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Valixx

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Everything posted by Valixx

  1. This error is spaming througout the mission. If i disable the Group ID in init.sqf, then:
  2. Valixx

    Proof Reading a Tutorial

    I would be interested too. I'm writing some guides at my forum and i'll publish some scripts from my mission later on :) The community here helped me alot, especially kylania so i'm giving something back to them.
  3. Well i've uploaded it to my server hoster and it works. I've only tested the two first tasks because the mission itself is not to play alone :P Everything synced as stated above. Nothing more, nothing less. I set it to all playable units so i dont have to sync the group leader. but if you want, you can do it.
  4. At the moment i got 11 ( eleven ) tasks in my mission. They're all synced correctly and are working fine. I set the owner to "All playable units" on every task. When i succeed the first task, the second appears, when i succeed the second, the third appears and so on. I got it working after looking for quite long time on the internet to find the right synced things. I could find nothing so i decided to test it out myself and finally got it working. Here's how i did it: 2x Set Task State Module ( Succeeded & Assigned ) 1x Set Task Destination Module ( So that i should show up on the map - Its buggy, sometimes it shows, the other times it won't ) 1x Create Task Module 1x Trigger Let the sync begin: 2x Set Task State -> Create Task Set Task Destination -> Create Task Set Task State ( Succeeded ) -> Trigger Optionally you can sync the trigger now with your group leader or whatever. I didn't because i set everything to "all playable units" but it will only show the first task until completed, then the second and so on. Now, if you want the 2nd task assigned when the first is complete, then sync: The trigger from the first mission to the 2nd task. That's it. Repeat that step for all tasks. Now you got a chain of tasks ready to be played. Well.. for my mission it works..it's just awesome. :P Cheers, Valixx
  5. Well i'm not sure if i'm right :P Heres a hostage mission i've created right now for you. You can edit it in the editor. You spawn infront of a trigger.. if you run into it, the 2 hostages are following you. You need to bring them to another place. If you run into the trigger, they will be released out of your control. Look in the editor and preview. Edit: I think your 4th step is false. You have to sync it, not group.
  6. You have to put it in the trigger condititon.
  7. Try on condition: (alive name1) || (alive name2) or (alive name1) or (alive name2) It is only a suggestion. I got (!alive name1) && (!alive name2) in my mission and it works. Cheers
  8. Valixx

    Carry wounded?

    The =BTC=Revive script has a carry wounded feature.
  9. I don't know if you are still maintaining the script but here is a suggestion: Your script is showing also AI. Could you build-in a possibility to show only the players?
  10. Valixx

    Spawn Vehicle

    I'm feeling stupid right now because it was so simple :/ Thanks again kylania!
  11. Valixx

    Task Issue(s)

    Hey Ice_Rhino. I've got a note infront of my keyboard with the following sync order: 2x Set State ( Assigned & Succeeded ) -> Create Task Destination -> Create Task State Succeed -> Trigger Hope this helps!
  12. Valixx

    Ambient Radio Chatter

    Any update on the beta error? :)
  13. Valixx

    Spawn Vehicle

    Thanks galzohar. ---------- Post added at 21:41 ---------- Previous post was at 21:27 ---------- Sorry guys for bothering you.. but i have again one question. If the player spawns that heli, and he lands somewhere on the island.. is it despawning there too? I've placed all the helis etc in the editor and passed this in the init field: veh = [this, 10, 120] execVM "vehicle.sqf" . Is it possible to pass this line of code to every spawned heli? Sry again :butbut:
  14. Valixx

    Spawn Vehicle

    Oh okay. One question tough, what is the "select 3 select 0" doing? What is it targeting/selecting? Big thanks kylania!
  15. Valixx

    Spawn Vehicle

    Thanks for your reply. You're just awesome..i wish i could script like that.. Well i have a sign in-game with a logo.jpg saying: Vehicle Spawn. On that sign, the player can choose from all the helicopters etc. which one he wants. And therefore my question to put it into the helispawn.sqf because something like this i can't put that into the init field..i think.. So if i want to add more, then i can make it like this? [color=#000000][color=#0000BB]_humingbird [/color][color=#007700]= [[/color][color=#DD0000]"helicopter_attack_spawn"[/color][color=#007700], [/color][color=#DD0000]"Class 1"[/color][color=#007700]]; [/color][/color][color=#000000][color=#0000BB]_pawnee [/color][color=#007700]= [[/color][color=#DD0000]"helicopter_attack_spawn"[/color][color=#007700], [/color][color=#DD0000]"Class 2"[/color][color=#007700]];[/color][/color][color=#000000][color=#007700][/color][/color] Then in switch: [color=#000000][color=#007700]case [/color][color=#DD0000]"pawnee"[/color][color=#007700]: { [/color][color=#0000BB]_spawn [/color][color=#007700]= [/color][color=#0000BB]_pawnee select 0[/color][color=#007700]; [/color][color=#0000BB]_veh [/color][color=#007700]= [/color][color=#0000BB]_pawnee select 1[/color][color=#007700]; };[/color][/color] and in-game in the init field of the sign: this addAction["<t color='#11FF11'>Spawn XX Heli</t>", "ADG\helispawn.sqf", ["pawnee"]]; Cheers, Valixx
  16. Valixx

    Spawn Vehicle

    Thanks again for the 2nd time kylania. :) It's working. I've got two further questions tough if you don't mind. If it can't be achieved, that's fine. 1st: When the players are spawning a heli and they don't get in, is it possible to make it despawn? 2nd: Can i put everything into an .sqf file inside the mission folder and only get the things on the sign like: Spawn Heli 1, Spawn Heli 2. _____ Maybe, like this for the 2nd one: this addAction["<t color='#ff1111'>Spawn Heli 1</t>", "ADG\helispawn.sqf"]; And in the helispawn.sqf: [color=#000000][color=#007700]{[/color][color=#0000BB]veh [/color][color=#007700]= [/color][color=#0000BB]createVehicle [/color][color=#007700][[/color][color=#DD0000]"class1"[/color][color=#007700], [/color][color=#0000BB]getmarkerPos [/color][color=#DD0000]"helicopter_support_spawn"[/color][color=#007700], [], [/color][color=#0000BB]0[/color][color=#007700], [/color][color=#DD0000]"NONE"[/color][color=#007700]]}[/color][/color]; [color=#000000][color=#007700]{[/color][color=#0000BB]veh [/color][color=#007700]= [/color][color=#0000BB]createVehicle [/color][color=#007700][[/color][color=#DD0000]"class2"[/color][color=#007700], [/color][color=#0000BB]getmarkerPos [/color][color=#DD0000]"helicopter_support_spawn"[/color][color=#007700], [], [/color][color=#0000BB]0[/color][color=#007700], [/color][color=#DD0000]"NONE"[/color][color=#007700]]}; [/color][/color][color=#000000][color=#007700]{[/color][color=#0000BB]veh [/color][color=#007700]= [/color][color=#0000BB]createVehicle [/color][color=#007700][[/color][color=#DD0000]"class3"[/color][color=#007700], [/color][color=#0000BB]getmarkerPos [/color][color=#DD0000]"helicopter_support_spawn"[/color][color=#007700], [], [/color][color=#0000BB]0[/color][color=#007700], [/color][color=#DD0000]"NONE"[/color][color=#007700]]};[/color][/color] . I think that would spawn all 3 of them right? It's only my try to get better in scripting. Correct me please :)
  17. Valixx

    Spawn Vehicle

    Hey. I have a sign with this addAction["<t color='#ff1111'>Spawn Heli</t>", "ADG\helispawn.sqf"]; ... to spawn the heli. He's spawning but there is an AI inside and the heli is flying. How can i get rid of the pilot and spawn an empty heli? This is the code i have in the helispawn.sqf: waituntil {!(isnil "bis_fnc_init")}; _spawnpoint = getmarkerPos "helicopter_support_spawn"; _createHeliSupport = [_spawnpoint, 316, "B_Heli_Light_01_armed_F", WEST] call BIS_fnc_spawnVehicle; Cheers, Valixx
  18. Hey Guys. This is the task: Clear Agia Marina. If the marker ( named "marker1" ) turns green, the task ( id "tsk1" ) should be set succeeded. After that, the next task ( synced with triggers etc ) is assigned. Everything works but the "task succeed" thing... This is what i got, Trigger -> Condition: if (getMarkerColor "marker1" == "ColorGreen") then { Hint "Successfully cleared the town, good job soldiers!";}; Trigger -> On Act: tsk1 setTaskState "Succeeded"; I've tested everything.. even together in the condition box or the on act box.. like so: if (getMarkerColor "marker1" == "ColorGreen") then { Hint "Successfully cleared the town, good job soldiers!"; tsk1 setTaskState "Succeeded";}; The hint appears, but the task won't update/succeed. There is the starting sound when the task is being updated but it is looping the first second of the sound like, ding ding ding ding :confused: Does anyone know what the problem might be?
  19. Hey thanks for your kind words :) Ive got the task destinations modules and in the description of the task the <marker mkr1>030040</marker> thing. So, if the task destinations is not working, the other one will do it.
  20. Got it working now. I've set this into the condition box from a trigger: [left][color=#0000BB][font=monospace]getMarkerColor [/font][/color][color=#DD0000][font=monospace]"marker1" [/font][/color][color=#007700][font=monospace]== [/font][/color][color=#DD0000][font=monospace]"ColorGreen"[/font][/color][/left] In the same trigger in the box "onAct": Hint "Lorem Ipsum Dolor Sit Amet"; Then i synced the "things" together and everything is working right now. :) As you can see, i started with advanced things like if&then / waitUntil etc.. in the end its much easier.... The only problem is, the task destination isnt working correctly because of the beta. Sometimes its there, sometimes not..have to wait until BI fixed it. Thanks again for the help! I'll write a tutorial on how to do it for those who also use the EOS Script. It'll be published on my server website ( www.valixx-online.de ). It'll be written in english. Cheers!
  21. if (getMarkerColor "marker1" == "ColorGreen") then { Hint "Successfully cleared the town, good job soldiers!";}; This is working but tsk1 setTaskState "Succeeded"; isnt. I'll try yours.
  22. I've used an ammorefiller script and it totally messed up my mission. every 2-5 minutes the server had complete ( 100000 ) desyncs... now im using the VAS script and it works fine. Just my 2 cents..
  23. marker1 is starting out black..if the player enters marker1 it turns red and the enemy is spawning ( using EOS from BangaBob ). When the enemy is defeated, marker1 is turning green. Then the task should be succeeded ( as written above ). Heres a little bit of code from the eos_Init.sqf: if ("Default" == getmarkercolor _currentMKR) then { _currentMKR setmarkercolor "colorRed"; }else{ _currentMKR setmarkercolor getmarkercolor _currentMKR; }; _currentMKR setmarkerAlpha _mkrAlpha; _spotFriendlies = createTrigger ["EmptyDetector",_currentPOS]; _spotFriendlies setTriggerArea [(_SafeZone+ _eosMarkerSizeA),(_SafeZone+ _eosMarkerSizeB),0,true]; _spotFriendlies setTriggerActivation ["ANY","PRESENT",true]; _spotFriendlies setTriggerStatements ["{vehicle _x in thisList && isplayer _x} count allUnits > 0","",""]; waitUntil {triggeractivated _spotFriendlies}; // ZONE ACTIVE. CREAT SUB-TRIGGERS _currentMKR setmarkercolor getmarkercolor _currentMKR; if ("colorGreen"==getmarkercolor _currentMKR) then {_currentMKR setmarkerAlpha _mkrAlpha;} else { _currentMKR setmarkerAlpha _mkrAlphaHighlight;}; _spotEnemies = createTrigger ["EmptyDetector",_currentPOS]; _spotEnemies setTriggerArea [_eosMarkerSizeA,_eosMarkerSizeB,0,true]; _spotEnemies setTriggerActivation [_enemyFaction,"NOT PRESENT",true]; _spotEnemies setTriggerStatements ["this","",""]; _spotTaken = createTrigger ["EmptyDetector",_currentPOS]; _spotTaken setTriggerArea [_eosMarkerSizeA,_eosMarkerSizeB,0,true]; _spotTaken setTriggerActivation ["ANY","PRESENT",true]; _spotTaken setTriggerStatements ["{vehicle _x in thisList && isplayer _x && ((getPosATL _x) select 2) < 5} count allUnits > 0","",""];
  24. Thanks! Sometimes it's useful to have the light on :P
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