Jump to content

curtcooll

Member
  • Content Count

    154
  • Joined

  • Last visited

  • Medals

Everything posted by curtcooll

  1. curtcooll

    Track Capture KOH

    You can now download my game mode not yet implemented AI vs player gotta make them buy AI units and vehicles etc so alot scripting needed, would like some feedback. http://speedy.sh/hmmuP/mess-20about.Stratis.pbo
  2. This thread needs to be merged with my other thread didnt notice i made 2 the file can be download there.
  3. curtcooll

    Track Capture KOH

    Just done a little video looking good at the moment going to upload the Mission soon. http://www.youtube.com/watch?v=N9h10e57oVU&feature=youtu.be
  4. What you can do is make it so once group disembarks make the gunner not in the group that disembarks and lock the vehicle, which means he cant leave even that if you then wanted him to be part of the group again you make a trigger that once enemy's are dead he then rejoins your group
  5. curtcooll

    Track Capture KOH

    Summit new to add I've put in civilians with pistols that start near the village you have to capture for more intense game play, civilians are put in to make it harder so that what ever team makes it there first will have to battle civis. anyone interested add curtcooll to steam.
  6. I take no credit for this as it was made by request enjoy. the only thing is the AI dont do animation of getting in the are moved in. while {alive player} do { waitUntil {vehicle player != player}; { _x assignAsCargo vehicle player ; _x moveincargo vehicle player; } foreach units group player; waitUntil {vehicle player == player}; { unassignVehicle _x ; moveOut _x } foreach units group player; };
  7. Ive made King of the hill game mode is it possible to add another faction like independent or civilians? I've added a trigger and added code to script but when i enter the trigger as civilian it don't detect me.
  8. I have a script that when you get in any vehicle the AI will automatically get in same for disembark you get out so do they no need to issue command and waste time, If your interested let me know.
  9. OK I've finished my game mode but once you capture the hill to 1000 points game ends but how do i make it so server restarts once game is over.
  10. curtcooll

    Server restart

    I have a end trigger but game ends is there anyway for game to restart as it does not it just ends.
  11. curtcooll

    Getin/Getout help

    OMFG mate it works your bloody star fair play.
  12. curtcooll

    Getin/Getout help

    Ok so i got this i know im doing summit wrong but what. // null=[veh] execvm "in_out_veh.sqf" _unit = _this select 0; _members = units group player; //_vehicleNew = ObjNull; for [{_x = 0}, {_x < count _members}, {_x = _x + 1}] do { //_unitX = _members _x; if (vehicle player != player) then { _vehicleX = vehicle player; _x assignAsCargo _vehicleX; [_x] moveincargo _vehicleX; } foreach units group _unit; }; };
  13. Anyone know what the command is to check if player is in vehicle vehicle player in thislist dont seem to work or even (vehicle player) in thislist dont work?
  14. What I'm trying to do is make group players enter vehicle when I get in.
  15. curtcooll

    Getin/Getout help

    hmmm tried that no luck either i made fresh new map to see if my other scripts conflicted with anything but still no luck strange indeed. i appreciate the help if anyone does get it working happy days mikie boy did you say it worked for yourself if so could you make a mission and send me over pbo possibly. Cheers ---------- Post added at 01:10 ---------- Previous post was at 00:31 ---------- I even tried a trigger to do this (vehicle player) in thislist or vehicle player in thislist and set the activation to playername moveincargo unitname; i think vehicle player for arma 3 does not work. ---------- Post added at 01:39 ---------- Previous post was at 01:10 ---------- i found this https://community.bistudio.com/wiki/in_vehicle you have to use player in vehicle from what i can understand ?
  16. curtcooll

    Getin/Getout help

    yeah tried that didn't work don't see why its so difficult to make AI get into the damn thing, looking at code it should just do as it says, ive checked around the internet and even arma 2 no one scripted it cant see why because it saves so much time. if your able to get it to work ill be grateful fella i just think it summit that should have been scripted just dont see why it has not lol.
  17. curtcooll

    Getin/Getout help

    Yeah tried that no luck, what im using is a shop where you buy AI units and they get added to your group, i also made a script that when you die you re spawn into reaming AI units so i know that its not conflicting and works but ive been trying 5 days solid to get ai units to enter any vehicle i get in as its way to slow for me to sit there and tell the unit and causes death when trying to evac playing MP ai gamemode.
  18. curtcooll

    Getin/Getout help

    oh ok dunno then not great at scripting understand what you mean though. ---------- Post added at 19:15 ---------- Previous post was at 19:03 ---------- Ok so i use this player in VehicleName would check if im in a vehicle how would i account this for all vehicles rather than just one with specific name. if (!isServer) exitWith {}; _group = group; _unitsGroup = units (group); if (player in vehicle) then { [_unitsGroup] orderGetIn true; }; if (true) exitWith {}; What am i doing wrong? ---------- Post added at 20:46 ---------- Previous post was at 20:23 ---------- ive even tried this cant seem to get the AI unit to auto get in vehicle when im in vehicle. if (!isServer) exitWith {}; //_group = group; //_unitsGroup = units (group); //_veh = vehicle player; if(! isPlayer(leader (group (vehicle player)))) then { forEach (units (group player)); group player orderGetIn true; }; if (true) exitWith {}; ---------- Post added at 22:16 ---------- Previous post was at 20:46 ---------- anyone? im trying to understand how it all works ive got player detected if in vehicle but how do i make it so that within if statement it allows ai group members to enter when i enter if (!isServer) exitWith {}; _group = group; _unitsGroup = units (group); //_veh = vehicle player; if (vehicle player == player) then { forEach (units (group player)); [__unitsGroup] orderGetIn true; }; if (true) exitWith {}; ---------- Post added at 22:39 ---------- Previous post was at 22:28 ---------- Ok tried this where am i going wrong ive tried if statements ive tried for loop this should work. if (!isServer) exitWith {}; Varibles _unit = _this select 0; _group = group; _unitsgroup = units (group _unit); if(vehicle player == player) then { for [{ _loop = 0 },{ _loop < count _unitsGroup},{ _loop = _loop + 1}] do { _guy = _unitsGroup player select _loop; if (_loop == 0) then {[_guy] orderGetIn true;}; sleep 0.1; }; }; ---------- Post added at 23:19 ---------- Previous post was at 22:39 ---------- Ok im close what am i missing? while {true} do { _playerGrp = group player; _unitsPlrGrp = units _playerGrp; _veh_plr = vehicle player; if(vehicle player = player) then { for [{ _loop = 0 },{ _loop < count _unitsPlrGrp},{ _loop = _loop + 1}] do { _unit = _unitsPlrGrp select _loop; _unit assignascargo _veh_plr; [_unit] orderGetIn true; sleep 0.1; }; };
  19. curtcooll

    arti modules/sync ?

    yeah coz its bugged.
  20. Added in code to allow for ai pilot and copilot to re spawn with vehicle and cant seem to get it to work. if (!isServer) exitWith {}; // Define variables _unit = _this select 0; _delay = if (count _this > 1) then {_this select 1} else {30}; _deserted = if (count _this > 2) then {_this select 2} else {120}; _respawns = if (count _this > 3) then {_this select 3} else {0}; _explode = if (count _this > 4) then {_this select 4} else {false}; _dynamic = if (count _this > 5) then {_this select 5} else {false}; _unitinit = if (count _this > 6) then {_this select 6} then {true} else {false}; _haveinit = if (count _this > 7) then {true} else {false}; _AI = _unit; _side = side _unit; _crew = crew _unit; _AI_skillArray = _AI_skillArray + [skill _x]}forEach _crew; _AI_unitArray = []; {_AI_unitArray = _AI_unitArray + [typeOf _x]; _AI_skillArray = _AI_skillArray + [skill _x]}forEach _crew; _hasname = false; _unitname = vehicleVarName _unit; if (isNil _unitname) then {_hasname = false;} else {_hasname = true;}; _noend = true; _run = true; _rounds = 0; if (_delay < 0) then {_delay = 0}; if (_deserted < 0) then {_deserted = 0}; if (_respawns <= 0) then {_respawns= 0; _noend = true;}; if (_respawns > 0) then {_noend = false}; _dir = getDir _unit; _position = getPosASL _unit; _type = typeOf _AI;// _group = group _AI;// _unitsGroup = units (group _AI);// //_dir = getDir _AI; deleteGroup _group;// _group = createGroup _side; _dead = false; _nodelay = false; // Start monitoring the vehicle while {_run} do { sleep (2 + random 10); if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true}; // Check if the vehicle is deserted. if (_deserted > 0) then { if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then { _timeout = time + _deserted; sleep 0.1; waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0}; if ({alive _x} count crew _unit > 0) then {_dead = false}; if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; if !(alive _unit) then {_dead = true; _nodelay = false}; }; }; // Respawn vehicle if (_dead) then { if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;}; if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;}; if (_explode) then {_effect = "M_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit; hint "dude";}; sleep 0.1; deleteVehicle _unit; sleep 2; _unit = _type createVehicle _position; _unit setPosASL _position; _unit setDir _dir; if (_haveinit) then {_unit setVehicleInit format ["%1;", _unitinit]; processInitCommands;}; if (_hasname) then {_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; processInitCommands;}; _dead = false; {_x createUnit [_position, _group];} forEach _AI_unitArray; _unitsGroup = units _group; {_x disableAI "MOVE"} forEach _unitsGroup; for [{ _loop = 0 },{ _loop < count _unitsGroup},{ _loop = _loop + 1}] do { _guy = _unitsGroup select _loop; _guy setSkill (_AI_skillArray select _loop); if (_loop == 0) then {_guy moveInDriver _unit}; if (_loop == 0) then {_guy moveInTurret [heli,[0]] _unit}; sleep 0.1; }; {_x enableAI "MOVE"} forEach _unitsGroup; // Check respawn amount if !(_noend) then {_rounds = _rounds + 1}; if ((_rounds == _respawns) and !(_noend)) then {_run = false;}; }; };
  21. Anyone able to get AI units to rep sawn with the vehicle instead of spawning empty vehicle.
  22. curtcooll

    Vehicle re spawn script

    anyone know how to do it?
  23. Im trying to take code from this script and implement it into other script to allow ai units to re spawn into a vehicle the ups script re spawns vehicle with ai units but is not as good as bottom script. // AIvcl_respawn_UPS.sqf // © JULY 2009 - norrin if (!isServer) exitWith {}; _unit = _this select 0; _lives = _this select 1; _delay = _this select 2; _respawn_point = _this select 3; _marker = _this select 4; _crew = _this select 5; _side = _this select 6; _AI_unitArray = _this select 7; _AI_skillArray = _this select 8; _type = typeOf _unit; _group = group _unit; _unitsGroup = units (group _unit); _dir = getDir _unit; waitUntil {!alive _unit}; deleteGroup _group; if (_lives == 0) exitWith {}; _lives = _lives - 1; _wait = Time + _delay; waitUntil {Time > _wait}; _group = createGroup _side; _vcl_new = _type createVehicle (getMArkerPos _respawn_point); _vcl_new setDir _dir; sleep 1; {_x createUnit [(getMarkerPos _respawn_point), _group];} forEach _AI_unitArray; sleep 2; hint "AI respawn"; _unitsGroup = units _group; {_x disableAI "MOVE"} forEach _unitsGroup; for [{ _loop = 0 },{ _loop < count _unitsGroup},{ _loop = _loop + 1}] do { _guy = _unitsGroup select _loop; _guy setSkill (_AI_skillArray select _loop); if (_loop == 0) then {_guy moveInDriver _vcl_new}; if (_loop == 1) then {_guy moveInGunner _vcl_new}; if (_loop == 2) then {_guy moveInCommander _vcl_new}; sleep 0.1; }; {_x enableAI "MOVE"} forEach _unitsGroup; _leader = leader _group; [_vcl_new, _lives, _delay, _respawn_point, _marker, _crew, _side, _AI_unitArray,_AI_skillArray] execVM "AIvcl_respawn_UPS\AIvcl_respawn_UPS.sqf"; [_leader, _marker] execVM "AIvcl_respawn_UPS\UPSvcl_init.sqf"; if (true) exitWith {}; This script is one im want it to be implemented into. if (!isServer) exitWith {}; // Define variables _unit = _this select 0; _delay = if (count _this > 1) then {_this select 1} else {30}; _deserted = if (count _this > 2) then {_this select 2} else {120}; _respawns = if (count _this > 3) then {_this select 3} else {0}; _explode = if (count _this > 4) then {_this select 4} else {false}; _dynamic = if (count _this > 5) then {_this select 5} else {false}; _unitinit = if (count _this > 6) then {_this select 6} else {}; _haveinit = if (count _this > 6) then {true} else {false}; _hasname = false; _unitname = vehicleVarName _unit; if (isNil _unitname) then {_hasname = false;} else {_hasname = true;}; _noend = true; _run = true; _rounds = 0; if (_delay < 0) then {_delay = 0}; if (_deserted < 0) then {_deserted = 0}; if (_respawns <= 0) then {_respawns= 0; _noend = true;}; if (_respawns > 0) then {_noend = false}; _dir = getDir _unit; _position = getPosASL _unit; _type = typeOf _unit; _dead = false; _nodelay = false; // Start monitoring the vehicle while {_run} do { sleep (2 + random 10); if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true}; // Check if the vehicle is deserted. if (_deserted > 0) then { if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then { _timeout = time + _deserted; sleep 0.1; waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0}; if ({alive _x} count crew _unit > 0) then {_dead = false}; if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; if !(alive _unit) then {_dead = true; _nodelay = false}; }; }; // Respawn vehicle if (_dead) then { if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;}; if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;}; if (_explode) then {_effect = "M_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit; hint "dude";}; sleep 0.1; deleteVehicle _unit; sleep 2; _unit = _type createVehicle _position; _unit setPosASL _position; _unit setDir _dir; if (_haveinit) then {_unit setVehicleInit format ["%1;", _unitinit]; processInitCommands;}; if (_hasname) then {_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; processInitCommands;}; _dead = false; for [{ _loop = 0 },{ _loop < count _unitsGroup},{ _loop = _loop + 1}] do { _unit = _unitsGroup select _loop; _unit setSkill (_AI_skillArray select _loop); if (_loop == 0) then {_unit moveInDriver heli}; if (_loop == 0) then {_unit moveInTurret heli}; sleep 0.1; }; // Check respawn amount if !(_noend) then {_rounds = _rounds + 1}; if ((_rounds == _respawns) and !(_noend)) then {_run = false;}; }; };
  24. yeah my fault i post stuff and its usually takes about 3 days before i hear anything so reposted cant close it though.
×