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Livedeath

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About Livedeath

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  1. Livedeath

    VTS & VAS Combo

    Yeah i could but i can choose only one object as VAS-Item and must have a sight of line to spawn it. So i want to include it into the Script List in the computer view. But if i use custom_functions the script list will be flushed empty at next start and i can't select even the standard commands. Any Ideas? --- I tried a second variant a script that needs to be executed. But however it won't work. I reused the wrecks spawning script. Any Ideas?
  2. Hey. I'm trying to implement the VAS System to VTS 4.0. After i'm getting it to work i'll post the Combo as Scriptpackage and Do-it-yourself-Manual. Any Suggestions? Actual Problem: I implemented the in /mods/custom_functions.sqf as But it won't work. Any Hints for me?
  3. About recycling wrecked vehicles i have an idea. A Helo Taxi with CH-49 helicopter and equipped lift script could fly to the designated vehicle (friend and foe) (call him via comm menu) and lift the vechicle back to base or map boundaries and give the user cp for recycled vehicles. I think that would look pretty well.
  4. @Ethrendil, try this. It should set the Marker for all players, the action menu on the hq officer and make every player not invincible. _hqblu = _this select 0; blu_hq_created = true; PosOfBLUHQ = _hqblu; publicVariable "PosOfBLUHQ"; If (isNIL "HQ_pos_found_generated") then { // create the building _hq = "Land_Cargo_HQ_V1_F" createVehicle _hqblu; }; // create marker on HQ _markername = format["%1%2",round (_hqblu select 0),round (_hqblu select 1)]; // Define marker name blu_hq_markername = _markername; //hint _markername; _markerstr = createMarker [str(_markername), _hqblu]; _markerstr setMarkerShape "ICON"; str(_markername) setMarkerType "mil_flag"; str(_markername) setMarkerColor "ColorBlue"; str(_markername) setMarkerText "Main base"; // make HQ zone notification trigger _trg5=createTrigger["EmptyDetector",_hqblu]; _trg5 triggerAttachVehicle [player1]; _trg5 setTriggerArea[100,100,0,false]; _trg5 setTriggerActivation["VEHICLE","PRESENT",true]; _trg5 setTriggerStatements["this", format["[""%1"",thislist] execvm 'enterlocation.sqf'",'Main Base'], ""]; // warning trigger when an enemy approaches the camp _trgWarning=createTrigger["EmptyDetector",_hqblu]; _trgWarning setTriggerArea[300,300,0,false]; _trgWarning setTriggerActivation["EAST","PRESENT",true]; _trgWarning setTriggerStatements["this","PAPABEAR sidechat 'This is HQ, there are enemies near our main base!'", ""]; If (isNIL "HQ_pos_found_generated") then { // CREATE THE OFFICER _group = createGroup west; _hq = _group createUnit ["b_officer_f",(getmarkerpos str(blu_hq_markername)), [], 0, "FORM"]; hq_blu1 = _hq; publicVariable "hq_blu1"; _hq setpos [_hqblu select 0, _hqblu select 1, 0.59]; _hq disableAI "AUTOTARGET"; _hq setdir 0; }; _handle = [hq_blu1] execVM "initHQ\HQaddactions.sqf"; If (isNIL "HQ_pos_found_generated") then { removeallweapons _hq; _hq switchMove "acts_StandingSpeakingUnarmed"; _handle = [_hq] execVM "sounds\radiochatter.sqf"; //GUARDS _handle = [getpos hq_blu1] execVM "initHQ\guards.sqf"; //STATIC DEFENSES _handle = [getpos hq_blu1] execVM "initHQ\fortify.sqf"; // IF THE OFFICER IS DEAD -- BEGIN OF "SPAWN" [_hq] spawn { _hq = _this select 0; waitUntil {sleep 1;!alive _hq}; _hq switchMove "AidlPercMstpSnonWnonDnon01"; ["TaskFailed",["","Your commanding officer has been killed"]] call bis_fnc_showNotification; sleep 6; ["officerkilled",false,true] call BIS_fnc_endMission; }; // IF THE OFFICER IS DEAD -- End OF "SPAWN" } // TELEPORT PLAYER player setpos _hqblu; //////// HQ GENERATED ///// "respawn_west" setMarkerPos _hqblu; endLoadingScreen; sleep 0.1; If (isNIL "HQ_pos_found_generated") then { // BROADCAST, TELL THE HQ POS IS FOUND HQ_pos_found_generated = true; publicVariable "HQ_pos_found_generated"; if (!zones_manually_placed) then { // SHOW THE STARTUP MENU if (!zones_created) then { sleep 0.1; _nill = [] execVM "dialog\startup\startup.sqf"; waitUntil {chosen_settings}; // WAIT UNTIL THE PLAYER HAS CHOSEN THE SETTINGS }; _weather_script = [] execVM "dialog\startup\weather.sqf"; // CALL ZONES GENERATION waitUntil {!isNil {getsize_script}}; // WAIT UNTIL THE MAPSIZE SCRIPT IS DONE if (!zones_created) then { // CHECK IF ZONES ARE PLACED, IF NOT EXECUTE locatorZonesV1.sqf _zones_create = [50, 0.2] execVM "initZones\locatorZonesV1.sqf"; // CHECK IF ZONES HAVE ALREADY BEEN PLACED }; }; if (debugmode) exitWith {}; }; player allowDamage true; _sitrep = [player1,"sitrep"] call BIS_fnc_addCommMenuItem; [/Code]
  5. @Ethrendil: Try this. I added two lines to the Code in initHQ/BluHQinit.sqf. _hqblu = _this select 0; blu_hq_created = true; PosOfBLUHQ = _hqblu; publicVariable "PosOfBLUHQ"; If (!HQ_pos_found_generated) then { // create the building _hq = "Land_Cargo_HQ_V1_F" createVehicle _hqblu; // create marker on HQ _markername = format["%1%2",round (_hqblu select 0),round (_hqblu select 1)]; // Define marker name blu_hq_markername = _markername; //hint _markername; _markerstr = createMarker [str(_markername), _hqblu]; _markerstr setMarkerShape "ICON"; str(_markername) setMarkerType "mil_flag"; str(_markername) setMarkerColor "ColorBlue"; str(_markername) setMarkerText "Main base"; // make HQ zone notification trigger _trg5=createTrigger["EmptyDetector",_hqblu]; _trg5 triggerAttachVehicle [player1]; _trg5 setTriggerArea[100,100,0,false]; _trg5 setTriggerActivation["VEHICLE","PRESENT",true]; _trg5 setTriggerStatements["this", format["[""%1"",thislist] execvm 'enterlocation.sqf'",'Main Base'], ""]; // warning trigger when an enemy approaches the camp _trgWarning=createTrigger["EmptyDetector",_hqblu]; _trgWarning setTriggerArea[300,300,0,false]; _trgWarning setTriggerActivation["EAST","PRESENT",true]; _trgWarning setTriggerStatements["this","PAPABEAR sidechat 'This is HQ, there are enemies near our main base!'", ""]; // CREATE THE OFFICER _group = createGroup west; _hq = _group createUnit ["b_officer_f",(getmarkerpos str(blu_hq_markername)), [], 0, "FORM"]; hq_blu1 = _hq; publicVariable "hq_blu1"; _hq setpos [_hqblu select 0, _hqblu select 1, 0.59]; _hq disableAI "AUTOTARGET"; _hq setdir 0; _handle = [hq_blu1] execVM "initHQ\HQaddactions.sqf"; removeallweapons _hq; _hq switchMove "acts_StandingSpeakingUnarmed"; _handle = [_hq] execVM "sounds\radiochatter.sqf"; //GUARDS _handle = [getpos hq_blu1] execVM "initHQ\guards.sqf"; //STATIC DEFENSES _handle = [getpos hq_blu1] execVM "initHQ\fortify.sqf"; // IF THE OFFICER IS DEAD -- BEGIN OF "SPAWN" [_hq] spawn { _hq = _this select 0; waitUntil {sleep 1;!alive _hq}; _hq switchMove "AidlPercMstpSnonWnonDnon01"; ["TaskFailed",["","Your commanding officer has been killed"]] call bis_fnc_showNotification; sleep 6; ["officerkilled",false,true] call BIS_fnc_endMission; }; // IF THE OFFICER IS DEAD -- End OF "SPAWN" // TELEPORT PLAYER player setpos _hqblu; //////// HQ GENERATED ///// "respawn_west" setMarkerPos _hqblu; endLoadingScreen; sleep 0.1; // BROADCAST, TELL THE HQ POS IS FOUND HQ_pos_found_generated = true; publicVariable "HQ_pos_found_generated"; if (!zones_manually_placed) then { // SHOW THE STARTUP MENU if (!zones_created) then { sleep 0.1; _nill = [] execVM "dialog\startup\startup.sqf"; waitUntil {chosen_settings}; // WAIT UNTIL THE PLAYER HAS CHOSEN THE SETTINGS }; player allowDamage true; _weather_script = [] execVM "dialog\startup\weather.sqf"; // CALL ZONES GENERATION waitUntil {!isNil {getsize_script}}; // WAIT UNTIL THE MAPSIZE SCRIPT IS DONE if (!zones_created) then { // CHECK IF ZONES ARE PLACED, IF NOT EXECUTE locatorZonesV1.sqf _zones_create = [50, 0.2] execVM "initZones\locatorZonesV1.sqf"; // CHECK IF ZONES HAVE ALREADY BEEN PLACED }; }; if (debugmode) exitWith {}; _sitrep = [player1,"sitrep"] call BIS_fnc_addCommMenuItem; }; [/Code]
  6. @Hostile, try the Debug Mode. How to Start Debug Mode: Edit the INIT.sqf and change to .
  7. Ummm Sturmfalke. I don't know where you from but if you write your question in german i think i can understand it waaaaay better than yet. ^^ ;-) Or write it in french so kibot could understand it. ;-) Or rewrite your question. So far i don't know what your question is. ;-)
  8. I killed unneccessary spaces, deleted the comment line (hint: if a line begins with // then is everything behind that useless for the script. the magazines have never worked), closed a open bracket and changed the positioning system of the smokegrenade. otherwise you like to look up to see 50 meters above your head a smokegrenade... If you want sqf formatting grab Notepad++ and install the sqf extension. that's way better than sqf editor.
  9. Try this: _target = _this select 0; _location = getpos _target; if (commandpointsblu1<2) exitWith { ["info",["Not enough command points","Not enough Command Points (2CP required)"]] call bis_fnc_showNotification; }; commandpointsblu1 = commandpointsblu1 - 2; publicVariable "commandpointsblu1"; hint "A supply crate has been dropped near your location"; _parachute = "Steerable_Parachute_F" CreateVehicle _location; _parachute setPos [_location select 0, _location select 1, (_location select 2)+100]; _ammo = "B_supplyCrate_F" CreateVehicle [_location select 0,_location select 1,(_location select 2)+50]; _ammo attachTo [_parachute,[0,0,0]]; _ammo addMagazineCargo ["30Rnd_65x39_caseless_mag", 70]; _ammo addMagazineCargo ["30Rnd_65x39_caseless_mag_Tracer", 70]; _ammo addMagazineCargo ["100Rnd_65x39_caseless_mag", 70]; _ammo addMagazineCargo ["100Rnd_65x39_caseless_mag_tracer", 70]; _ammo addMagazineCargo ["1Rnd_HE_Grenade_shell", 90]; _ammo addMagazineCargo ["UGL_FlareRed_F", 70]; _ammo addMagazineCargo ["UGL_FlareGreen_F", 70]; _ammo addMagazineCargo ["1Rnd_Smoke_Grenade_shell", 70]; _ammo addMagazineCargo ["1Rnd_SmokeRed_Grenade_shell", 70]; _ammo addMagazineCargo ["1Rnd_SmokeBlue_Grenade_shell", 70]; _ammo addMagazineCargo ["NLAW_F", 70]; _ammo addMagazineCargo ["Chemlight_green", 70]; _ammo addBackpackCargo ["B_AssaultPack_khk",10]; if (support_armory_available) then {_ammo addaction ["<t color='#ff1111'>Armory</t>","VAS\open.sqf", "", 0, true, true, "", "_this == player"]}; if (support_personalizer_available) then {_ammo addaction ["<t color='#11ffff'>Personalizer</t>","InventorySystem\createInventoryDialog.sqf", "", 0, true, true, "", "_this == player"]}; waitUntil {sleep 1; getpos _ammo select 2<0.2}; _smoke = "SmokeShellGreen" CreateVehicle _location; ["info",["Supply delivered","The supply crate has been marked with green smokes"]] call bis_fnc_showNotification;[/Code]
  10. Livedeath

    [SP/MP]DUWS - Modded by Livedeath

    Hey Irfanahmed1979, can you try out kibot's DUWS in Version 0.73c and test that situation again? Or give my modded 0.73c version (download link can be found in first post) a try? To get more commandpoints press during the running mission the escape button on your keyboard and enter following in the debug window on the right side. press after this "Local execute".
  11. Livedeath

    [SP/MP]DUWS - Modded by Livedeath

    try to export/save the mission in editor as compressed mission. then start it via scenario menu in main menu.
  12. Livedeath

    [SP/MP]DUWS - Modded by Livedeath

    I added a line to the howto explaining where to extract the file. :)
  13. Livedeath

    [SP/MP]DUWS - Modded by Livedeath

    Hey. I tested it. It's a bug from Arma 3. Also i found a bug that tanks and heavy tracks (like artillery and MLRS) do Rackdolling and flying high in the air if they drive with more than 30 km/h against a stone or wall or if they collide against another heavy track (regardless of their speed). You need to wait until a Patch from BI is out.
  14. Livedeath

    [SP/MP]DUWS - Modded by Livedeath

    Thank you for your Hint. I removed it. But maybe i will use that Derp for the "Player got killed" Message? :D
  15. Hey. I modified the original mission to my desire and i hope you will like it. It works only in Dev Mode because several reasons. Actual Version (based on) DUWS 0.73e If you don't want flying high tanks, upvote the following Bug: http://feedback.arma3.com/view.php?id=14135 Thanks to Kibot for his famous Dynamic Universal War System. All credits (except my Modification) goes to him. The orignal Mission can be found here: http://forums.bistudio.com/showthread.php?160117-SP-Dynamic-Universal-War-System-%28DUWS-alpha0-1%29 What i changed/modded Howto Start License You can remix, tweak, and build upon my work non-commercially, as long as you credit me and license your creations under these same identical terms. Download https://www.dropbox.com/s/edc33hmnj1kxyai/SPMP_DUWSv073e.altis.zip Dynamic Universal War System (DUWS) - Livedeath edit [bETA] Found bugs so far AI Manned Artillery fire on request but give false Feedback. If you repeat the last Fire request the AI will fire directly without targeting. So wait until the bugfix from BI is out if you don't want to wreck your HQ.
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