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ToM666

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Posts posted by ToM666


  1. Hi guys

    I'm not sure why but I am using this script on about 5 vehicles around the base on my mission and after a while the fireballs seem to subdivide then one of the two fireballs slowly drifts upwards and fades.

    wokka = "test_EmptyObjectForFireBig" createVehicle position this; wokka attachTo[this,[0,-1,-1]];

    I would be interested to know why this happens. I'm guessing lag?

    Anyway, the real thing I am after is a way to have this fire light on an object but only burn for a period of time then go out.

    I am probably pushing my luck here but it would also look good if when the fire went out the object / vehicle continued to smoke for a while again on a timeout.

    I was just trying to use a trigger time out but couldn't work out the script code.

    is it possible to do this?


  2. Refresh and try again.

    I had two zip in the site (Logistic and logistic) :rolleyes:

    It should work now

    Yeh that's sorted it. Cheers buddy.

    Installing now.

    ---------- Post added at 19:15 ---------- Previous post was at 17:59 ----------

    well I haven't tried everything yet but I can tell you the lift function works great now. Tracked APC included. Thanks Giallustio :cool:


  3. Check the logistic init, it should be:

    /*
    Created by =BTC= Giallustio
    Version: 0.13
    Date: 20/03/2013
    Visit us at: http://www.blacktemplars.altervista.org/
    */
    

    No mate, the one I have just downloaded from your website says this:

    /*
    Created by =BTC= Giallustio
    Version: 0.12
    Date: 20/03/2013
    Visit us at: [url]http://www.blacktemplars.altervista.org/[/url]

    Is it just me or is anybody else finding the same thing LOL


  4. Couldn't ask for a clearer more concise answer that :)

    Just as a quick heads up. The script I was looking at I downloaded from armaholics this evening and it doesn't reflect the change. I didn't look at the one above so apologies for that.

    Thanks mate and thanks for the script. I think it adds a really nice touch to the ghosthawkes that adds to the emersive game play.


  5. My bad. Should be fixed now.

    Thanks mate.

    I've just been looking through the script to try and see what you changed and to my inexperienced eyes it still looks the same LOL?

    Now I'm starting to wonder if I haven't set this up right.

    I am only using the heli door script so reference the script below I haven't included any of this in my description.ext.

    Should I be using the code below in the code box?

    // JIP Check (This code should be placed first line of init.sqf file)
    if (!isServer && isNull player) then {isJIP=true;} else {isJIP=false;};
    if (!isDedicated) then {waitUntil {!isNull player && isPlayer player};};
    
    {_x setvariable ["BIS_noCoreConversations", true, true]} foreach allunits;
    enableSaving [false, false];
    [] execVM "ca\Modules\MP\data\scripts\MPFramework.sqf";
    

    Also this code below. Will that improve the graphics quality at distance?

    setViewDistance 2000;
    setTerrainGrid 50;

    0 =["Helicopter","B_Helipilot_F"] execVM "scripts\b2_checkPilot.sqf";

    0 =["Heli_Attack_01_base_F","B_Helipilot_F"] execVM "scripts\b2_checkGunner.sqf";

    0 =["Heli_Attack_02_base_F","B_Helipilot_F"] execVM "scripts\b2_checkGunner.sqf";

    0 =["Tank","B_Crew_F"] execVM "scripts\b2_checkPilot.sqf";

    0 = ["Tank","B_Crew_F"] execVM "scripts\b2_checkGunner.sqf";

    0 = ["Wheeled_APC_F","B_Crew_F"] execVM "scripts\b2_checkPilot.sqf";


  6. Hi guys

    I think this might be an easy one for you.

    I using this code in the init of the ghosthawks on my mission.

    veh = [this, 300, 1200, 0, TRUE, FALSE] execVM "vehicle.sqf"; 0 = [this] execVM "scripts\b2_heliDoors.sqf"; 

    The first section calls on a script that basically respawns the chopper.

    The second calls on a script that automatically opens and closed the doors on the chopper when it goes above or below 8 feet off the ground.

    They both work fine until I destroy the chopper and it respawns.

    The door script is then no longer present.

    Is there a way to ensure the door script remains in the init of the respawning chopper?


  7. That wasn't for a trigger, that was to do it through a script.

    I fixed that but what I ended up with still didn't work. No errors but it still triggered even when one of the markers in the array was red and not green. I tried this:

    sleep 5;
    
    markers = ["marker1","marker2"];
    
    if ( {getMarkercolor _x == "ColorGreen"}foreach markers ) then { hint "all areas captured" };
    

    and this:

    sleep 5;
    
    markers = ["marker1","marker2"];
    
    waitUntil {
    {
    getMarkercolor _x == "ColorGreen";
    }foreach markers;
                 };
    
    hint "all areas captured";
    

    Neither work, I think I'm making some big mistake here.

    I'm not trying this with EOS btw, just 2 markers in the editor, but like I said I'm sure there's already an answer in here somewhere as I remember a few people asking how to do it.

    No problem buddy. Thanks for trying. I did have another look through the 29 pages of this thread then had to go out half way through looking. I'll take another look tomorrow.


  8. Load.sqf is not used by the script! Old stuff left from A2 version!

    Tom open the hint & tips file! There's the explanation inside!

    Ahh, hello sir :)

    Yeh did mate. I am using the ghosthawk with camo on my mission so I added this line:

    //UH80 camo
    	case "B_Heli_Transport_01_camo_F" : {_array = ["Motorcycle","ReammoBox","ReammoBox_F","Strategic","StaticWeapon","Car","Truck","Wheeled_APC","Tracked_APC","Air"];};

    I also tried adding the in game name for the tracked apc as well but it wouldn't recognise the vehicle when I was trying to pick it up LOL

    Is there something else I need to do or have I just done it wrong?

    Great script btw bud :cool:

    ---------- Post added at 15:12 ---------- Previous post was at 13:54 ----------

    Also, I have obviously used your script in my map.

    Am I okay to just make this available for download or do I need the permission of the script creator first?


  9. I'm sure somebody in this thread somewhere already figured this out.

    Yeh, that's what I thought. I read through this thread weeks ago and was sure there was something about it in there.

    But I couldn't find it when I was looking earlier. I ended up doubting myself and thinking my memory was playing up. It's not getting any better now I am approaching 50 LOL.

    ---------- Post added at 15:07 ---------- Previous post was at 14:01 ----------

    markers = ["markername1","markername2"];

    {

    getMarkercolor _x == "ColorGreen";

    } foreach markers;

    Something like that I think, not tried it.

    e.g.

    markers = ["markername1","markername2"];
    
    if
    (
       {
       getMarkercolor _x == "ColorGreen";
       } foreach markers;
    )
    
    then
    
    {
    
    hint "all areas captured";
    
    };
    

    Just tried that and it doesn't work.

    Yeh me too. It said "]" missing. Thanks for trying though mate :)

    ToM666, i can't answer you that question. :/ Got this all from kylania :D I've got 1 marker for 1 hint, so i can't help you with that one.

    No problem mate. TBH, I appreciate it any help I get. You guys don't have to help me so when you put yourselves out to try, I really appreciate it.


  10. Hey Grillob.

    You have to put

    getMarkerColor "markername" == "ColorGreen"

    in the condition box of the trigger, and in the onAct box:

    Hint "Successfully cleared the town, good job soldiers!";

    And if you want to end the mission with that trigger, choose #END1 as the type.

    Cheers,

    Valixx

    Hi Valixx

    Do you know how to nest the markernames.

    I have some areas that have 3 zones in them and don't want the hint to appear untill all three have turned green.

    I just tried:

    getMarkerColor "markername1","markername2" == "ColorGreen"

    and

    getMarkerColor ["markername1","markername2"] == "ColorGreen"

    But neither worked.


  11. Hi guys

    I've been having trouble getting the ghosthawk to lift a Tracked APC with this script. I am using the ghosthawks with camo.

    With my basic understanding of script I think I have set it right but it still doesn't want to know.

    Has anybody else solved this?

    I've shown the entire script below:

    /*
    Created by =BTC= Giallustio
    Version: 0.12
    Date: 20/03/2013
    Visit us at: http://www.blacktemplars.altervista.org/
    */
    BTC_active_lift      = 1;
    BTC_active_fast_rope = 1;
    BTC_active_cargo     = 1;
    //Common
    BTC_dir_action = "=BTC=_logistic\=BTC=_addAction.sqf";
    if (BTC_active_lift == 1) then
    {
    //Lift //"B_Helipilot_F"
    BTC_lift_pilot    = []; 
    BTC_lift          = 1;
    BTC_lifted        = 0;
    BTC_lift_min_h    = 7;
    BTC_lift_max_h    = 12;
    BTC_lift_radius   = 3;
    BTC_def_hud       = 1;
    BTC_def_pip       = 1;
    BTC_l_def_veh_pip = ["B_Heli_Light_01_F","O_Heli_Light_02_F","B_Heli_Transport_01_F","I_Heli_Transport_02_F","B_Heli_Transport_01_camo_F"];
    BTC_l_pip_cond    = false;
    BTC_cargo_lifted  = objNull;
    BTC_Hud_Cond      = false;
    BTC_HUD_x         = (SafeZoneW+2*SafeZoneX) + 0.045;
    BTC_HUD_y         = (SafeZoneH+2*SafeZoneY) + 0.045;
    _lift = [] execVM "=BTC=_logistic\=BTC=_lift\=BTC=_lift_init.sqf";
    };
    if (BTC_active_fast_rope == 1) then
    {
    //Fast roping
    BTC_fast_rope_h = 35;
    BTC_fast_rope_h_min = 5;
    BTC_roping_chopper = ["B_Heli_Light_01_F","O_Heli_Light_02_F","B_Heli_Transport_01_F","I_Heli_Transport_02_F","B_Heli_Transport_01_camo_F"];
    _rope = [] execVM "=BTC=_logistic\=BTC=_fast_roping\=BTC=_fast_roping_init.sqf";
    };
    if (BTC_active_cargo == 1) then
    {
    //Cargo System
    _cargo = [] execVM "=BTC=_logistic\=BTC=_cargo_system\=BTC=_cargo_system_init.sqf";
    BTC_def_vehicles     = ["Tank","Wheeled_APC","Truck","Car","Helicopter","Tracked_APC"];
    BTC_def_cargo        = ["Motorcycle","ReammoBox","ReammoBox_F","Strategic"];
    BTC_def_drag         = ["ReammoBox","ReammoBox_F","Strategic"];
    BTC_cargo_selected   = objNull;
    //{if (format ["%1", _x getVariable "BTC_Cannot_Drag"] != "1") then {_name = getText (configFile >> "cfgVehicles" >> typeof _x >> "displayName");_x addAction [("<t color=""#ED2744"">" + "Drag " + (_name) + "</t>"),"=BTC=_Logistic\=BTC=_Cargo_System\=BTC=_Drag.sqf", "", 7, true, true];};} foreach (nearestObjects [player, BTC_Draggable, 50000]);
    };
    //[] spawn {while {true} do {sleep 1;hintSilent format ["%1 - %2", typeOf vehicle player,nearestObjects [player, BTC_def_vehicles, 5]];};};
    //Functions
    BTC_get_liftable_array =
    {
    _chopper = _this select 0;
    _array   = [];
    switch (typeOf _chopper) do
    {
    	//MH9
    	case "B_Heli_Light_01_F"     : {_array = ["Motorcycle","ReammoBox","ReammoBox_F","Quadbike_01_base_F","Strategic"];};
                               //MH9 armed
    	case "B_Heli_Light_01_armed_F"     : {_array = ["Motorcycle","ReammoBox","ReammoBox_F","Quadbike_01_base_F","Strategic"];};
    	//PO-30
    	case "O_Heli_Light_02_F"     : {_array = ["Motorcycle","ReammoBox","ReammoBox_F","Strategic","StaticWeapon","Car"];};
    	//UH80
    	case "B_Heli_Transport_01_F" : {_array = ["Motorcycle","ReammoBox","ReammoBox_F","Strategic","StaticWeapon","Car","Truck","Wheeled_APC","Tracked_APC","Air"];};
                               //UH80 camo
    	case "B_Heli_Transport_01_camo_F" : {_array = ["Motorcycle","ReammoBox","ReammoBox_F","Strategic","StaticWeapon","Car","Truck","Wheeled_APC","Tracked_APC","Air"];};
                               //Attack Heli
    	case "B_Heli_Attack_01_F" : {_array = ["Motorcycle","ReammoBox","ReammoBox_F","Strategic","StaticWeapon","Car","Air"];};
    	//CH49
    	case "I_Heli_Transport_02_F" : {_array = ["Motorcycle","ReammoBox","ReammoBox_F","Strategic","StaticWeapon","Car","Truck","Wheeled_APC","Tracked_APC","Air"];};
    
    
    
    
    B_Heli_Light_01_armed_F
    
    };    
    _array
    };
    BTC_l_paradrop =
    {
    _veh          = _this select 0;
    _dropped      = _this select 1;
    _chute_type   = _this select 2;
    private ["_chute"];
    _dropped_type = typeOf _dropped;
    if (typeOf _veh == "B_Heli_Light_01_F") then {_chute = createVehicle [_chute_type, [((position _veh) select 0) - 5,((position _veh) select 1) - 10,((position _veh) select 2)- 4], [], 0, "FLY"];} else {_chute = createVehicle [_chute_type, [((position _veh) select 0) - 5,((position _veh) select 1) - 3,((position _veh) select 2)- 4], [], 0, "FLY"];};
    _smoke        = "SmokeshellGreen" createVehicle position _veh;
       _smoke attachto [_dropped,[0,0,0]]; 
    _dropped attachTo [_chute,[0,0,0]];
    _heigh = 0;
    while {((getPos _chute) select 2) > 0.3} do {sleep 1;_heigh = (getPos _chute) select 2;};
    detach _dropped;
    //if (_dropped_type isKindOf "ReammoBox") then {_dropped setPos [getpos _dropped select 0, getpos _dropped select 1, _heigh];};
    };
    BTC_l_obj_fall =
    {
    _obj    = _this select 0;
    _height = (getPos _obj) select 2;
    _fall   = 0.09;
    while {((getPos _obj) select 2) > 0.1} do 
    {
    
    	_fall = (_fall * 1.1);
    	_obj setPos [getPos _obj select 0, getPos _obj select 1, _height];
    	_height = _height - _fall;
    	//hint format ["%1 - %2", (getPos _obj) select 2,_height];
    	sleep 0.01;
    };
    //if (((getPos _obj) select 2) < 0.3) then {_obj setPos [getPos _obj select 0, getPos _obj select 1, 0.2];};
    };


  12. No one likes music intros. :) They are always way too loud and playing when people are trying to coordinate. For single player sure it's awesome, but skip it in multiplayer.

    Place your ogg file in a music folder in your mission then declare it in your description.ext:

    class cfgMusic
    {
    tracks[]={song1};
    
    class track1
    {
    	name="song1";
    	sound[] = {\music\song1.ogg, db+10, 1.0};
    };
    };
    

    Then play it from your trigger, effects, tracks, song1.

    Timing explosions to music is tricky, since there's no guarantee you won't lag and the music plays too slow or time passes too slow or whatever.

    Trigger with a timeout min/mid/max of how many seconds you want to delay and a condition of true instead of this would do it. Then onAct of nameOfObject setDamage 1;

    Don't worry kylania it is just ambient battle noise going on in the distance I've added for effect :)

    Well once again mate everything you said had worked perfectly and I'm learning something knew every day. Thanks once again Sir :cool:

    The good news is my mission is now finished and a good deal of the way it looks is down to kylania and his seemingly unending talent.

    Keep a look out for the coop mission in the coming week guys over at armaholics. It will be called "[1st-TAG] Invasion". Just want to test it first with the clan make sure it plays okay :p

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