radeck1983
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Posts posted by radeck1983
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F2k Sel, won't this code
if ((side _this == west) AND ( vehicle _this isKindOf "LandVehicle") AND danger) then { bomb="Bo_GBU12_lgb" createVehicle (getPos IED9); danger = false; };blow up the IED at the start of the mission? Shouldn't there be a condition with a distance as well?
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Heh, I've gone away from the keyboard for a moment and two posts have been written.
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Hi Sneakers!
You need to use the while command. Here's the code:
while {true} do { _playerpos = getpos player; hint format["You are at co-ord %1",_playerpos]; sleep 0.5; }; -
Put it in the condition field:
(!alive truck1) OR (!alive truck2) OR (!alive truck3) OR (!alive truck4)
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I think it did, though. I inserted all these lines to my init.sqf because they had already been in the init.sqf from the UPSMON package. So I copied them.
I've just looked up these commands on the BI Wiki and, unfortunatelly, I don't understand why they aren't working as they should. The Wiki says that finishMissionInit is finishing the world initialization before a mission is launched, so all the more it's incomprehensible to me. However, I'm not that curious to investigate all these relations. The most important for me is that the problem is solved.
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@galzohar
You've hit the nail on the head. After deleting the lines processInitCommands; and finishMissionInit; there is no "reholding" at the mission start. Also, the HALO jump works perfectly now, even with the UPSMON. In short, problem solved. Thank you very much!
@Nimrod, @seba
Thanks for your time!
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Nimrod, I've checked it out and still no result. By the way, I have tried again without UPSMON - I've deleted from the init.sqf these lines:
//Init UPSMON scritp (must be run on all clients) call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf"; //Process statements stored using setVehicleInit processInitCommands; //Finish world initialization before mission is launched. finishMissionInit;
and the HALO jump works great then, as well as there is no "reholding" there. However, there is one thing I'm wondering about. I use this HALO jump code:
[this, 1000] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"
I've noticed that at the mission start, before i was doing the HALO, i had been standing at the ground for 1-2 seconds. Is it normal?
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Hi seba. Yes, I've already tested this and I'm 100% sure that the problem occurs when the UPSMON is in use. I've noticed that the time elapsed between a mission start and that weapon "reholding", which I wrote about in my last post, is longer if I put more UPSMON patrols. These times aren't long though - let's say, it's 0s (not noticable) if there are 1-4 patrol zones, to 2s, when I put more than 12 patrol zones. But still, it wrecks most of my ideas...
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Hi all! I've recently joined your forum, both to ask for help and to learn and give some help if possible. Unluckily :) at the begining I certainly won't be a good advisor. To not be groundless, here's my first question...
I have a problem with initializing the UPSMON script before a mission start. It manifests itself with a visible weapon "reholding" (I mean, a player lifts a weapon twice in a second - I suspect that the UPSMON is being initialized then). It happens just two seconds after joining a game as a first player.
It is quite a bit frustrating as it makes it impossible to e.g. start a mission with a HALO jump. Why? It looks like this - I click "continue" -> a game starts -> the HALO jump is being and has been initialized -> now, I'm descending, ready to open a parachute -> the UPSMON is being initialized with that weapon "reholding", of which I wrote above -> the UPSMON has been initialized and now, I'm descending in a standard, ground position "on my feet" - cool, but i'm still falling down to the ground...
I know that the problem is in the init.sqf file, but I can't figure out how to use the commands responsible for waiting with a mission start till all scripts are initialized. Asking you for help, I paste my init.sqf below.
nul=[] execVM "briefing.sqf"; execVM "revive\ReviveAceWounds.sqf"; if ((!isServer) && (player != player)) then { //Init UPSMON scritp (must be run on all clients) call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf"; //Process statements stored using setVehicleInit processInitCommands; //Finish world initialization before mission is launched. finishMissionInit; waitUntil {player == player}; }; -
Thank you, and sorry for my mistake.
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Hi all! I've recently joined your forum, both to ask for help and to learn and give some help if possible. Unluckily :) at the begining I certainly won't be a good advisor. To not be groundless, here's my first question...
I have a problem with initializing the UPSMON script before a mission start. It manifests itself with a visible weapon "reholding" (I mean, a player lifts a weapon twice in a second - I suspect that the UPSMON is being initialized then). It happens just two seconds after joining a game as a first player.
It is quite a bit frustrating as it makes it impossible to e.g. start a mission with a HALO jump. Why? It looks like this - I click "continue" -> a game starts -> the HALO jump is being and has been initialized -> now, I'm descending, ready to open a parachute -> the UPSMON is being initialized with that weapon "reholding", of which I wrote above -> the UPSMON has been initialized and now, I'm descending in a standard, ground position "on my feet" - cool, but i'm still falling down to the ground...
I know that the problem is in the init.sqf file, but I can't figure out how to use the commands responsible for waiting with a mission start till all scripts are initialized. Asking you for help, I paste my init.sqf below.
nul=[] execVM "briefing.sqf"; execVM "revive\ReviveAceWounds.sqf"; if ((!isServer) && (player != player)) then { //Init UPSMON scritp (must be run on all clients) call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf"; //Process statements stored using setVehicleInit processInitCommands; //Finish world initialization before mission is launched. finishMissionInit; waitUntil {player == player}; }; -
@Skylez
Try to add groupName setSpeedMode "FULL". See also: setSpeedMode. Maybe it will override the CARELESS behaviour.
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A few weeks ago, I was searching for some informations about the addAction command. I think, that I found a very interesting thread which may help you to some extent. Check here.
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Try the disableAi "FSM" command, as it, as far as I know, affects AI behaviour in the field of reaction to danger. I'm not sure, but it may prevent your units from being stuck. You also might want to set setCombatMode and setBehaviour commands. You need to check these.
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Most of the answers have already been posted here, on this forum. My suggestion is you shouldn't start making missions with a 3d editor, but familiarize yourself with a standard 2d editor. At the begining, look for the topics with resources about editing and scripting - unfortunatelly I don't remember much of the titles. It is a good idea to look up some already done scripts, but still... I think it's better to start with waypoints, synhronization etc. As soon as you gain knowledge in this field, you'll answer yourself to the most of your questions.
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Ok, I've just tested this. Indeed, an empty placed vehicle is considered as a civilian one. Furthermore, if a west unit gets in an empty vehicle, it is considered as a west one. Then, if the unit gets out of this vehicle, the vehicle is again considered as a civilian one.
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Reffering to BI wiki "A US vehicle driven by a Russian will change from West Side to the East Side, but still remains part of the USMC faction."
See: side relations
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What SetCurrentTask command do is setting the task as a current task of the person. The problem is that by completing objective 1 you are setting the current task to objective 2, even if objective 2 was SUCCEEDED before. The trigger with "On Activation: player setCurrentTask tskobj_2;" is responsible for that.
First, don't produce so many triggers, it's unnecessary. You can merge trigger which set task as suceedded with the one setting another objective as current.
Try this:
Trigger 1:
Condition: (!alive hvt);
On Act: tskobj_1 setTaskState "SUCCEEDED"; nul = [objNull, ObjNull, tskobj_1, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; taskhint ["Task accomplished", [1, 0, 0, 1], "taskDone"]; if ((taskState tskobj_2 != "SUCCEEDED")) then {player setCurrentTask tskobj_2}; obj1 = true;
Trigger 2:
Condition: (!alive scud1) AND (!alive scud2);
On Act: tskobj_2 setTaskState "SUCCEEDED"; nul = [objNull, ObjNull, tskobj_2, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; taskhint ["Task accomplished", [1, 0, 0, 1], "taskDone"];; if ((taskState tskobj_1 != "SUCCEEDED")) then {player setCurrentTask tskobj_1}; obj2 = true;
Trigger 3:
Condition: obj1 AND obj2;
On Act: player setCurrentTask tskobj_3;
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Hi!
I have the same problem with units changing direction at the start of the mission preview. I've managed to solve the problem partially. While editing my friend's mission, who used 3D editor to put units and objects into the mission and then made minor changes in a regular editor, I've noticed that units are turning towards objects put in the 3D editor. I think they are turning towards the nearest object. When I delete the object, units change their direction to another nearest one. Though I have a clue, I don't understand why it is happening.
You wrote that you had solved the problem. Can you share this solution?
IEDs working only on land vehicles - only sapers can dissarm it
in ARMA 2 & OA : MISSIONS - Editing & Scripting
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@tryteyker You're 100% right! I don't know how I could missed this.