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SturerEmil84

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Everything posted by SturerEmil84

  1. Hey guys, after a load of tries I finally decided to ask for some help... I'd really love to have a "simple - to- use" mortar fire script. Nothing too fancy, just spawn a mortar- bombardement (81mm at best xD) with "x" shells around a "y" radius on target "z". This is what I tried to use: /*//////////////////////////////////// Script by J.Shock Open to editing and public use!!! I do ask that this header remain with the script. *//////////////////////////////////// /* To use the Simple Mortar Script (SMS): 1. Put down a marker and name it. 2. Alter the following call line to suit your needs, default values defined below: null = ["A", 100, false, 1, 15, 5, 300] execVM "scripts\arty.sqf"; 1 - Your marker's name (default is empty string, "") 2 - Radius around marker for bombardment (default is 100m) 3 - Use smoke rounds instead of HE (default false) 4 - Number of bombardments (default 1) 5 - Number of rounds (default 10) 6 - Time before bombardment starts after script call (default 5 seconds) 7 - If more than 1 bombardment, as defined by argument #4 time between each bombardment (default 300 seconds, 5 minutes) 3. Enjoy the Show! */ _marker = [_this, 0, "", [""]] call BIS_fnc_param; _radius = [_this, 1, 100, [0]] call BIS_fnc_param; _useSmk = [_this, 2, false, [true]] call BIS_fnc_param; _iter = [_this, 3, 1, [0]] call BIS_fnc_param; _numRounds = [_this, 4, 10, [0]] call BIS_fnc_param; _startTime = [_this, 5, 5, [0]] call BIS_fnc_param; _timeBetween = [_this, 6, 30, [0]] call BIS_fnc_param; if (isServer) then { if (_startTime > 0) then { sleep _startTime; }; for "_i" from 0 to _iter step 1 do { if (_useSmk) then { for "_s" from 0 to (_numRounds) step 1 do { _pos = [[[(getMarkerPos _marker), _radius]], "ground", ["water", "out"], {}] call BIS_fnc_randomPos; _smkRnd = createVehicle ["SmokeShellArty", _pos, [], 0, "NONE"]; sleep 5; }; } else { for "_m" from 0 to (_numRounds) step 1 do { _pos = [[[(getMarkerPos _marker), _radius]], "ground", ["water", "out"], {}] call BIS_fnc_randomPos; _mrtRnd = createVehicle ["M_Mo_82mm_AT_LG", _pos, [], 0, "NONE"]; sleep 5; }; }; if (_iter > 1) then { sleep _timeBetween; }; }; }; much thanks to J.Shock... Now to my problem, when using this script, I get an error in line 65, saying that my _pos variabel is undefined. I made a marker called A and used following call line in a trigger thats working... null = ["A", 100, false, 1, 15, 5, 300] execVM "scripts\arty.sqf"; I'm pretty sure my mistake is hidden in that line: _mrtRnd = createVehicle ["M_Mo_82mm_AT_LG", _pos, [], 0, "NONE"]; Please help!!! ... and thanks in advance.
  2. SturerEmil84

    A really simple "mortar- fire" script

    I must admit I havn't realized the function error... Can't run game at the moment to check. Are you running your game with CBA installed killzone?
  3. SturerEmil84

    A really simple "mortar- fire" script

    Sorry man ... I was still a bit sleepy and thought you talked about the same error we discussed here, because the line you quoted in your post was the old, wrong one... Change it to: _pos = [[[(getMarkerPos _marker), _radius]]] call BIS_fnc_randomPos; Then it definetly bombards your marker
  4. SturerEmil84

    A really simple "mortar- fire" script

    I did get this error... maybe read the thread first???
  5. SturerEmil84

    A really simple "mortar- fire" script

    Yeah, you made me a happy gamer again
  6. SturerEmil84

    A really simple "mortar- fire" script

    Thanks a lot mate, that small change did the trick... Really appreciated...
  7. I can't fcking wait... How long? :ph34r: Greetz and keep it up.
  8. Hello everyone... I recently decided to reinstall Arma 2 and Arma OA after a longer break. For the first time I used the Steam - Version of those games and I instantly did run into some problems... In the past, I always used to modify my game- shortcuts to load any mod I wished by just double- clicking on said shortcuts. After me "updating" to the steam version, this seems no longer possible... I did create a working shortcut on my desktop with the following target: "C:\Program Files (x86)\Steam\SteamApps\common\Arma 2 Operation Arrowhead\ArmA2OA.exe" -nosplash It's working just fine... But as soon as I try to add: -mod= @Pacific;@CBA (for example...) The whole thing resets to Arma 2 OA, with the content of Arma 2 missing... If I do manually start Hell in the Pacific and CBA, they do start just fine... Really need help here... Thanx.
  9. SturerEmil84

    Problem with creating short- cut's to mods...

    Don't get me wrong... Mods do work... it's just those shortcuts I can't get to work for the live of me...
  10. SturerEmil84

    arma2 Oa ww2 warships release

    Noooo... still one week to go without internet- connection at home (yep, just discovered this while at work... sloooow day today) and you release something as promising as this... :p Patience is a virtue. And @Domokun: As said I havn't tested by myself, but what speaks against making a mission using both I44 and this mod? Are there any incompatibilities? And yes, Isola di Capraia or maybe (FDF)Podagorsk would be my first ideas map- wise :) Greetz.
  11. SturerEmil84

    Iron Front as mod in Arma 3

    Cool... good to know... I already did ask myself, how those new functionalities would interfere with the IF- units. Please also note... that IF already had it's own bipod- deployment- system... No idea how this is going to work with the new bipod system... ? Anyways, keep on working and see ya around xD... Greetz. ---------- Post added at 01:35 ---------- Previous post was at 01:20 ---------- I just tested the M3 Halftrack version... the M3 Scout version and the captured German 251'er... None of them crashes my game... :confused: Greetz.
  12. If there is any possibility... please include at least a little of those Polish - 1939 (known from Arma 2 CO "September '39 - mod") - units into your Arma 3 version... I really don´t want to step on your toes... but I did love matching your "German Infantry" against those guys of the "September '39 - mod"... Greetz.. and a big please... xD
  13. SturerEmil84

    Iron Front as mod in Arma 3

    Here you go: https://dev.withsix.com/projects/lib-issue-tracker/wiki/IFA3_LITE_manual_install Greetz. Edit: Mhhh, maybe I should bother reading the whole post before quick- replying next time. :rolleyes:
  14. SturerEmil84

    Iron Front as mod in Arma 3

    Very much appreciated mate... Greetz.
  15. Wow, this looks simply amazing... Greetz.
  16. SturerEmil84

    Iron Front as mod in Arma 3

    There is a way. I'm not at my gaming- rig at the moment, but I'll send you the script over a bit later... Greetz.
  17. SturerEmil84

    Iron Front as mod in Arma 3

    Hey guys... first off a small question: I realized that with the IF mod for Arma 3, there comes the "old style" surrendering- module from Arma 2 CO. Now I simply wanted to ask (cause testing this module is a pain in the a**), will this module also do it's job under arma 3 or is it actually useless? Placing it in my mission worked out flawlessly, but as I said, I wasn't able to observe any unit actually surrendering... (but hey, even with the A2 module you had units surrendering in 1 out of 10 cases... :p) And second... @ThatGuyHats: It's really just a shot into darkness, but I guess your problem has to do something with the "Arma- artillery computer". Of course, all of the base game units and some of the "modded- units do use it, but unfortunately the IF units do not... So "doArtilleryFire" is not working for them... I might be all wrong here as well :confused:. But if I should be right, you either have the possibility to have ary shooting by much more scripting, or you could magically spawn ary- bombardement where and when you want it... Let me know what you prefer... (and anybody who knows more, don't hesitate to correct me please) Greetz.
  18. Judging from the screens, this might also be an excellent battlefield for use in combination with the Iron Front for Arma 3 mod... Looking sweet, can't wait for this beauty. Greetz.
  19. SturerEmil84

    Iron Front as mod in Arma 3

    After some initial problems during the install- process (I had the conversion tool saved somewhere in my program- files... it refused working properly till I copied it to my desktop :confused:), I was successfull in the end and after my first few hours in the mod I simply wanted to say: THANK YOU GUYS SO MUCH!! The port is sensationally done and I overly enjoy goofing around in the editor. and @Volsukh: Not your local problem mate, I realised about this error- message as well, but I couldn't make out any impact on the actual game?
  20. SturerEmil84

    Iron Front as mod in Arma 3

    I wasn't able to download the last community- patch file (1.08)... Now I'am... Just blame it on my own incompetence maybe? ;)... Greetz...
  21. SturerEmil84

    Iron Front as mod in Arma 3

    Please check the front- page... A load of links died a horrible death it seems... :p Greeetz from Hamburg.
  22. SturerEmil84

    Iron Front as mod in Arma 3

    Guys, I really didn't intend to start any hot blood here... :) Günter got me right, I already have missions in .pbo, as I created them using the Arma 2 version. If I could play them in Arma 3 as well, that would absolutely make my day... Can't wait to finally finish working and to start tha weekends. :bounce3: Greetz and thanks.
  23. SturerEmil84

    Iron Front as mod in Arma 3

    That's a pitty. Back to the lab it is then... Greetz from Hamburg.
  24. SturerEmil84

    Iron Front as mod in Arma 3

    As I'm looking forward to finally purchase my Arma 3 copy today, I asked myself if any SP- missions done for the Arma 2 version of IF would also be compatible with the Arma 3 version??? Or would the editor just show me a finger because of changed script- commands and the like? :rolleyes: Greetz from Hamburg.
  25. SturerEmil84

    Invasion 1944 v2.6 (CO)

    Hey mate, unfortunately the ai- medics in this mod are broken and there's no way to get them heal friendlies without fiddling around with the mod- files, what might cause problems in Multiplayer- sessions... If you want it for SP, send me a pm as the changes themselves aren't hard to do once you know what to look for. Greetz. Edit because of some clarifications...
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