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Cold Evil

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Everything posted by Cold Evil

  1. I have tried to remove a map object now for some hours. With no effect, and I've narrowed down some of the things I've done to try to remove the **** wall. No one of this removing options work... How do i remove them? Game Logic Inits: (nearestObject [this, 1105560]) hideObject true; (nearestObject [this, 1105560]) setdamage 1; (nearestObject [this,"Land_Mound02_8m_F"]) hideObject true; (nearestObject [this,"Land_Mound02_8m_F"]) setdamage 1; (nearestObject [this, 1105560]) setPosATL [getPosATL this select 0, getPosATL this select 1, -100]; (getPos this nearestObject 1105560) hideObject true; (getPos this nearestObject 1105560) setdamage 1; (getPos this nearestObject "Land_Mound02_8m_F") hideObject true; (getPos this nearestObject "Land_Mound02_8m_F") setdamage 1; Trigger onAct: {if (_x isKindOf "Land_Mound02_8m_F") then {_x hideObject true}} forEach nearestObjects [thisTrigger,[],20] and its not a Land_Mound01_8m_F I've tried that and it also standing beside the smaller one.
  2. Hi! I'm am currently trying to make unit markers that follows units. Invisible for all other players except certain named key units. This what i have done so far. This scrip do the following at the moment: when a unit is existing a named marker will follow the unit. BUT! i want it to IF your are Air Traffic Control marker Helo1, Helo2 and Plane1 will be shown. How do i do that? This is the experiment so far: (Used a type of player cause i did not know how to use unit name) while {true} do { if (typeOf player == "B_officer_F") then { _marker setMarkerAlpha 1; while {alive _unit} do { _marker setMarkerPosLocal getPos _unit; sleep _delay; }; _marker setMarkerAlpha 0; waitUntil {alive _unit}; }; }; (A changed invade & annex script)
  3. Also It seams that the Player Resupply may be broken for me 2 at the same mission. it have been an hours since i requested a airdrop no units and its locked in the request screen..
  4. Hi! Awesome update! I have a problem tho with one of my invasion maps, for some reason i get this error: "ALIVE CMP - Warning no usable groups found to use faction used may be faulty." Everything is synced up and should be configured correctly. BLU_F are tho using only custom placement. (Is that the error?)
  5. Ah ok how sad cause it was kind a enjoying having civis in the military base.
  6. It did not work actually tried that. A test site I use is the north east lighthouse on stratis. We're a civilian building is inside the military base. EDIT: pictures are awesome: http://share.coldevil.com/misc/ignore.png (873 kB)
  7. Hi! Is it possible to leave out one or two buildings from the profiling system? For example sometimes there are civilian building way out of town or inside a military facility. Is it then possible to stop the civilian population handling from noticing certain buildings. Via building ID or something like that without leavening the zone out completely.
  8. // Teleports a person to the marker "(Name)". You can place this marker anywhere on the map. // The marker can also be moved. // // To use: Add this script as an action on an item like a flag pole. // //this addAction ["Teleport - Para Jump","teleport.sqf",["PMC",1000]]; //this addAction ["Teleport - NATO Base","teleport.sqf",["NATO",0]]; // // Get the destination. _dest = (_this select 3) select 0; _alti = (_this select 4) select 0; // Get a random direction _dir = random 359; // Move the person 15 meters away from the destination (in the direction of _dir) player SetPos [(getMarkerPos _dest select 0)-2*sin(_dir),(getMarkerPos _dest select 1)-2*cos(_dir)]; player setPosASL [position player select 0, position player select 1, _alti]; When i change the last line _alti to a number it work fine. but not when i use a parameter...
  9. Did some experiments but did not seam to work. AISS_all_Groups = AISS_all_Groups - ["Khq1"]; AISS_all_Groups = AISS_all_Groups - ["Khq1","Khq2","Khq3","Khq4","Khq5","Khq6","Khq7","Khq8","Khq9","Khq10","Khq11","Khq12","Khq13","Khq14"]; I have 14 guys standing around inside of a military office defending the place. But they leave the building as soon as some one spot anything outside and that sucks.
  10. A question that came to mind: Is i possible to some how disable the effect of the addon on certain units? by add something to the Init line or there name to a ignore section?
  11. it also looks like the AI respawn config is broken as well: AISS_respawn = 0; ///// Set this to one if you want AISS to use its respawn and 0 if you use another script or dont care to use any respawn. AISS_Respawns = 0; ///// times each group will respawn. AISS_Resdelay = 999; //// time of delay in seconds before each respawn. EDIT: Never mind forgot to add: AISS_SCRIPT = TRUE;
  12. Question: If i add any lines from the UserConfig file to a mission will the mission overwrite the UserConfigs settings? EDIT: And does silencer effect Shotsfired parameters and radio report?
  13. Is it possible to lower the range of the radios? For annoying effect.
  14. That sucks... But is it possible to bypass this by using the first idea I had of just recognizing the charge exploding and activate a trigger to set damage? Cause I actually need that code for a nother thing to :P
  15. Hi I'm trying to make a trigger to be activated when a planted explosion is set of. Am i on the right track when i type it like this? Condition: count ?explotionA? > 1 || count ?explotionB? > 1 OnAcc: ([5232, 5012] nearestObject 32012) setDamage 1;
  16. Hi! I'm trying to make some artillery strikes. Simulating a Barrage at the start of a mission with no luck. Ive been searching around awhile and ended up with this script from Arma 2 that did not work, how can i change it so it work in Arma 3? ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: TODO: Author Name ////////////////////////////////////////////////////////////////// // Use the following to activate the script. // nul=[center,size,howmany,delay] execVM "RndExpl.sqf" // or use // nul=[this,50,20,3]execVM "RndExpl.sqf" placed in a game logic Init for instant result. // /////////////////////////////////////////////////////////////// // 1. Center place an object ot gamelogic where you want the explosions. // 2. Choose the size of the area in metere. // 3. Select how many explosions you require // 4. Select the maximum delay between explosions in seconds. // 5. minimum delay is 0.5 secs and can be changed in the script. // 6. If the two // are removed from the "Grenadebase" line a more visible marke is left on the ground. _pos = _this select 0; _area = _this select 1; _rounds = _this select 2; _del = _this select 3; _height = 0;// increase this if you want the items to fall from the sky. _ammo = "mortar_155mm_AMOS";// Ammo can be changed for larger effects. for [{_i = 0},{_i < _rounds},{_i = _i + 1}] do { _newpos = GetPos _pos; _posX = _newpos select 0; _posY = _newpos select 1; _bomb = _ammo createVehicle[(_posX + random _area)-_area/2, (_posY + random _area)-_area/2,_height]; // _bomb = "GrenadeBase" createVehicle [(getpos _bomb select 0),(getpos _bomb select 1),-10]; sleep (random _del)+0.5;// minimum delay 0.5, adjust for best results.
  17. Multiplayer and when the explosive is set off. To destroy a radio tower. Cause one charge is not doing it. :)
  18. Cold Evil

    Artillery Strike by scripting

    Now it works! the }; at the end did the trick! _pos = _this select 0; _area = _this select 1; _rounds = _this select 2; _del = _this select 3; _height = 0;// increase this if you want the items to fall from the sky. _ammo = "Sh_155mm_AMOS";// Ammo can be changed for larger effects. for [{_i = 0},{_i < _rounds},{_i = _i + 1}] do { _newpos = GetPos _pos; _posX = _newpos select 0; _posY = _newpos select 1; _bomb = _ammo createVehicle[(_posX + random _area)-_area/2, (_posY + random _area)-_area/2,_height]; //_bomb = "Sh_155mm_AMOS" createVehicle [(getpos _bomb select 0),(getpos _bomb select 1),-10]; _bomb setVelocity [0,0,-50]; sleep (random _del)+0.5;// minimum delay 0.5, adjust for best results. };
  19. I've done this before but... I forgot how and have lost the mission containing the code... I want a trigger to set when activated "set MyTask = 1" Then i want a trigger with the condition to be "MyTask == 1" How do i write this. Also will this be local of global?
  20. Oh yeah i put them in separate triggers :) Thanx!
  21. lol... Thanx allot! Here is the trigger i ended up with: OnAct: MyTask = 1 Cond: count thislist > 0 && MyTask == 1
  22. Hi I’m making CooP mission were there are some vehicles spawning as playable in the player team. BUT if the players don’t choose to play the crewman of the vehicle. The vehicle in turn should do not be spawned. How do I set up the condition right to make this happen?
  23. Cold Evil

    Realistic Wounding System [RWS]

    This system looks awesome! Question: will this work for coop gameplay?
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