furikuri
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Everything posted by furikuri
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I'm using an addaction on a weapons crate to spawn in targets randomly from a central marker for a weapons range, the targets (in this case vehicles) are then marked on the map while alive and then the marker is deleted when they die and a message about them being killed is sent. waitUntil{!(isNil "BIS_fnc_init")}; waitUntil{!(isNil "BIS_MPF_InitDone")}; if (player distance ART < 50) then { //Allows the script to run on players within range of the target for [{_i=0}, {_i < 5}, {_i=_i+1}] do { _eT = ["HMMWV_TOW","HMMWV_Avenger","LAV25","M2A2_EP1","M2A3_EP1","BAF_FV510_D","BAF_FV510_W","HMMWV_MK19","HMMWV_M2", "HMMWV_M1151_M2_DES_EP1","M1126_ICV_M2_EP1","M1126_ICV_MK19_EP1","M1128_MGS_EP1","M6_EP1","T72_RU","T90","BMP3","UAZ_AGS30_RU","BTR90","GAZ_Vodnik","GAZ_Vodnik_HMG", "T72_TK_EP1","BMP2_TK_EP1","ZSU_TK_EP1","T34_TK_EP1","T55_TK_EP1","M113_TK_EP1","LandRover_MG_TK_EP1", "LandRover_SPG9_TK_EP1","UAZ_MG_TK_EP1","Ural_ZU23_TK_EP1","BRDM2_ATGM_TK_EP1","BRDM2_TK_EP1","BTR60_TK_EP1"]; _target = _eT select floor (random count _eT) CreateVehicle (getMarkerPos "ARTYtargets"); _target SetPos [(getMarkerPos "ARTYtargets" select 0) + ((random 300 )+(random -300)),(getMarkerPos "ARTYtargets" select 1) + ((random 300 )+(random -300))]; _driver = _art1 createUnit ["Citizen1", (getMarkerPos "ARTYtargets"), [], 0, "form"]; _driver moveInDriver _target; // _test1 = createGroup civilian; // [(getMarkerPos "ARTYtargets"), 40, _enemyType, _test1] call BIS_fnc_spawnvehicle; // _x SetPos [(getMarkerPos "ARTYtargets" select 0) + ((random 300 )+(random -300)),(getMarkerPos "ARTYtargets" select 1) + ((random 300 )+(random -300))]; //// _enemyType = _eT select floor (random count _eT) CreateVehicle (_centerpos); // _enemyType SetPos [(_centerpos select 0) + ((random 2500)+(random -2500)),(_centerpos select 1) + ((random 2500)+(random -2500))]; // _enemyType setvehiclelock "locked"; // clearMagazineCargo _enemyType; // clearWeaponCargo _enemyType; _target addMPEventHandler ["MPKilled",{_this execvm "t_des.sqf"}]; _artmrk = createMarker ["Target"+str(_i), getpos _x]; _artmrk setMarkerShape "ICON"; "Target"+str(_i) setMarkerType "WARNING"; "Target"+str(_i) setMarkerText "Target"; if (_i < 1) then { player groupchat "6 Random targets spawned, check your map."; }; }; while {alive _x} do { }; deletemarker _artmrk; }; I have tried 3 different methods of spawning manned vehicles because I have a map wide script that removes empty vehicles every 2 minutes and with this being an artillery range I didn't want that to run on here. I just cannot figure out how to get the markers attached to the unnamed manned vehicles, I managed to get something working when they were empty but as I stated before it is not the best solution.
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[Help] Mission Editor - How can i prevent people from taking pilots seat?
furikuri replied to Dylan_Madigan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you are still needing help with this, I believe this is what you're looking for, just place it in the init of the C130. this lockDriver True; May I ask if you are using the exec "ca\air2\halo\data\Scripts\HALO_getout.sqs"; script to deploy? If so, have you been successful in making the parachutes steerable in multiplayer? I've made a very similar mission that all works perfectly in preview, but the second I go to a dedicated server they are given non-steerable chutes. -
MP paradrop using the HALO_getout.sqs
furikuri replied to furikuri's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So I tested it out again just before a session and everyone was given a parachute and uninjured when exiting the plane.. but it was the wrong type of parachute for everyone except me. Is there any reason why one person gets a steerable chute, but the rest don't? -
MP paradrop using the HALO_getout.sqs
furikuri posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have made a multiplayer mission for my group that has two C130's flying in and at a certain point along their path forces everyone out if they are players, and then the player is able to open and steer their chute without me having to go and place steerable chutes and move players into them. I managed to come up with a solution that appeared to work. This is in the init of the leaders in a group: {_x assignAsCargo my_c130} foreach units group this; {_x moveinCargo my_c130} foreach units group this; This is inside of eject.sqf that is executed when the C130's hit a waypoint: if (!isServer) exitwith{}; { if (isPlayer _x) then { _x action [ "eject", my_c130]; _x setvelocity [0,0,0]; [_x] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs"; sleep 0.5; }; } forEach (crew my_c130); The mission was tested at the end of one of our sessions and so about 14 people played it, as soon as they were forced out of the plane a large number of them were injured, some were killed and only one had the ability to open his own chute and then steer it. I'm wondering why this is because the script should force them out one at a time every 0.5 seconds so that they don't collide and everyone of them should be like the single guy that had it working. Edit: I just tested the script while commenting out the check for whether it was a player or not and ALL of the AI made it to the ground and opened their own chute, I'm still curious as to whether this will have any issues in MP so any information on that would be great. -
Player position announced when a civilian is killed in multiplayer
furikuri replied to furikuri's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wow, I feel silly for even posting now. I don't know how I overlooked the EH documentation. It works now, there are some minor things that I still need to sort out with it, but just getting it to post definitely helped. Also yes my name is from FLCL. -
Player position announced when a civilian is killed in multiplayer
furikuri posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am using the following code to announce globally that a civilian has been killed. The mission is an adversarial with ambient civilians and a few that have been placed specifically. This is an updated version of my script because apparently the initial solution used code that would only work in singleplayer. I had a friend try and help me with this and while trying to move to MP friendly code it just kept giving me errors. I had some inspiration today and managed to get it working as intended again in the editor, but still nothing in MP. This is in the init and ambient civilian module: this addeventhandler ["killed",{_this execVM "playerposition.sqf"}]; This is the sqf: //Scipt to announce player position in global if (side (_this select 1) == west) then { _killer = _this select 1; _pos = position _killer; _pos = mapGridPosition _killer; speaker globalchat format ["Civilian killing reported at %1",_pos]; }; The short version is.. How can I get player position in grid coordinates (4/6 digit hopefully) to be globally announced upon a blufor player killing a civilian?