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SpaydCBR

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Everything posted by SpaydCBR

  1. how do you do the UAV aerial view sitrep thing at the beginning of a mission?
  2. I've noticed that the nearestBuilding command can return a stone wall object. Is there any way to make sure it only returns nearest structures that have building positions in them?
  3. I'm using the following command to spawn an enemy in a mission I'm making. "O_Soldier_F" createVehicle _pos; It works fine I can see the enemy, but he won't shoot at me. Can't figure out why. I'm definitely BLUFOR and the spawned unit is definitely OPFOR. I even tried spawning an OPFOR and a BLUFOR unit and they wouldn't shoot each other. What am I missing?
  4. Oh nevermind. It appears I'm supposed to use createUnit. createVehicle just spawns a "shell" of a unit that does nothing.
  5. SpaydCBR

    Support requesters don`t work anymore

    Guys try it now. It's working for me again!
  6. SpaydCBR

    Support requesters don`t work anymore

    I'm having the same issue. I have the player synced to a support requester module, and that synced to an artillery module, and that synced to an AI controlled artillery vehicle. I hit 0-8-1 and nothing happens. When I use -showscripterrors it says "Error invalid number in expression" and I'm not sure what it's referring to.
  7. Weren't you going to make one about multiplayer? That would be a good option for the next chapter.
  8. I'm using the following on my characters init: removeallweapons this; this addweapon "arifle_MX_f"; this addPrimaryWeaponItem "muzzle_snds_H"; this addPrimaryWeaponItem "optic_Arco"; this addPrimaryWeaponItem "acc_pointer_IR"; {this addmagazine "30Rnd_65x39_caseless_mag_Tracer"} forEach [1,2,3,4,5,6,7,8]; this addweapon "hgun_P07_snds_F"; {this addmagazine "16Rnd_9x21_Mag"} forEach [1,2,3,4]; this addWeapon "NVGoggles"; and it works except for a couple of small problems: 1- NVGs work but the model is missing. When I check the inventory I get an error saying "Picture\a3\weapons_f\data\ui\gear_x_ca.paa not found". When I use this addItem "NVGoggles" I will see it in my inventory but I'd have to equip it myself. I just want the NVGs to be in my inventory and equipped at the start of the mission. 2- I get all the magazines but I have to load one at the start of the mission. How do I make the rifle already loaded with the first mag at the start of the mission?
  9. excellent, can't wait to get reading.
  10. You could just put a picture of the AO in the briefing I guess, and remove the map if you want. Don't know how large you can make pics in briefings be though
  11. First of all doesn't this addMagazines ["30Rnd_65x39_caseless_mag", 8]; just give you one magazine with 8 rounds in it? i remember trying that once. Second, for the rifle there is no difference, i just had trouble finding the classnames for the exact rifle i wanted.
  12. thank you guys, you have solved both problems :)
  13. I just finished reading the whole thing and I must say that it was very good. Exactly what I needed. I feel like I have a better understanding of the scripting language and I think is a must read for all newbies. At the very least it will make reading other user made scripts less intimidating. I seriously cannot wait for more, especially for the part about multiplayer.
  14. So I've made a few SP missions and have gotten the hang of the editor, but I notice that they don't really work the way they should for MP (basically all I do is make all members of the squad "playable" for coop). This makes me think that there are specific ways to make MP missions and was wondering if you guys know any tutorials or general tips on making my SP missions MP compatible.
  15. Alright thanks for the replies. Guess I'll need to try some of the stuff you guys suggested. I'll work on a SP mission and when it's ready to be converted to coop I'll try to ask more specific questions if I need to, and I know I will.
  16. Well i found out a bunch of stuff don't work in MP and I was just wondering if there were some general tips on making MP missions. Like objectives don't complete for anybody but the host for example.
  17. I see thanks for the info. Is it possible you could tell me how to do that? Like what do I change to make a server script. I don't really know how to script.
  18. I can confirm this. Script needs to make respawned vehicle "unlocked".
  19. This is my first post on these forums so, hello. I am making an attack and defend mission just for practice. I basically have the mission done but what I need is a script I guess that will restart the round after somebody wins the previous round. Also maybe a round counter or scoreboard would be nice. Can I get any help with this? Thank you
  20. You need to make a briefing.html other than the briefing.sqf. Go to the mission folder, right click>new>text document. Open it, leave it empty and save it as briefing.html (File name: briefing.html - Save as type: All Files). Now go to the editor and load your mission. Hold shift+click on preview. You should see the map now.
  21. I can't get this script to work. I downloaded it off armaholic. I tried the test mission that came with it but it wasn't working. I destroyed both Hunters in the mission and waited a few minutes but nothing happened. I then tried my own mission, placed a player and empty hunter, i put veh = [this] execVM "vehicle.sqf" in the vehicle's init, and made sure the vehicle.sqf script was in the mission folder. Again, nothing happens when I blow it up. Is there something I'm missing?
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