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meatball

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Everything posted by meatball

  1. Welcome to the world of Arma scripting my friend. 95% of arma scripting is having to figure out stuff on your own. If you can't do that, especially when things are well documented, you might want to try your hand something else. Not trying to be blunt, but Arma scripting can be a bear, and if you can't deal with things not working the first time you try them, you're going to be in for a lot of disappointment.
  2. meatball

    =BTC= Revive

    Anyone ever figure out the 'random no revive' issue, where players will just randomly after being revived no longer be able to revive other players or be revived themselves? Doesn't seem to be tied to whether the player is JIP or not, just seems to randomly hit individuals on occasion.
  3. No, just that you're probably inputting the information wrong. For example. For simpleCache to work, you need to give each militarize call a unique ID (last parameter in the militarize call), you have '1' for every single one. And in simpleCache, the first array in your parameters is supposed to be the array of those unique ID's, not players.
  4. Just off the top of my head, it looks like you've got both the militarize and simplecache calls written wrong. Everything is pretty well spelled out and linked to on the Armaholic download page, including the documentation. And just a suggestion, people here are generally helpful and pretty friendly, but if you come across with an attitude, you'll pretty quickly find folks not responding.
  5. You need to use Militarize/Fillhouse scripts in conjunction with the simpleCache script. But if you're looking for something that calls reinforcements from other zones, you can probably drop AI Spawn Script Pack as it does not do that. And as Iceman said, there are no "Super newbie friendly" AI caching/spawning scripts because Arma scripting in general just isn't super newbie friendly. You'll likely not find any script for anything that you'll just use 'out of the box' and you're going to need to understand the basics of scripting to implement and likely modify most scripts to fit your specific mission needs. I use 7 or 8 scripts in my missions, almost every one of which I've had to mod or tweak myself.
  6. That did the trick! Thanks again! In case anyone is trying to do this without using Taskmaster, here's the script you should be able to use with normally created tasks. // mapSelector Script by Meatball // v 0.2 // Additional Credits to tryteyker, Genesis92x and Larrow // // This script allows your players to 'click' on their map and pull up the task // information for the closest mark to their click location without having to // manually pull up the task list. // // This script setup _may_ interfere with other scripts that you may have that // spawn or create actions based on single mouse clicks on the map and you may need // to adjust the script(s) and trigger(s) accordingly. // Setup: // 1) Copy this script to your root folder of your mission. // // 2) Create an in game trigger with the following setting: // Shape: Whatever you want // Timer: Countdown or Timeout works, just set all values to 0 // Name: mapSelector // Text: Map Selector Trigger // Type and Activation : None // Repeatedly // Present // Condition: visibleMap // On Act.: nul = execVM "mapSelector.sqf"; // // 3) Next, in the 'markerNames' array below, put in the names of all the markers related to your tasks. // Note: Your marker names _must_ match the task name exactly for the related markers/task or the script will not work. // For example: If you have a task named 'task1', the marker related to that task must also be named 'task1'. // markerNames = ["task1","task2","task3"]; // Set list of Marker names to check against. markerNum = count markerNames; // Count the number of markers in the list closestMarkName = "dummy"; // Set dummy values for the closest marker and closest distance closestMarkDist = 1000000; // Reset Map to default view when opening processDiaryLink createDiaryLink ["Map",player,""]; // Continuously check for mouse clicks while the map is open. while {visibleMap} do { onMapSingleClick { // Create temporary marker to use for comparison to markers in array. _tmpMark = createMarkerLocal ["tmpClick",_pos]; // Loop through each marker in markerNames array and check distance between it and the mouse click. for [{_i=0},{_i<markerNum},{_i=_i+1}] do { distBT = (getmarkerpos "tmpClick") distance (getmarkerpos (markerNames select _i)); // If the distance between this marker and closer than the current closest, set it to be the closest. if (distBT <= closestMarkDist) then { closestMarkName = (markerNames select _i); closestMarkDist = distBT; }; }; // Check to make sure that mouse click is at least within 500m of any marker before displaying Task info. if (closestMarkDist <= 500) then { processDiaryLink createDiaryLink ["Tasks", [closestMarkName,player] call bis_fnc_taskreal, ""]; }; // Reset marker info/variables for next click. deletemarkerlocal "tmpClick"; closestMarkName = "dummy"; closestMarkDist = 1000000; sleep 0.5; }; };
  7. Holy guacomole Larrow...that's it! How many cookies you want? :) ---------- Post added at 21:47 ---------- Previous post was at 21:28 ---------- Hmm, definitely the right track. My test mission it works fine, but my bigger mission(s) I'm using SHK's taskmaster to create tasks for the players and it looks like it uses createsimpletask to create the tasks for the player during init.sqf. I wonder if I need to format that processDiaryLink line differently.
  8. Well, spent a lot of time over the last day or so and can't seem to find any way to open that top right box directly from a script call. If anyone has any thoughts/ideas, I have cookies. :)
  9. v 0.9 Released! Some great updates this version! I'm considering entering this into the ARMA Content Contest, so please let me know if you have any feedback or find any bugs! Changelog - Headless Client Support and auto detection now built in! To use a Headless client, load up the mission, connect to the mission as an admin and then connect the Headless client. The HC should connect to the Civilian Headless Client Slot. NOTE: If the HC crashes/disconnects during mission, you will need to restart the mission and reconnect the HC for AI to work properly. - New 'Recon Engineer' role should be able to handle all of your repair needs. - Players will now air drop at the Central Altis step off point as opposed to just being teleported there. Remember to open your chute! - JIP players can now air drop on the rest of the team as opposed to having to grab a boat and try to meet up with the team. - Added in parameter to turn ambient Civilians on/off as I found they were actually causing a decent hit on larger game FPS counts. Default setting is Off. - Added in Zealot's Civilian Vehicle Spawn script to add randomly spawned civilian vehicles into towns & cities. - Multiple AI spawning/caching improvements to speed up spawn and caching speeds. -Added in a handful of new missions and random events to the mission. - Lots of task and mission fixes. - AI balancing adjustments. - Removed edits to the base loadouts for each role since VAS is available for players to loadout any way they wish. Known Issues: - Players will occasionally lose their ability to revive or be revived unless they disconnect/reconnect to the server. Bug reported to BTC Revive script writer, Giallustio. - Mission and tasks have a lot of moving parts, and there still may be some issues/bugs. See initial post for download link.
  10. AI Spawn Script pack is based on markers or whaterver you set as your center point for the spawn. It then checks for players within the range you pick and spawns/despawns based on that, no triggers needed. Like Fight9 said, EOS does that as well. I think most spawn / cache scripts are built that way nowadays. The best thing to do is create an empty mission, create a spawn point and test out the various scripts and see which you like the best. They all are a bit different and excel in different areas, so it'll depend on your mission concept/setup which works best for you.
  11. Yeah, I'm sure there is a way to pull up that task menu, I just can't for the life of me figure out how to do it. I'd be happy enough with the hintC output as well if it would correctly handle/parse the 'marker links' that you can embed in task descriptions. ---------- Post added at 20:07 ---------- Previous post was at 19:57 ---------- Here's a good picture of showing the difference between what I'd like to do, and what I've been able to do. Up top you'll see the top left default menu that contains normal map/mission information inclucing "Tasks" if there are any assigned to the player, you can click on that and see all the associated tasks, and then if you click on the individual task, it will give you the Task name and full description. You'll also notice the 'test link for a marker' shows grey because it's actually a link to the map marker associated with the task by setting the task description up like this: "Task 1 Stuff. Here's a <marker name = "task1">test link for a marker</marker>. If you click on that link, the map will take you right to the associated marker and target it on the map, which you can see by the blue box surrounding the Task 1 marker. On the bottom is the output of my script that finds the closest marker to the map click and then grabs the task name/description using BIS_fnc_taskDescription. Then it uses HintC showing that same task name and description and you'll see it doesn't handle the marker name/marker xml. If I do hintC parsetext, it just completely strips out everything between the marker name/marker tags, including the tags. I'd love it if I could code-wise just pull up the default task box (the top right dark grey box) that you can get to from the menu. :)
  12. Using global because I wasn't able to use local variables once I fired up that while loop and the embedded for loop and reference back to them outside of the scopes of those loops. And as for your second question, absolutely! That's exactly what I want and I don't want to use a hint, but I've yet to figure out how to pull up the 'Task Tab' through script commands once I have the correct task name/ID. ---------- Post added at 17:41 ---------- Previous post was at 17:39 ---------- Thanks!
  13. And it depends on your AI spawning methods. The AI Spawn Script Pack has a good 'simpleCache.sqf' built in for units that are spawned with other scripts.
  14. Thanks, but a strategic map won't work for me. I don't need the players to 'select' missions so much as I want them to just pull up the map, see what tasks are around them and easily pull the task info up. My script is a kludge, but it's working sorta. I have found that if you have any type of code/links (marker name, etc) in your task it doesn't parse those as actual links and just dumps them out as text with all the code. I'm digging through all the functions to see if I can find anything that might work better, but a lot of the stuff doesn't have the best documentation, so it's hard to figure out what they do. I think I'm going to have to dig into some GUI editing to create a new pop up box that parses the task header and description text correctly and paste it on the map GUI. Just stinks I can't figure out how open up the in game task list UI on the map to a specific task with scripting since that's exactly what it is. :)
  15. Yeah, I also think that the "militarize" script from the AI Spawn Script Pack is probably an easy way to get things going. Set a center marker, set up the AI spawn call and your done. He's even got a flash app where you can just plug in the values you want and it'll create the call line for you. His ambient combat script might be good too if you just want random combat around you...
  16. Clarified what I'm actually trying to do in a new post.
  17. Looking at tweaking something in a script and I'm messing with map clicking and coordinates. Anyone know of a way to take a set of coordinates and then compare those coordinates to the coordinates of all markers in game and return the closest marker?
  18. Another thought too. Maybe once one of the vehicles is 'taken' by the players (fuel goes below 1), just wipe out any of the variables related to the script on the vehicle. No reason to have your cleanup constantly pulling those vehicles back through it's loop when normal cleanup scripts can grab it.
  19. Ah... I see. That's actually a pretty smart way to see if the players have it :)
  20. Changing this script to have random fuel should be extremely easy (and a great idea!). Where Zealot creates the vehicle on line 55, just add this after that line. _veh setFuel (random 1); Should set the fuel to random percent between 0 and 1, 0 being empty, 1 being full.
  21. Appears to be the server. First line of the script exits if the script is run on anything other than the server. ---------- Post added at 19:33 ---------- Previous post was at 18:49 ---------- Did a quick test and looks good so far, but a couple of comments/questions. 1) Looks like it only spawns pickup trucks. Think it's just a matter of adding other civilian options to the _classes array and then selecting one at random from that. Something like: _classes = ["C_Offroad_01_F","C_Quadbike_01_F","C_Hatchback_01_F","C_Hatchback_01_sport_F","C_SUV_01_F","C_Van_01_transport_F","C_Van_01_box_F","C_Van_01_fuel_F"]; ... _class = (_classes call BIS_fnc_selectRandom); 2) Be nice to be able to feed the script parameters for the range that spawn/despawn occurs. 3) Do you 'reset' the variables on these vehicles so if players take them, they don't get cleaned up by despawn?
  22. meatball

    =BTC= Revive

    Hey Gia, is the 'lite' version that you mentioned a while back have all the latest changes from your last full patch?
  23. This looks awesome! I'll definitely give it a shot, but have you looked at the load it puts on the server? As in, is this better than just randomly placing a bunch of empty vehicles yourself in the editor?
  24. Hey MAD, love the script. Any chance you're going to optimize so the script will run just on a server or have headless client support as opposed to running on clients? Might just be something off on mine, but I'm seeing some FPS drag on missions when I have both the foot and traffic scripts and was hoping to offload it to a headless client or even to the server.
  25. Excellent, I'll give that a shot. I assume that will break any pathing of pre placed units?
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