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Antiprotestant

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  1. I have had some success with the "respawnTemplates[] = {"MenuPosition"};", but I have not tried to attach the spawn location to a player. What I achieved is a menu with multiple, selectable locations to spawn at, and more locations get added as time goes on. description.ext respawnTemplatesWest[] = {"MenuPosition"}; respawnTemplatesEast[] = {"MenuPosition"}; and a trigger in game with this in its init: [east, "mkr1"] call BIS_fnc_removeRespawnPosition; sleep 5; [west, "mkr1"] call BIS_fnc_addRespawnPosition; hint "NATO units have occupied XXXX!"; It seems you are on the right path, maybe you can use setMarkerPos or attachTo on the marker and unit to achieve your goal. Hope that helps.
  2. Antiprotestant

    Dynamic Grouping and Capture script for MP

    Thanks for helping out, KevsnoTrev. I see how the Dismiss from group could be a possible grief problem, but I could not think of another way to do it and still have the hostages able to be released by their teammates. I did try to limit the dismiss option to the current group only by this: (group _sub == group _plr). would there be a better way of doing this? I updated the init line command to add the addons folder
  3. I have been close to success, but cannot seem to find what is needed to finish this script; and it seems nobody is able or willing to help my first script become useful. My overall goal of this script is to allow for all players (both sides) to add any AI or other players to a fireteam by approaching them. This will allow for the control of a squad in order to create distractions, and have larger numbers engaging in combat when few players are on a server. In addition to this, the addActions can be used to capture an enemy of the opposing faction, removing all weapons and setting damage at 90%, creating on the fly hostage scenarios. I have tried to create a marker for this hostage, hopefully to incite a rescue operation; but that is not currently working either. I have also tried to create a "punish hostage" action with animations (and remove the setDamage from capture.sqf), but it would not function properly. I am also hoping for a way to implement this script to all units, especially since the changes BIS has made to setVehicleInit, and the like. I have not had people to help me test this properly, and being my first script, I know this can be improved (if it even works properly). I am hoping by putting this up, others may be able to help it grow to the point of proper function. Add to unit init: nul = [this] execVM "addons\teams\teams_init.sqf"; Place the following files into a folder named "teams" , and place the folder in another folder named "addons". teams_init.sqf fireteams.sqf capture.sqf dismissTeam.sqf I am hoping that with everyones help, I can get this functional; and see it used by others online. I think it would be a great additional script to add to any server, due to the fact you can use it if you want, or simply ignore it.
  4. Antiprotestant

    organize multiple addActions via. script?

    I have been close to success, but cannot seem to find what is needed to finish this script. My overall goal of this script is to allow for all players (both sides) to add any AI or other players to a fireteam by approaching them. This will allow for the control of a squad in order to create distractions, and have larger numbers engaging in combat when few players are on a server. In addition to this, the addActions can be used to capture an enemy of the opposing faction, removing all weapons and setting damage at 90%, creating on the fly hostage scenarios. I have tried to create a marker for this hostage, hopefully to incite a rescue operation; but that is not currently working either. I have also tried to create a "punish hostage" action with animations (and remove the setDamage from capture.sqf), but it would not function properly. I am also hoping for a way to implement this script to all units, especially since the changes BIS has made to setVehicleInit, and the like. I have not had people to help me test this properly, and being my first script, I know this can be improved (if it even works properly). I am hoping by putting this up, others may be able to help it grow to the point of proper function. Add to unit init: nul = [this] execVM "teams\teams_init.sqf"; Place the following files into a new folder, and name the folder "teams". teams_init.sqf fireteams.sqf capture.sqf dismissTeam.sqf I am hoping that with everyones help, I can get this functional; and see it used by others online.
  5. Antiprotestant

    organize multiple addActions via. script?

    Thank you! I have been looking for the problem for a while now, and glad it was something easy that I just missed. Is there any easy way to have this implemented on every unit (created initially and spawned during mission)?
  6. I am currently using 3 custom addactions per unit init. All 3 use the same variables in them, as they do nearly the same thing (join group, dismiss from group, and capture enemy), and all 3 work correctly if added individually. I am wondering how to use an external script to add conditons to limit which of these addActions show up , and clean up the actions menu(eg. if the target unit is enemy, the "capture" option shows and not "join Group"). This is what I have so far that does not work and errors: _sub = _this select 0; if (side player == side _sub) then { this addaction ["Add to Fireteam", "team.sqf",[this],1,false,true,"","(_target distance _this) < 3" ]; } else { this addAction ["Capture the Enemy", "capture.sqf",[this],1,false,true,"","(_target distance _this) < 3" ]; }; the unit init: this = [] execVM "this_script.sqf" This will be my first handmade script, so please be constructive and explain the reasoning behind the problems.
  7. Antiprotestant

    Dynamic Guarded Hostage Rescue

    I have been using this on an AI that is the source for my livefeed. this disableAI "TARGET"; this disableAI "AUTOTARGET";this allowfleeing 0; this setbehaviour "CARELESS"; Not sure if that is what you wanted, but it may help.
  8. Antiprotestant

    R3f arty and log

    I have been noticing the optics disappearing after the "move object" action swaps your primary weapon for secondary. added this to the following lines in deplacer.sqf... Line 61: _arma_attached = primaryWeaponItems player; line 66: player removeItemFromPrimaryWeapon arma_attached; line 183: player addPrimaryWeaponItem arma_attached; I still can't get it to work. I have tried many variations of the mentioned commands, but still can't get the optics to return on the weapon when an object is placed. Any help would be great, as I am very new at scripting (and worse with French).
  9. For now I only have triggers with opposing functions on the same location, to achieve the effect of the vehicles appearing for the capturing side; then disappearing when changed hands. If you are asking about a metering device that would state "capturing" on the screen, before activating the trigger; I do not have one yet. I am starting to think I have to go about this mission a different way. Apparently there is no way to separate an empty vehicle from its spawn location once mobile, allowing it to respawn instantly or be re-hidden by the show/hide object module. If anyone knows otherwise, let me know.
  10. I have a trigger for Blufor capture and another for Opfor capture. These initially trigger several vehicles to appear for a designated side. After initial trigger, when opposing trigger is activated; all original vehicles get hidden (via hideObject "XX"), and the opposing vehicles appear. The problem occurs when someone is flying and base switch gets triggered by opposing side. How would I separate the active vehicle from the activation of the show / hide object module? This is my first creation using the editor (although I haven't spent much time off of it since the gates opened), I am trying to figure out the ingame editor functions and not use many additional scripts. I have a fill crate and vehicle respawn script but that is all the additions so far. If anyone knows how to help, let me know.
  11. Antiprotestant

    Sound constantly looping

    After a close call yesterday with several rounds from an opfor vehicle mounted GMG, the initial injury sound was looping constantly after I took a direct hit and respawned. No explosion, only the "ouch" noise of initial injury. I have noticed also that with the opfor Vehicle with GMG, if waypoint is not accessible; there may also be an infinite loop of "Driver move to location" audio files. I have only noticed these when dealing with said vehicle. On a more positive note, I wanted to let the devs know that I am running a 2 Card Radeon HD 6770 Crossfire (ATI Catalyst CC V. 13.1) with no major problems. I have noticed a small delay when returning to the game from the map or when alt-tabbing back from desktop. I had the same issue with the delay until recently in Arma 2, where apparently it was fixed; So I'm hoping the same fix exists, but has not been added yet.
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