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fawlty

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Everything posted by fawlty

  1. Engima, is there a guide for installing this mod to use in missions? I had a quick look but couldnt find it and it didnt work by adding the Engima folder and initserver.sqf file. I got a lot of use out of the traffic mod use it all the time.👍
  2. Making up some compositions and need this for a upcoming mission but can see more uses for it The question, is there a easier way to achieve this than c1 setCaptive false; c2 setCaptive false; c3 setCaptive false; c4 setCaptive false; c5 setCaptive false; c6 setCaptive false; c7 setCaptive false; C being individual civilians. I'm trying to group the c1,c2 etc.
  3. Thanks KK, that certainly worked but from my very limited script knowledge the original makes more sense to me. The key words here are 'limited knowledge' Thanks again
  4. Putting together a mission where we move a ammo box out of a hanger, I then call in a ai chinook for sling pickup, then we're off to the next task. I can get all that to work just fine unless one of the players drops the box in some obscure location, not near where I lay down the 'lift cargo' waypoint. Is there a way I can waypoint activate the chinook to locate the ammo box no matter where it's located? Variable names = chinook_1 and box
  5. fawlty

    Lift Cargo

    Got it working, didn't realize all I had to do is take the lift wp and locate over the ammo box in the editor (turns green). The wp will attach itself so no matter where the ammo box is moved to, the wp will follow. Quite the learning curve Arma is Did learn a few new things along the way so thanks for that Beno
  6. fawlty

    Lift Cargo

    " You only need to name the helicopters group, use the right waypoint index and name the box. " And how is this done, and (getPoa _box); Is this suppose to be getPos ? Variable names = chinook_1 and box
  7. fawlty

    Lift Cargo

    cancel this request, it's not worth the effort
  8. fawlty

    Lift Cargo

    Thanks Beno Ya I'm running it from a radio trigger, I'll give it a try and let you know.
  9. fawlty

    Lift Cargo

    No Go, tried running this in the lift cargo waypoint along with some alternates to it and no luck _wp setWaypointPosition [getPosASL box, 0];
  10. I'm trying to delete all Blufor ground forces via the area inside a trigger zone. I could do this in zeus but using a radio to activate in this situation works better. I found this but it deletes opfor and civilians as well but it's on the right track. cleanUp = (allUnits + vehicles) inAreaArray Trig1; {if ((_x isKindOf "man") || (getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "side")) == 0)then {deleteVehicle _x;};}forEach cleanUp; Any suggestions
  11. Ok got it, had to lay it out in a text editor to get it and it works as required. "InAreaArray" worked fine Appreciate your patience, Thanks
  12. No Go GK, I get a error message missing ; when pressing OK for the trigger in the editor I do want to activate the trigger via Radio Bravo
  13. GK, can I just cut and paste this right into the trigger activation as is?
  14. fawlty

    reduce ai damage

    Thanks George, I was really looking for something to toss into the ai's Init, quick and easy type of thing. I did find this but it makes them just a little to tough. this addEventHandler ["HandleDamage",{damage (_this select 0)+((_this select 2)/15)}]; Got a feeling if I play with those last numbers I may find success. Edit: 15 down to 10 is spot on, Thanks again George
  15. Trying to reduce ai damage for limited number of cup soldiers. Tried using this in the ai's Init this addEventHandler ["HandleDamage",{0.9}]; with no luck. I want to make it tougher to kill a few select ai so as to use the surrender mod more effectively. Thanks
  16. fawlty

    reduce ai damage

    Hey George, I appreciate the response but I have no idea what I should do with such a masterpiece :)
  17. Thanks Ended up subscribing to boxloader (steam workshop), does what I need
  18. Gen for the life of me I can't get this to work. I placed the above code into the init.sqf, added this code to the description.ext class CfgRemoteExec { // List of script functions allowed to be sent from client via remoteExec class Functions { mode = 2; jip = 1; class enableSimulationGlobal { allowedTargets = 0;jip = 1; }; class allowdamage { allowedTargets = 0;jip = 1; }; class hideobjectglobal { allowedTargets = 0;jip = 1; }; class BIS_fnc_call { allowedTargets = 0;jip = 1; }; }; }; class CfgFunctions { #include "Gen_VirtualCargo\cfgFunctions.hpp" }; Went to a VR map added a transport truck named it CargoVehicle1 went into the game via play in multiplayer. I can load cargo but can't unload. I can see some fun missions built around this Any Suggestions?
  19. I'm adding this to a hunter this addbackpackcargo ["B_Mortar_01_support_F",6]; this addbackpackcargo ["B_Mortar_01_weapon_F",6]; this addbackpackcargo ["B_UAV_01_backpack_F",3];this forceFlagTexture "\A3\Data_F\Flags\Flag_nato_CO.paa" But for some reason when I host a coop, I'm the only player who can see it in the inventory. The rest of the players see only the default inventory, but they do see the flag. You guys know why that is?
  20. Trying to activate "player synchronizeObjectsAdd [support];" with a players steam id number. So in other words change the word player with the number. I would normally just sync it from the trigger to the player but in this scenario that won't work and I want it delayed so I can activate via zeus. Is this possible?
  21. fawlty

    Trigger question

    Good one Sabot, all players have their own support to look after. Some support with mutiple players. Cheers
  22. fawlty

    Trigger question

    Just what I needed Maff, worked perfect. Appreciate your help
  23. fawlty

    Trigger question

    I do know in advance what the players ID numbers are. Want to add supports for different single players for future dynamic recon missions. Can't use sync or naming the player so would like to use their steam ID numbers, which I am aware of. You can use the steam id numbers in the zeus module so was wondering if it could be used in this application.
  24. fawlty

    [MP | COOP 2-8 | WIP] Static Loop

    Hosted your mission last night with about 7 of us. Had a great time, we played a different mission before hand so didn't have time to finish it, we'll be back next week. The guy's thoroughly enjoyed. Great job Meatball Fawlty
  25. fawlty

    [MP | COOP 2-8 | WIP] Static Loop

    Thanks Meatball, From what I saw just entering in it looked like a great mission, good luck with it. The joy's of beta
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