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=WKV= Blackwatch

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Everything posted by =WKV= Blackwatch

  1. Its been a while for me so could some one let me know how to install mods server side please. I have various options to set the command line and that is where I am stuck If some one could help me please I would be grateful. In the pas t I have done config = server.cfg and -mod=@jsrs2.0;@tacops etc the server is not showing in the server list.
  2. I have made my first mission however I am having a few problems and would be gratefull if someone could help. 1. If you get killed and either revive or respawn the load out you had disappears and players end up with 100s of watches that they cant get rid of ....then all of a sudden they go and their original weapon/scope comes back but they have lost everything else. 2. When the 2nd objective is complete the 3rd doesnt come up even though it is trigger linked the same way as the 2nd. IF some one could help me I would be very grateful.
  3. =WKV= Blackwatch

    newbies mission with errors :(

    Hi there Savage I did send you a PM did you not receive it?
  4. =WKV= Blackwatch

    converting to PAA.

    IS there a special trick when converting from Jpg to Taa to paa so I can keep the full colours. Everytime I have done it so far it seems im getting an almost blue negative effect on all my images.
  5. Im using the following script to call in a heli evac. However when I throw the smoke the chopper either flies off in a random direction or lands miles away ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: TODO: Author Name ////////////////////////////////////////////////////////////////// //this addEventHandler ["fired",{_this execvm "detect_smoke.sqf"}] _shooter = _this Select 0; _ammotype = _this Select 4; //hint format["%1",_ammotype]; sleep 2; switch (_ammotype) do { case "SmokeShellGreen": { Hint "Smoke Detected, evac inbound"; _wp0 = group chopper addWaypoint [ getpos player, 1]; _wp0 setWaypointType "move"; _wp0 setWaypointStatements ["true", "chopper land 'land'"]; waituntil {{_x in chopper}count units blue == {alive _x} count units blue}; _wp1 = group chopper addWaypoint [getpos base, 50]; _wp1 setWaypointType "MOVE"; _wp2 = group chopper addWaypoint [getpos base, 50]; _wp2 setWaypointType "TR UNLOAD"; _wp2 setWaypointStatements ["true", "chopper land 'land';chopper setdamage 1"]; }; case "1Rnd_SmokeGreen_Grenade_shell": { Hint "Smoke Detected, evac inbound"; }; case "FlareGreen_F": { Hint "Smoke Detected, evac inbound"; }; case "3Rnd_SmokeGreen_Grenade_shell": { Hint "Smoke Detected, evac inbound"; }; case "UGL_FlareGreen_F": { Hint "Smoke Detected, evac inbound"; }; case "3Rnd_UGL_FlareGreen_F": { Hint "Smoke Detected, evac inbound"; }; }; Could a guru look at it please as it has driven me nuts for the last 3 days
  6. Could you say that in english for a mission making n00b please
  7. =WKV= Blackwatch

    Virtual Ammobox System (VAS)

    Is there a way to get the VAS to spwan when all enemy are defeated in a set area? For instance the first task in my current mission is to clear opfor from a small courtyard area where they are protecting a stolen convoy. I want it so when the insertion team have cleared the opfor from that area the ammo crates will " spawn in ". I have used a module to hide the ammo but can't for the life of me figure out how to get it to " spwan in " when the trigger goes off saying " area clear, now rearm and move out to the next AO "
  8. Could some one please help with the show module function. In the first stage of my mission you have to secure a captured convoy. When all the enemy are dead I want two VAS to appear at a preset place. I have managed to hide the ammo crates and got the trigger working that completes when all opfor are dead....but I can for the life of me get the ammo to appear when all the opfor are dead.
  9. I have been able to hide the ammo crates, by syncing them to a hide object in syncronised objects only, but how do I get them to reappear once the area is clear of opfor? I have a working trigger that completes task when opfor are killed do i sync show object to that?
  10. I have almost finished my second mission but there is one last thing I am stuck. For the first task of the mission I want Blufor to have to come in a " liberate " a stolen convoy ( An MHQ, plus two other trucks and some hunters ) . I have a trigger set so that once all Opfor on that area are killed it is task one complete. How would I make it so when that is accomplished the ammo crates and other vehciles will appear Basically I want the team to come in kill the enemy and then the ammo crates appear. Obviously the vehicles will be there as a constant
  11. I can't seem to get this to work. I put the script into the main mission and then goto the vehicles init and place the above code but it says im missining a ;.??
  12. =WKV= Blackwatch

    newbies mission with errors :(

    Im using the =BTC= Revive script. I have the third task assigned the same way I have the first and second. I could send the PBO or mission folder over for some one to look at if they wouldnt mind....its a mess lol
  13. I have tried this method as I am trying to destroy a power plant generator yet I cant get the trigger to group to the ID of the generator. Is there a certain way of doing it?
  14. I am making a mission and have probably bugged half the scripting clue in here with me being useless at this. However I have a few more questions please and then im almost done and getting the jist of things now. I have two hostages and in their init I have put removeallweapons this; removeallitems this; removeheadgear this; removevest this; this unassignitem "nvgoggles"; this removeitem "nvgoggles"; this disableai "move"; this setcaptive true; I then have a trigger round them which is set to [H1, H2] join p1,; h1 setcaptive false; h2 setcaptive false; h1 enableAI "move"; h2 enableai "move"; and for the second team leader a second trigger saying [H1, H2] join p2; h1 setcaptive false; h2 setcaptive false; h1 enableAI "move"; h2 enableai "move"; So that either teamleader ( there are 2 teams ) can resuce the hostages. What I am trying to do is get the hostages to join the team leaders group ( the one that rescues them ), and then be told to board an evac chopper. I am trying to script the chopper to start flying in as soon as the Hostages are recaptured.
  15. I have created a mission however I am having difficulty loading it on our rented box. It will load fine on my own pc and I can start the mission with out issues. However as soon as I FTP it to our server it will not run at all. I select the mission from the screen and as it loads it just goes to the first mission in the listing for that island. Could some one please help me with this.
  16. =WKV= Blackwatch

    mission wont load on rented box

    I have managed to get it going now. The addon pack I had uploaded was missing one .pbo file lol. Don't worry tomorrow the village will have their idiot back.
  17. =WKV= Blackwatch

    Help with hostage script.

    I have got the hostages to join my group by a trigger. But no matter what I do I cant get them to follow me properly and get them to enter the evac chopper when it lands.
  18. I'm a newbie at all this coding so please bear with me. I am making a search, destroy and resuce mission. I have tow MH-99s deploying an 8 man squad in one of the towns in Altis. The idea is then they have to capture 4 areas and destroy three Ammo caches / trucks before moving on to resuce a civillian alittle way up the road ( I hope to use the hostage script for this ). What I would like / need help with is how do i make the ammo box / cache / truck destroyable. So each time one is blown it will say congrats thats one down , two down etc and then say ok lads now lets get that poor bastard and get home for tea and crumpets or similar lol. Thanks in advance.
  19. Epic thanks again lads, Ive managed to get it working now :)
  20. =WKV= Blackwatch

    Evac by smoke not working help needed please

    Amazing thank you bud....a massive help :) it works perfect thank you. now to work out the trigger to get the hostages to get in the chopper and im good to go.
  21. =WKV= Blackwatch

    Evac by smoke not working help needed please

    That looks just the job thank you, How would I changer the chopper to a Ghost hawk as there will be upto 10 players in 2 teams ( team one upto 6 and team two upto 4 ) at the end if I can get the hostage part working?
  22. I am having difficulty getting two rescued hostages to enter and evac boat in my mission. I have two hostages and in their init I have put removeallweapons this; removeallitems this; removeheadgear this; removevest this; this unassignitem "nvgoggles"; this removeitem "nvgoggles"; this disableai "move"; this setcaptive true; I then have a trigger round them which is set to [H1, H2] join p1,; h1 setcaptive false; h2 setcaptive false; h1 enableAI "move"; h2 enableai "move"; and for the second team leader a second trigger saying [H1, H2] join p2; h1 setcaptive false; h2 setcaptive false; h1 enableAI "move"; h2 enableai "move"; So that either team leader ( there are 2 teams ) can rescue the hostages. How would I be able to make them follow me & the rest of the squad to the boats we re going to extract on?
  23. =WKV= Blackwatch

    Evac by smoke not working help needed please

    atill no joy unfortunately... I might have to give up on this evac script and just throw some boats in instead as it is pi****ng me right off to be honest. How you guys throw out so many good missions is beyond me
  24. =WKV= Blackwatch

    Evac by smoke not working help needed please

    Could it be because I am using two hidden heli pads for the chopper insertion that is somehow throwing it? No matter what i do the evac chopper just flies off and doesnt come near the green smoke :(
  25. did you ever get this working bud. I ma wanting to end my mission with a similar thing as I cant find an evac script that works :(
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