condition: count (nearestObjects [player,["SuitCase"],50]) > 0 OnAct: [nil,(nearestObjects,player,["SuitCase"]), rSAY, ping] call RE; But don't works to far. Maybee there is a problem with the vehiclename. -
Random Intel Suitcase Spawn
Prv_Jezz replied to Prv_Jezz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thats my problem i don't know how. But i think i need to do it like this: :D { if ((_x distance _Suitcase > 5)) then { _Suitcase + [_x]}} forEach _Suitcase; -
Random Intel Suitcase Spawn
Prv_Jezz replied to Prv_Jezz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks mate for your replay. So its a Mission with 3 "Parts" the First Mission is to rescue an Helicopter Pilot and bring him back to Base. The second Mission is Destoy his crashed Helicopter that all i get working perfectly. The third Mission is the Helicopter has a lot of Intel on Board and on the Crash the Suitcases where spread over the map and the Takis steal it and wannt so sell them. The Player should try to find them the only hint is show in City A,B,C,D,E,F,G. It should be 10 Suitcases. I don't need a hint "that your in the near of them". just if the player is <5 the Suitcase shut invisible and a count should start 1/10...2/10... if all 10/10 found mission successed. :) Thats my plan. But i am to newbie to know how to do it randomly. The Helicopter crashes at 4 different Locations that Works just with 4 markers and a bis_fnc_random the Pilot spawns in a Taki vehicle and the drive him to a different Location with 4 random markers. But the damed suitcases sucks my blood out. :D -
Random Intel Suitcase Spawn
Prv_Jezz replied to Prv_Jezz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So i use other Scripts for Repair etc. i heard with scripts it takes less Performace but if you know how to do it i would be very thanksfull. :) -
Random Intel Suitcase Spawn
Prv_Jezz replied to Prv_Jezz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the sweet replay. Very nice Ideas but i am a newbie in Scripting. :o So i hope i understand what you mean. What you think about that way: I create a trigger with on Bluefor exist (in the spawn area of the units or better over the init.sqf?) in that are and call then the Script: nul = [suitcase_count 1-15] execVM "intel_spawn.sqf"; Now i put in every City 1-5 markers in ~10 Citys makes good 30-50 Markers so possible Spawn Positions. But how can i make then an distance check and count the Founded suitcases? I think i need more help then a normal user. :( Thats my idea now: And the intel_spawn.sqf // // Spawn my Random Suitcases // private ["_SuitcaseCount","_markers","_spawnhold"]; _SuitcaseCount = _this select 0; if isserver then { _markers = ["mkr1","mkr2","mkr3","mkr4","mkr5","mkr6","mkr7","mkr8","mkr9","mkr10","mkr11","mkr12","mkr13","mkr14","mkr15"] call BIS_fnc_selectRandom; _h = 0; while {_h != _SuitcaseCount} do { _spawnhold= createVehicle ["Suitcase", getPos player, _markers,0, "CAN COLLIDE"]; _spawnhold setVehicleInit "HERE NOW A DISTANCE CHECK FOR THE SUITCASE?"; processInitCommands; sleep 2; _h = _h+1; }; sleep random 5; hint "Its gone..."; }; // //End PLEASE PLEASE HELP ME! :D -
Hi you great Arma Scripters! I wannt to realize a "smal" MP-COOP Mission. You got 15 Soldiers and 3 Helicopters and place around on chernarus Citys some Intel-Suitcases what the Player should find and for sure some Enemy Soldiers in the citys. Works so far Great but after 2 or three times playing it sucks becouse you know in which Citys are the Suitcases. So i think i need some randomness. But my Script will not work. And how can i do an distance check like ((player distance intel1) < 5); working. Many Questions i know but I would be grateful for any help. :) intel_spawn.sqf // // To Call it: nul = ["markerscount"] execVM "intel_spawn.sqf"; // if (!isServer) exitWith {}; private ["_markerscount","_markcreate","_i","_prim","_marker","_intel"]; _markerscount = _this select 0; _prim = ["Suitcase"]; _markcreate = []; for "_i" from 0 to _markerscount do { _marker = format ["marker_%1",_i]; _markcreate = _markcreate + [_marker]; _intel = createVehicle ["Intel", getPos _marker,0, "CAN COLLIDE"]; hint format ["intel %1 added",_i]; sleep 1; }; if (true) exitWith {}; // //End thanks a lot Prv.Jess