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Mirek

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About Mirek

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    Master Gunnery Sergeant

core_pfieldgroups_3

  • Occupation
    Product Designer

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    Male
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    Czech Republic

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  1. The space! Thats why it didnt work for me before. i forgot the space between the exclamation mark ant the bracket. Thank you zagor64bz
  2. Thanks but NOT (host_5 getVariable "ENH_isHostage") Doesnt work either Tried with exclamation mark and it also doesnt work
  3. Hello, I want an AI who is set as hostage by ENH_isHostage to jouin players group upon rescuie. it is in multiplayer COOP scenario and i would like the hostage to follow the player who rescued it, and obey the players orders. I have a trigger. in Condition i tried: host_5 getVariable "ENH_isHostage" == 0; host_5 getVariable ENH_isHostage == False; host_5 getVariable ["ENH_isHostage", False]; On act: [host_5] join (group player); But it isnt working. I cant find any documentation for ENH_isHostage.
  4. Ah ok thanks. works as charm.
  5. Ah ok so what do i do then? how can i get the possition of the marker?
  6. Hi thanks for reply i tried to add the "" but it still dont work. host_1 setPosATL [getPosATL "zaj_1" select 0, getPosATL "zaj_1" select 1, getPosATL "zaj_1" select 2]; gives an error in expression. _pos = getPosATL "zaj_1"; host_1 setPosATL _pos; Gives error "expected something"
  7. Hi i have a trigger an AI and some markers. The AI is named host_1 The markers are zaj_1 to zaj_9 The trigger is triggered by a presence of an damaged empty helicopter, and in onAct field it has folowing: host_1 setPosATL [getPosATL zaj_1 select 0, getPosATL zaj_1 select 1, getPosATL zaj_1 select 2]; I also tried this: _pos = getPosATL zaj_1; host_1 setPosATL _pos; But the host_1 doesnt teleport to the zaj_1 marker. and i have no idea why.
  8. Mirek

    UPSMON Updated to ArmaIII

    Ok the script still works somehow , but it gives an error and takes about a minute after the mission init, to initialize the script. I think iam going to try GAIA for my next mission instead.
  9. Mirek

    UPSMON Updated to ArmaIII

    Is this script still working? i tried to use it but iam getting: ...grp"]; _unit = _this select 0 _grp = |#|group _unit; _Leader = leader (_grp); i...' Error group: Type Group, expected object file c:\xxxxxxxxxxxxxxxxxxx\scripts\UPSMON\COMMON\Group\fnc\UPSMON_SetLeaderGrp.sqf..., line 16 And the markers on map do not disappear, and the units dont do what i would expect them to do.
  10. My drill instructor back in the basic, told me once, that standart loadout of a soldier on patroll in Afganistan used to be 8 in the vest and 8 in the backack. thats 16 for you, Some people supposedly carried even more. so i gues it is pretty realistic to pack around 15.
  11. Hmm, maybe ia am able to understand something, i will try this.
  12. Oh! I didnt read carefully enough earlier. So it is a script not a MOD? I will try it, to see if i understand how it works. Thank you!
  13. Hmm, not sure how exactly to wotk with this, I tryed to change it according to your advice, but still have many blanks there. if isServer { // Find all groups that have a Guard waypoint assigned _grpsGuarding = allGroups select {side _x == EAST && waypoints _x findIf {waypointType _x == "GUARD"} >-1}; _grpGuarding = [grp1,grp2,...]; //Not sure here, i do not know how many groups there will be. //find starting possitions of the leaders of groups with guard waypoint _grpAndPos = _grpGuarding apply {[_x,getPos leader _x]}; //find all opfor soldiers _sentry= allGroups select {side _x == EAST}; //Find the possition of nearest spotted Blufor _FoePos = findNearestEnemy _sentry ; // maybe use forEach somehow in case there is blufor coming from multiple directions? //Create SAD waypoint for guard units { _wp = _x addWaypoint [_FoePos,0]; _wp setWaypointType "SAD"; _wp setWaypointBehaviour "COMBAT"; _wp setWaypointCombatMode "RED"; _wp setWaypointSpeed "FULL"; } forEach _grpsGuarding; //CHeck if there is any blufor left _knowledge = _grpsGuarding knowsAbout ?????; // not sure what to type here //Return units back to starting possitions { _grp = _x #0; _pos = _x #1; _wp = _grp addWaypoint [_pos,0]; _wp setWaypointType "GUARD"; _wp setWaypointBehaviour "SAFE"; _wp setWaypointCombatMode "GREEN"; _wp setWaypointSpeed "LIMITED"; } forEach _grpAndPos; } I do not know any other ways to determine the enemy than KnowsAbout, and findNearestEnemy, becaue theese two are the only solutions i was able to google, and somehow understand. Mybe i could use a trigger with Blufor detectd by Opfor, and put something like _Foepos = {getPos _x} for each _Player in thisList; Into its init, and then put entire above script into its init. If i set the trigger to repeat, then it could maybe work as i want?
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