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SinBad1956

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Everything posted by SinBad1956

  1. SinBad1956

    =BTC= Revive

    Sorry to say it doesn't. At least for me. I am using this code in a script that is called by a trigger: respawnPos = getMarkerPos "respawn1"; publicVariable "respawnPos"; "Respawn_west" setMarkerPos RespawnPos; It did work with an earlier version of your script, not now. //SinBad
  2. SinBad1956

    =BTC= Revive

    Anyway to change the respawn location after completing a task? I am having the same problems described above, even with RC6. Thanks, //SinBad
  3. The old problem again... works local/SP not so in MP: by that I mean the hints doesn't show up at all. Basically it's the global hint issue. I've searched and read for two days now and tried everything I can think of. Help! //SinBad //Countdown Bad Guys Then Task 2 hint "THE FIRST PART OF THIS MISSION IS TO DEFEND YOUR BASE. KILL ALL OF THE ATTACKING ENEMY SOLDIERS. IF THEY REACH YOUR FLAG, GAME OVER!"; sleep 5; _run = true; while {_run} do { _agrps = (units _grp2) ; _acount = {alive _x} count _agrps; if (_acount > 0) then { hintSilent format ["THERE ARE %1 ENEMY SOLDIERS LEFT TO KILL", _acount]; } Else { If (_acount < 1) then { hint "ALL OF THE ATTACKING ENEMY SOLDIERS ARE DEAD. WELL DONE!"; sleep 15; Script_Handler = execVM "task2.sqf"; _run = false; }; }; };
  4. I have tested the script and it works perfectly in MP. Thanks again. //SinBad
  5. Kylania, yes I see your point. Guess, since I was familiar with what I was trying to do, what I thought was a good explanation, wasn't as clear as I thought. Thanks to both you and BangaBob for the help. I will try this out tomorrow and let you know. Either way, I think this will get me there. Also, thanks to Cuel for your suggestion. I think I will take your suggestion and get some sleep. I'm exhausted. Not going into a loop though.. ;) //SinBad
  6. Seriously? you don't think I didn't see that in my searches over the last few days? I did. I just couldn't figure out how to integrate it or what the hell it means for that matter, or if it was even going to be what I was looking for. I've spend hours and hours testing and trying different things, none of which I got to work. Was hoping for a little more help. Not asking anyone to code it for me, just a little help in the right direction. //SinBad
  7. The problem is (as usual) it works in SP/Local but not in MP. There are 8 AI in the group, the helo brings them in and they eject via trigger. In MP, there are twice as many parachutes created, i.e., 16. The 8 AI move into 8 chutes leaving 8 empty. How do I create only the number of chutes required for the group? Other than that, it works fine except a TON of lag when the chutes open. I've looked at a number of parachute scripts, but couldn't noodle it through. Here is the code I'm using: _chute = "NonSteerable_Parachute_F"; { unassignVehicle (_x); (_x) action ["EJECT", vehicle _x]; } foreach units ec1group; { waitUntil {(getPosATL _x select 2) < 100}; _para1 = _chute createVehicle (position _x); _xpos = getPos _x; _para1 setPos _xpos; _x moveIndriver _para1; } foreach units ec1group; Ideas? //SinBad
  8. Ok.. so since it appears no one has an explanation or fix for this, is this happening for anyone else who has AI parachute in or is it just me? I even modified the script to do 'one at a time' and it still is happening in MP. Seriously getting sick of the disconnect between MP and SP/local editing results. //SinBad
  9. Thanks mantls for the reply, but I couldn't follow the entire code. I picked out the "Initial Drop" and replaced mine. Same thing in MP, double the chutes, half of which was empty. Not sure why it creates two chutes for every createvehicle function. //SinBad
  10. Interesting... When I used "NonSteerable_Parachute_F", it seems to work OK.. at least for now.. we'll see... //SinBad
  11. I had been working on a new mission where the AI jump out of a helo and attack the base. Whenever the AI deploy their chutes, the game crashes. I thought it might be something else I was doing in the map, so I created a test map and simplified it where there is only AI and a single player: 1. Place a marker called marker1 on the map. 2. Create a player. 3. Create 4 or 5 AI. 4. Put them all into a group called ec1boyz; 5. Add a parachute to them at the start. 6. create a trigger to start the paradrop which calls the following script. hint "here they come"; {_x setPosATL[(getMarkerPos "marker1" select 0),(getMarkerPos "marker1" select 1),(700)];} forEach units ec1boyz; sleep 2; {(_x) action ["OpenParachute", _x];} forEach units ec1boyz; this will basically put the AI 700 meters in the air above marker1 and open their chutes. At that point, or a little later, the game crashes. Is there a problem with the multiple parachutes causing crashes? Ideas? //SinBad
  12. Can anything get more weird? Setup: a. MH-9 on the ground b. _myaction = this addAction ["teleport", "teleport.sqf"]; placed in the chopper's init field. c. contents of teleport.sqf hint "You are being teleported into battle"; sleep 3.0; Player setPos (getMarkerPos "obj1"); d. marker called obj1 placed on the map somewhere. Results: 1. if the player uses the scroll wheel OUTSIDE of the chopper to teleport it works fine 2. if the player is INSIDE the chopper and teleports he goes to marker obj1, then comes right back into the chopper. As usual, it works fine in SP, but in MP it fails. Kind of weird... Ideas on how to make the player not bounce back into the chopper after being teleported? I would like this to work with the player in the chopper, so please keep that in mind. Thanks.. //SinBad
  13. kylania that worked perfectly... Thanks so much!!! //SinBad
  14. No go.... The chopper, crew and the player got teleported.. lol yes, the crew was a bit upset.. ;) //SinBad
  15. Just to conclude, Larrow's script works like a charm. I took out the addwaypoint stuff and just used the waypoints created with the mission editor. Thanks all ... //SinBad
  16. Here are my setup conditions: Plain Arma 3 Beta multi-player mission vanilla map with nothing but the below in it... 1. Player 2. MH-9 Helo (chopper1) with AI piloting. 3. Chopper on the ground with "chopper1 setFuel 0;" in the init box. 4. Waypoints set in a circle. All "move", except last one which is "cycle". 5. Radio trigger LINKED to 1st waypoint. - Type: Switch - Condition: Player in chopper1; - On Activation: chopper1 Setfuel 1; chopper1 engineOn true; chopper1 flyinHeight 15; Works great in the editor during 'Preview' but on the server, the player gets in chopper 1, uses the radio to start the chopper, the chopper starts like it's getting ready to take off with blades moving, then the engine turns off. If I take "Player in chopper1" out of the trigger activate and just put in "this" it works on server. Any ideas? The goal here is not to start up chopper1 by using the radio unless that player is actually in chopper1. thanks //SinBad
  17. Thanks Larrow, I briefly looked at the mission and yes, it works. Doesn't matter to me if its a radio or via addAction. I will definitely try to get that working in my mission. As for your issue, I have a rescue chopper come in and perform an extract which is the same type chopper you are using and it doesn't care if it is getting shot or what ever, doesn't shoot back. Just lands and waits for the extract. I created a script called nofear.sqf rescue1 disableAi "TARGET"; rescue1 disableAi "AUTOTARGET"; rescue1 enableAttack false; rescue1 setCombatMode "BLUE"; rescue1 setBehaviour "STEALTH"; rescue1 allowFleeing 0; rescue1 allowDamage false; driver rescue1 allowDamage false; rescue1 addEventHandler ["SetDamage", {false}]; {_x allowDamage false} foreach (crew rescue1); I put this line in the chopper's init: Script_Handler = execVM "nofear.sqf"; Thanks again everyone for your help and I'll let you know how it goes... //SinBad
  18. So no one knows why or how to keep the chopper's engine running? I've even simplified it by removing everything except the chopper and trigger, then just to have the engine start upon radio activation. Still doesn't work with "Player in chopper1" as the condition. The engine starts up and then just stops. Help please! //SinBad
  19. I will be using the AI chopper as transport to drop divers off the coast then return to get anyone at base. Yes, I know there is a transport module but do not want to use it. Trying to keep it simple. The question is here, why does the chopper start then stop? Doesn't make sense. //SinBad
  20. Thanks for the reply. I guess I should have said that there will be multiple players in the mission and some, but not all, will be getting into chopper1 I suspect. So we would wait for all who wanted to get in, to do so. I want to start of the chopper manually if we have to wait a bit. If it was only a single player, yes your suggestion would work. //SinBad
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