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Smoerble

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Everything posted by Smoerble

  1. When a user or admin is in the mission selection screen (see image): The description of the text below the image is taken from the INTEL cuntionality in the editor (where you can et weather and day time etc). My question: I would like to localize this text, so I need to set the name and the description of mission in a script. Description.ext seems not to contain these values or am I missing it? How to make a localized intro text in the missions text, when the mission is NOT loaded yet?
  2. Hi all, 1) is there a very good Zeus tutorial in written form instead of videos? I look for something that goes into details, not a generic one please. 2) let's say, I want to spawn a Cheetah for my players, but I want to spawn it without any weapon or only with the .50 machine gun, not the grenade launcher. How do you do this?
  3. Hi all, I am now working on the fine tuning of a mission. When I try to create a wall of sand bags or want to create the interieur of a room, it's very difficult to get everything aligned with the editor. How do you guys do this please? I tried this: I place objects in Zeus and then access the save file to find the positions. As all objects, not only the new created ones, are in the save file, this is not really a practiable solution. Hope, some of you have better ideas. Thanks, bye Smo
  4. Hi all, I got the script below from rakowozz in this topic http://forums.bistudio.com/showthread.php?183572-Best-method-to-place-objects-exactly-on-the-map. I placed some objects as Zeus in a map and saved the array of objects below with MCC. When calling the script, the objects get placed, but they are oriented in on the landscape, so towers don't stand straight, instead all look like the tiwer of Pisa. Do you have an idea, why the script below fails? BLUFORHQ.sqf: _savedobjs = [ ["EMPTY","Land_Cargo_Tower_V1_No1_F",[9363.06,22503.5,0],0,""],["EMPTY","Land_Cargo_Tower_V1_No2_F",[9231.2,22549.4,0],0,""],["EMPTY","Land_Cargo_Tower_V1_No3_F",[9335.79,22649.4,-0.0184917],0,""],["EMPTY","Land_HelipadSquare_F",[9225.45,22609.6,0],359.998,""],["EMPTY","Land_Cargo_HQ_V1_F",[9317.25,22553.8,0],265.58,""],["EMPTY","Land_Medevac_HQ_V1_F",[9310.99,22572.8,0],353.174,""],["EMPTY","Land_Cargo_House_V1_F",[9208.83,22546.9,-0.0979614],180.344,""],["EMPTY","Land_Cargo_HQ_V1_F",[9203.32,22638.1,0],262.17,""] ]; _null = [_savedobjs] call SMO_PlaceObjectsFromArray; Code of function SMO_PlaceObjectsFromArray: SMO_PlaceObjectsFromArray = { private ["_savedobjs","_counter","_objarray"]; _savedobjs = _this select 0; _counter = -1; _objarray = []; _count = count _savedobjs; for "_i" from 0 to (_count - 1) do { private "_obj"; _counter = _counter + 1; _obj = createvehicle [(_savedobjs select _counter) select 1, (_savedobjs select _counter) select 2, [], 0, "CAN_COLLIDE"]; sleep 0.1; _obj setdir ((_savedobjs select _counter) select 3); _obj setVectorUp (surfacenormal (getPosATL _obj)); _obj enableSimulation false; _objarray = _objarray + [_obj]; }; };
  5. I would like to have MCC running on our server to create ZEUS missions. For this I want to run a custom misson file, not the MCC template mission. 1) is there a _text_ tutorial (not video) how to install it on a server? Never installed a mod on a server before 2) when I install it on the server, do all other players need to download the mod when only the admin accesses it?
  6. Hi all, I am a little confused. I just updated my A3 and wanted to open my mission. I get the message: You cannot edit mission, because downloadable content has been deleted.CATata I was pretty sure, that I did not use any content other than things, that are in my mission folder... but it looks, like I made a mistake. How do I identify what's missing in my mission.sqm plz? Thanks Michael
  7. I need you rhelp please: I integrated the script and it works fine, many thanks!!! I want to have a vehicle respawning, that can be used as a spawn. I created a unit: name: respawn_Zamak. Initialization: _nul = [this, 60, 5] execVM "vehrespawn.sqf"; I changed your script slightly: at top: _thisName = name _veh; Below I changed _veh = createVehicle [_vehtype, _pos, [], 0, "CAN_COLLIDE"]; to _veh = createVehicle [_vehtype, _pos, [], 0, "CAN_COLLIDE"]; _veh setName _thisName; In the init.sqf I use this to make the Zamak a spawn point. newRespawnPos = [west, "respawn_Zamak"] call BIS_fnc_addRespawnPosition; This works until the Zamak respawns. Then it's not a spawnpoint anymore. Anyone has an idea how to fix this please?
  8. Many thanks vince, I hope, this works, will test tonight asap :).
  9. Hi all, we have trouble with Farooq's Revive script. It works perfect and I would love to use it, but when someone dies in a helicopter, there is a crucial bug and I am unable to fix this myself. What am I looking for? We need a possibility to revive fallen players. Best would be, if it works like Farooq's script: when someone dies, a timer counts down the time, how long the player can be revived. During that time, a player can approach him and use a First Aid pack or a Medi Kit to revive the player. As said above, we cannot use Farooq's script, as it crashes the game for a player totally, when a player is in a helicopter. My question to you: is there another revive script available I could use in my missions? It has to be a script version, as I don't want players to have specific mods installed when playing on our server. Thanks Smo
  10. Smoerble

    Farooq's Revive

    When someone dies in a helicopter, he cannot respawn. Even more, he cannot hit ESC to leave the server. I think, I have read somewhere, that this is a known bug? Is there a fix available please?
  11. Smoerble

    Vcom AI V2.0 - AI Overhaul

    I try to use the script version. My understanding is, that I only need to do the following: 1) copy files to my mission 2) change the init.sqf 3) spawn units AFTER the entry in the init.sqf Then every new unit should work with the new AI behavior. Is this correct? I don't get an error message, but I have the feeling, the AI acts as normal. How to test, if I implemented it correctly please?
  12. Hi all. I want a soldier to mount a static gun. When working directly in the editor, I used the following command in the INIT section of a soldier: this assignasgunner t_captureCity1_gun1; this ordergetin true; 1) Now I create a squad with a script (using BIS_fnc_spawnGroup; ). 2) Then I create waypoints for this squad. 3) Next, i want to tell the squad, that one of them should mount the static gun "t_captureCity1_gun1". How do you do this please?
  13. Hello all. I want to use a variable in different sqf files. init.sqf: smo_ammoBoxLoadout = [""]; test1.sqf: player globalChat format["test: %1", count smo_ammoBoxLoadout]; error message: error in line 52: _a = count smo_ammoBoxLoadout; Error Undefined variable in expression: smo_ammoboxloadout I also tried to define the variable in init.sqf like this: this setVariable ["smo_ammoBoxLoadout",["test"], false]; Anyone has an idea please?
  14. Hi all, I create some waypoints with a script. In some cases, I want a sniper to lay on the ground and target in a specific direction. How do you do this please? This is how I create the WPs: _returnValue = _thisGroup addwaypoint [(getMarkerPos _thisName),0]; _returnValue setWaypointLoiterRadius _thisRadius; _returnValue setwaypointtype _thisType; _returnValue setWaypointSpeed _thisSpeed; _returnValue setWaypointBehaviour _thisBehaviour; _returnValue setWaypointFormation _thisFormation; _returnValue setWaypointTimeout [_this select 7, _this select 8, _this select 9]; Can I change the direction of a waypoint to let the units aim? Or do I have to wait until a unit reaches a waypoint and then ask them to rotate? If so, how to do this please, when everything is done in a script? Thanks!
  15. Hi all, please share your thoughts, if my assumption is correct: I assume, that objects that are out of sight radius do not affect the server performance and do not affect the local FPS. I assume, that only objects, that are in a radius around you (set by the view settings for objects + [x] meters) are actually loaded and calculated. My assumption bases mainly on the experience with older garphic engines (Unreal, UT 1+2) and the fact, that the editor displays millions of object-IDs. If this assumption is correct, I think, I could easily place several thousand objects on a map, as long as I don't place too many too close to each other. Questions: 1) Are the assumption above correct? 2) Did someone make a performance test, how many objects (like houses etc) in visible range affect the FPS? 3) I assume, the calculation of moving uints (enemy, BLUFor or civilians) uses a lot server power. Did someone do a test on this too? Thanks for any input.
  16. Let's say, I saved a mission I created with MCC. Now I want to have a trigger in the map, that spawns everything from that mission. is this possible? I ask, because I assume, you cannot just dump the whole mission code into a *.sqf file and call it from a trigger. Ofc I need to strip out the init part, but I also assume, you have to call the groups and waypoints in a different way? Is there an example somewhere?
  17. Many thanks for the very quick response. But it seems, i am unable to describe the problem, so I try again. I download the file, try to open the RAR and the RAR is broken. This is why I ask for a different link to download please. I now have installed WinRAR and 7ZIP but the result is the same. Anyone here could please provide a working link? Image of error (unfortunately in German): https://www.dropbox.com/s/mt5i4o1sekx107i/Unbenannt.png?dl=0
  18. Could someone please help me? 1) I tried to download the mP mission and the Mod version. Both RARs have a size of 35kB only. Plus I can't open them with WinRar whcih I just downloaded. Can someone please provide a link to a working archive for me? Would be very kind. Thanks. A general recommendation: Please upload compressed files with ZIP. All other formats need additional programs (that are not pre-installed with Windows) and the compression advantage is not important on these file sizes. Same goes for 7zip.
  19. Hello, thanks for this, unfortunately thhis rised some questions ;): 1) what is MCC please? 2) How do you export the array of objects?
  20. Hello everyone, i would like to hear, how you guys give messages during a mission to players: radio messages (which means a lto of work for all the audio files) or hints or any other method? Especially when completing or changing missions while it's running? Thanks Smo
  21. hi all, I want to change a unit's description value with a code. So in the editor, a unit has a name and a description field. there is a function to change the name, example: player setName "New Name"; but I need this for the description field. There is not "setDescription" function, now I wonder, how to SET the unit's description? (there is a getDescription function: https://community.bistudio.com/wiki/getDescription ) Anyone has an idea please?
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