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Purzel

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Everything posted by Purzel

  1. Hi all, I want to search our players for a stolen USB-stick, which is carried by an enemy spy (in its uniform). How do I put the new USB-Stick from the "Old-Man-Update" into a AI's uniform? Tried all codes (addItemToUniform, etc.), but it won't work...!? And I cannot find it in arsenal too? How can I check ownership of the flash-device, if taken by human player? Any help apprechiated! Greetz Purzel
  2. Hi Folks, this is my problem: I've got a OH6-helicopter (classname: RHS_MELB_MH6M) which has a camera on the co-pilots seat. I want to stream that picture ( exactly which is shown on the internel OH6-monitor) to another external monitor, so the teamleader (remained in base) can watch the progress of the helicopter-crew searching for the target. See this video, I've made... I've tried KillzoneKids drone-camera-stuff, but it seems not to work. It works well with an uav-drone, but not here. Does anybody have a clou? (Probably it's the name of the gunner-seat-cam or something like this, I can't find this stuff in config! And another thing: If I leave the area of the monitor, the picture will be lost. > black screen on monitor. In the script below I've tried the lasermarker as cam-copy, but this isn't either working... ("rhsus_weap_LWIRCM") monitore setObjectTexture [1, "#(argb,512,512,1)r2t(_oh6CamTgt,1)"]; // Global? _oh6cam = "camera" camCreate [0,0,0]; _oh6cam camSetFov 0.3; // The zoom level is from 0.01 for the nearest and 8.5 for the furthest zoom value, with a default zoom level of 0.75. Needs the call of camCommit to be conducted. _oh6cam cameraEffect ["Internal", "Back", "_oh6camTgt"]; _oh6cam attachTo [oh6,[0,2.5,-1.8], "rhsusf_weap_LWIRCM"]; //"_uavcamTgt" setPiPEffect [0]; //"_uavcamTgt" setPiPEffect [1]; // Normal - [0], Night Vision - [1], Thermal - [2], inv.Thermal = 7, oder S/W: [3,1,1,0.4,0,[0,0,0,0],[1,1,1,0],[1,1,1,1]]; _id = addMissionEventHandler ["Draw3D", { _dir = (oh6 selectionPosition "rhsusf_weap_LWIRCM") // original by KK: PiP0_pos vectorFromTo (oh6 selectionPosition "rhsusf_weap_LWIRCM"); oh6cam setVectorDirAndUp [ _dir, _dir vectorCrossProduct [-(_dir select 1), _dir select 0, 0] ]; }]; Thanks for any help! Greetz Purzel
  3. Purzel

    helicopter escort behaviour

    Try "reveal", it shows all enemys around you. e.g.: {unit_xyz reveal _x} forEach allUnits; EDIT: Waaah, I didn't recognized the "Pelican" as the drone it is. Thought it was a helicopter hovering over you...
  4. Purzel

    helicopter escort behaviour

    https://drive.google.com/open?id=1f7_RJvqfD9d_34-9KxnEvlFg14S6887v Try it, its a testmap
  5. Purzel

    helicopter escort behaviour

    Change Waypoint to "LOITER", the pilot will fly a circle. In the waypoints config you can enter values for the cirle diameter (clockwise or counter-clockwise too) and the height. Set it high enough so nothing is in the flightpath. Put the gunners into another group and set it's behaviour to combat in the gunners init. Pilots init: this allowdamage false; // not necessary, but sometimes helpful. this allowfleeing 0; // this keep the pilot flying, no matter, how many bullets are fired... this moveInDriver blackhawk; // He will stay the pilot blackhawkgroup = group this; // with "blackhawkgroup" you can give the pilot another waypoint via another script. Gunners Init: this allowdamage false; // not necessary, but sometimes helpful. this moveInTurret [blackhawk, [1]]; // the second gunner: this moveInTurret [blackhawk, [2]];
  6. The "pattern" seems to come from your grafics settings. Go ingame ESC > Config > Graficstuff > search for HBAO under AA & PP. Try change HBAO ingame (with look at the monitor) to other values or deactivate it. You should see instantly the changes. This should help.
  7. Update: I've searched the config-viewer for "uavCameraGunnerPos" and "uavCameraGunnerDir" to find the appropriate names at least from the other arma-drone ("B_UAV_02_dynamicLoadout_F"), but I can't find the uavCameraGunner-parts from KKs tutorial. Where is that stuff located? Or what else do I have to search for? my hope is to find it in the OH-6 Helicopter config, if I only knew the right spot in the config-tree to search for...
  8. Purzel

    Laptop screen texture

    have you done this: As you can see the .paa-pictures are in a folder called "pictures" in your mission-root-folder. BTW: This will show the textures in Eden too.
  9. Purzel

    doMove to Multiple Players

    1: Put an area-trigger named "trigger1" around the wanted area, when a player enters, he will be chased. (BLUFOR present, check server-sided!) 2: Put an enemy group "reactgrp1" (near the center) of the trigger, so it reaches the entering player with nearly same time, no matter from where the players entering the area-trigger. condition: (this) && {"MAN" countType thisList > 0} or , if you want to get an entering vehicle (chopper-landing, etc.) as target.: (this) && {"AllVehicles" countType thisList > 0} on activation: if (isServer) then { nul = [] spawn { targetunit = (list trigger1) select 0; // select 1,2,3, etc. for the second, third, fourth, etc. player sleep 10 + random 10; // select a start-time for your needs, before they start chasing {_x doMove (getPos _x)} forEach units reactgrp1; sleep 1; reactgrp1 setBehaviour "SAFE"; reactgrp1 setSpeedmode "LIMITED"; reactgrp1 setFormation "FILE"; while {{alive _x} count units reactgrp1 > 0} do {reactgrp1 move (getPos targetunit); sleep 15}; // checks every 15 sec. if any AI-unit is still alive to chase players and send them every 15 Sec. to the actual player-position. }; }; Conclusion: You cannot choose a complete player-group for chasing, so the first entering player will be the target. In my experience, the enemy will spot the player group and attack them, no matter, which one was the first entering player and if they are at target distance, they are normally close enough to the whole player-team. The behaviour of the enemy group in the example above suggest the player, that there is just a chilled patrol without any intentions, but the "SAFE"-Part allows to enter other behaviour-modes. Change it to your needs. The last line is the line, where you can insert 45 instead of 15 Sec.
  10. Purzel

    doMove to Multiple Players

    Yep, I'll search for it this afternoon, when I'm back from work. Need to put an area-trigger, in which the first player entering is defined as target. After that a script will follow the player an direct the enemy towards it every X seconds.
  11. Build a "uavcamfeed.sqf" in your script-folder. Change "terminal" below to the name of your TV-Screen: Execute the uavcamfeed.sqf e.g. by trigger uavcamfeed.sqf: [terminal, 2] call BIS_fnc_DataTerminalAnimate; //[terminal, blue, green, red] call BIS_fnc_DataTerminalColor; terminal setObjectTexture [0, "#(argb,512,512,1)r2t(_uavCamTgt,1)"]; _uavcam = "camera" camCreate [0,0,0]; _uavcam camSetFov 0.3; // The zoom level is from 0.01 for the nearest and 8.5 for the furthest zoom value, with a default zoom level of 0.75. Needs the call of camCommit to be conducted. _uavcam cameraEffect ["Internal", "Back", "_uavcamTgt"]; _uavcam attachTo [uav, [0,0,-1], "PiP0_pos"]; "_uavcamTgt" setPiPEffect [0]; //"_uavcamTgt" setPiPEffect [1]; // Normal - [0], Night Vision - [1], Thermal - [2], inv.Thermal = 7, or B/W: [3,1,1,0.4,0,[0,0,0,0],[1,1,1,0],[1,1,1,1]]; addMissionEventHandler ["Draw3D", { _dir = (uav selectionPosition "PiP0_pos") vectorFromTo (uav selectionPosition "PiP0_dir"); uavcam setVectorDirAndUp [ _dir, _dir vectorCrossProduct [-(_dir select 1), _dir select 0, 0] ]; }]; _uavcam camPrepareTarget getpos ural; // "ural" is the target to follow, in this case an ural-truck _uavcam camSetTarget ural; _uavcam lockCameraTo [ural, [0]]; _uavcam camCommit 1; The script above puts a camera beneath the real UAV-camera, but it runs parallel to the real UAV-camera. Found at KillZone Kids Tutorials and adapted for my needs.
  12. Purzel

    Laptop screen texture

    Yes... change the "0" below to "1" and "2"... this setObjectTextureGlobal [0, "Map.jpg"]; you have to try, which monitor used by the values 0,1, and 2... I dont know on the fly...
  13. No, the picture will not work, because the textures a completely different. but heres the code: myFakeToolkit setObjectTextureGlobal [0, "\pictures\tooltime.paa"]; Just change the name of your toolkit (myFakeToolkit) and the new texture (tooltime.paa) to your belongings. Safe the .paa-picture in a folder called "pictures" in your mission-root-folder. Then copy the adapted code from above into the toolkits init.
  14. Maybe it does, just try it. You just need the .paa-file and retexture it. I did this with a police-officers uniform, and it worked, but I dont know, if it works with your toolkit. But should... Try it.
  15. You could de-pbo the original toolkit, extract the .paa-grafics-file and re-texture it. 1.) Then you have to rebuild your toolkit and put all your stuff into your own mod and load it to your server and to your clan-mates. 2.) Try to name the toolkit and try "setObjectTextureGlobal": myFakeToolkit setObjectTextureGlobal [0, "\pictures\tooltime.paa"];
  16. hello there, after I searched around, I still have problems to get customchat working. All I wanna do is get rid of the standard-channels (side-channel, vehicle, etc.) exept global-channel. As far as I see, I have to delete the standard channels 1-5 and define the custom-channels 6-15 0 = Global 1 = Side 2 = Command 3 = Group 4 = Vehicle 5 = Direct (Is not detected by getPlayerChannel) 6-15 = Custom Radio (see radioChannelCreate) This is what I've done so far: initServer.sqf: if(isServer) then { radio_channel_6 = radioChannelCreate [[0.9, 0.9, 0.9, 1], "TOC-Channel", "%UNIT_NAME", []]; radio_channel_7 = radioChannelCreate [[0.9, 0.3, 0.3, 0.8], "Team Alpha", "%UNIT_NAME", []]; radio_channel_8 = radioChannelCreate [[0.3, 0.3, 0.9, 0.8], "Team Bravo", "%UNIT_NAME", []]; radio_channel_9 = radioChannelCreate [[0.3, 0.9, 0.3, 0.8], "Team Charlie", "%UNIT_NAME", []]; radio_channel_10 = radioChannelCreate [[0.9, 0.9, 0.3, 1], "Emergency-Channel", "%UNIT_NAME", []]; RADIO_fnc_manage = { private["_unit","_channel","_bool"]; _unit = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param; _bool = [_this,1,false,[false]] call BIS_fnc_param; _channel = [_this,2,0,[0]] call BIS_fnc_param; //Series of checks? if(isNull _unit) exitWith {}; //Null unit if(_channel < 1) exitWith {}; //No channels below 1 should be passed. switch (_channel) do { case 1: { if(_bool) then {radio_channel_6 radioChannelAdd [_unit];} else {radio_channel_6 radioChannelRemove [_unit];};}; case 2: { if(_bool) then {radio_channel_7 radioChannelAdd [_unit];} else {radio_channel_7 radioChannelRemove [_unit];};}; case 3: { if(_bool) then {radio_channel_8 radioChannelAdd [_unit];} else {radio_channel_8 radioChannelRemove [_unit];};}; case 4: { if(_bool) then {radio_channel_9 radioChannelAdd [_unit];} else {radio_channel_9 radioChannelRemove [_unit];};}; case 5: { if(_bool) then {radio_channel_10 radioChannelAdd [_unit];} else {radio_channel_10 radioChannelRemove [_unit];};}; }; }; }; [[player,true,0],"RADIO_fnc_manage",false,false] spawn BIS_fnc_MP; [[player,true,6],"RADIO_fnc_manage",false,false] spawn BIS_fnc_MP; [[player,true,7],"RADIO_fnc_manage",false,false] spawn BIS_fnc_MP; [[player,true,8],"RADIO_fnc_manage",false,false] spawn BIS_fnc_MP; [[player,true,9],"RADIO_fnc_manage",false,false] spawn BIS_fnc_MP; [[player,true,10],"RADIO_fnc_manage",false,false] spawn BIS_fnc_MP; descrition.ext (try1): disableChannels[]={1,2,3,4,5}; description.ext (try2): disableChannels[] = { {1, true, true}, //--- Side Chat {2, true, true}, //--- Command Chat {3, true, true}, //--- Group Chat {4, true, true}, //--- Vehicle Chat {5, true, true}, //--- Direct Chat {6, true, true} //--- System Chat }; //--- Control Chat - Format: {channelID<number>, disableChat<bool>, disableVoice<bool>} which both should delete all channels except "global". try1 brings up an error, try2 works, but does not that, what I want. After all done, how do i send a custom-chat message to human Multiplayers? I've tried: [[[west,"driver vehicle player"],"This is an emergency-call code 10 - S.O.S.!"], "customchat", west, false] call BIS_fnc_MP; but I think, I have to define the channel too. And 'm not sure about the syntax... It has to run on a dedicated server... Who could help me with that MP-stuff? Greetz Purzel
  17. I did a little change in the descrition-stuff above, but it is not working! No CUSTOM chat possible! Please would someone help me, if it finally works, this could be the working plan for others too. Greetz Purzel
  18. Here's a script for checking if a player has no weapons in hands to be "undercover": In this script a player can walk to a box and will be clothed in civilian clothes, but keeps a small arms weapon. If the player holster its weapons, he will be undercover. // clothing.sqf // Purpose: Re-cloth a player via addAction // need an Objekt in editor (wardrobe, clothes, locker, box, etc.) with addAction in Init-line: // clothes = this addAction ["change clothes", "scripts\clothing.sqf", nil, 6, true, true, "", "alive _target && _target distance _player < 2"]; // This script is executed client-sited (only on PC of the clicking player)! // ------------------------------------------------------------------------------------------ // Only for testing: Show Knowsabout value (remove in mission) [] spawn { while {true} do { _KAvalue = EAST knowsAbout player; _Cstatus = captive player; hintsilent format ["KnowsAbout Wert:\n%1\nCaptive Status:\n%2",_KAvalue,_Cstatus]; sleep 0.5; }; }; _container = _this select 0; // The wardrobe or the box _player = _this select 1; // the clicking player // Delete the locker, box, wardrobe, whatever you used // deleteVehicle _container; // or change it with another same object. // Use your own equipment, these are some pieces of a mod-set removeAllWeapons _player; removeAllItems _player; removeAllAssignedItems _player; removeUniform _player; removeVest _player; removeBackpack _player; removeHeadgear _player; removeGoggles _player; _spieler forceAddUniform "U_C_ConstructionCoverall_Blue_F"; _spieler addItemToUniform "FirstAidKit"; for "_i" from 1 to 3 do {_player addItemToUniform "ACE_fieldDressing";}; for "_i" from 1 to 2 do {_player addItemToUniform "ACE_CableTie";}; for "_i" from 1 to 5 do {_player addItemToUniform "ACE_morphine";}; _player addItemToUniform "BWA3_DM25"; _player addItemToUniform "BWA3_40Rnd_46x30_MP7"; _player addVest "V_Safety_yellow_F"; _player addBackpack "B_LegStrapBag_coyote_F"; for "_i" from 1 to 2 do {_player addItemToBackpack "ACE_fieldDressing";}; for "_i" from 1 to 2 do {_player addItemToBackpack "ACE_M84";}; for "_i" from 1 to 5 do {_player addItemToBackpack "BWA3_40Rnd_46x30_MP7";}; _player addHeadgear "H_Construction_basic_yellow_F"; _player addWeapon "BWA3_MP7"; _player addHandgunItem "BWA3_muzzle_snds_MP7"; _player addHandgunItem "BWA3_acc_LLM01_irlaser"; _player addHandgunItem "BWA3_optic_RSAS"; _player linkItem "ItemMap"; _player linkItem "ItemCompass"; _player linkItem "ItemWatch"; _player linkItem "tf_anprc152"; _player linkItem "BWA3_ItemNaviPad"; hint "You are ready for undercover."; // endless-check, if undercover while {true} do { // if (EAST knowsAbout player < 1.5 && currentWeapon player == "") then {player setCaptive true} else {if (currentWeapon player != "") then {player setCaptive false}}; if (currentWeapon player == "") then {player setCaptive true} else {if (currentWeapon player != "") then {player setCaptive false; sleep 5;}}; sleep 1; }; If you don't need the clothing stuff, you don't need to use it. Remember: Setting the player to "captive" he will be CIVILIAN, so just keep it in mind, if he should use e.g. an uav-terminal. The "EAST Knows about player" in the last section will keep a detected player visible for a longer time, until it is reset by time. the current weapon-part below, will set the player immediatly "unvisible. You can choose, which method you prefer.
  19. strange... That was the first try I did... Now it works, maybe it was a writing error. Thanks! Next question: How do I check, if the USB-stick changes ownership from AI to human player? Can I give it a name and put it via init/script into AI's uniform?
  20. Ok, now I´m close to the solution. It depends of what order the codelines have. I´m on it, I'll post a working solution here as soon as I can.
  21. Hi Folks, Mission: A BLUFOR-hostage was taken by enemy spetznaz-unit as hostage and is handcuffed with its kidnappers in a ural-truck driving away from the scene. The BLUFOR-player-units have to stop the truck, free the hostage and bring him back the base. If all spetznaz are dead, the hostage should free himself, get out the truck and run to the nearest player. It is a multiplayer-mission running on a dedicated server! Setting: a ural-truck (named "ural"), the hostage (named "hvt" /grouped as "geisel"), the group (grouped as "spetznaz", truckdriver named "uralD"). some waypoints etc. a trigger (not serversided!), which checks the distance playableunits <> ural then calls the following script: CODE: if (isServer) then { ["task1"] call FHQ_fnc_ttGetTaskState == "succeeded"; // Ural starts, max. speed 15, because of stupid AI and driving behaviour... ural setfuel 1; ural limitSpeed 15; ural forceSpeed 15; // Wait until Ural wheels hit oder driver shot, waitUntil { ( 1 == { if (1 == ural getHit ("wheel_" + _x + "_steering")) exitWith {1}; } count ["1_1", "1_2", "2_1", "2_2"] ) OR { !alive driver ural } }; while {(count (waypoints spetznaz)) > 1} do { deleteWaypoint ((waypoints spetznaz) select 1); sleep 0.1; }; }; // just as confirmation for me, when testing... hint "Ural hit!"; [west, "Base"] sideRadio "rogerbeep"; // CUSTOMCHAT BROKEN? [hvt,[1,"Help - I want out of here!"]] remoteExec ["customChat", WEST, false]; //--------------- if (isServer) then { // From here vehicle-Stop! ural setfuel 0; ural forceSpeed 0; // Spetznaz should get out {unassignVehicle (_x);} foreach units spetznaz; {commandGetOut (_x);} foreach units spetznaz; ["task2"] call FHQ_fnc_ttGetTaskState == "succeeded"; spetznaz setCombatMode "RED"; spetznaz enableIRLasers true; // Wait until all Spetznaz out and dead waitUntil {(!(alive _x) count (units spetznaz)) == count (units spetznaz); }; waitUntil {({!(alive _x) && !(_x in ural)} count (units spetznaz)) == count (units spetznaz); }; // hostage frees himself, de-blindfolds himself aussteigen lassen [hvt, false] call ACE_captives_fnc_setHandcuffed; // CUSTOMCHAT BROKEN? //[[[west, hvt],"Help! Where am I? Help me!!"], "sidechat",WEST,false] call BIS_fnc_MP; sleep 3; removeGoggles hvt; commandGetOut hvt; doGetOut hvt; geisel leaveVehicle ural; hvt action ["getOut", ural]; // CUSTOMCHAT BROKEN? //[[[west, "hvt"],"Wo are you? Help me!!"], "sidechat",WEST,false] call BIS_fnc_MP; // Ural gets fuel again just in case players need to flee with it. ural setfuel 1; // Backup-Jeep starts a few kilometers away (OPFOR) gaz setfuel 1; // Funktion call for getting nearest player to hostage, to which the hostage will talk and run, after free'd // _dichtesterSpieler = [hvt] call fnc_findNearestPlayer; ["task3"] call FHQ_fnc_ttGetTaskState == "succeeded"; sleep 4; [west, "Base"] sideRadio "rogerbeep"; [[[west,"Base"],"Get the target and get out of there!"], "sidechat",WEST,false] call BIS_fnc_MP; sleep 30; // Patrol1 starts nearby and moves toward players(OPFOR) pat1 setfuel 1; sleep 120; // The hostage ist vulnerable again! hvt allowdamage true; hvt setcaptive false; }; PROBLEMS: - Its working until Trucks wheels oder driver are shot. - If truck-crew spots BLUFOR, the driver stops the truck. - Sometimes not all spetznaz leave the truck. - Sometimes some spetznaz get in cargo again. - If some spetznatz shot in cargobay, this script seems not to continue and stops. - Hostage should get out of ural, when all spetznaz are dead, but it stays seated, but you can see a get-up-animation, which stops on half and repeatedly tries to step up, but hes catched in that animation. (Hostage will only stay in the enemy truck, when handcuffed in its init with ACE-function from above (of course with "true" instead of "false": [hvt, true] call ACE_captives....). All "moveInCargo"/"assignAsCargo"-stuff wont stay him in an emeny truck!) - customchat isnt working at all. I´ve given an identity in Init.sqf and named the blue-square over its head also. Does anybody have some clues, why spetznatz are disembarking the truck and trying to get in again? Some commands are only group-related, so I had to use name and groupname in that script. (e.g. Unit: hvt, group: geisel, blue square over unit: hostage) I´ve searched the forum-theads, but I'm stuck... Any suggestions/solutions for all that problems? Im sitting here since four days and getting more and more desperated... Greetz Purzel
  22. Ah sorry, I tried it with quotes, but without tell me whats wrong, I can´t find any errors: [[[west, hvt],"Sidechat - BIS_fnc_MP!"], "sidechat",WEST,false] call BIS_fnc_MP; [[[west, hvt],"Customchat - BIS_fnc_MP!"], "customchat",WEST,false] call BIS_fnc_MP;
  23. I tried "hvt", which is the units name. Theres also nothing happening.
  24. I've changed the trigger to server-sided. Below is a short video-clip, which explains the problems: And still no customchat-messages - in console I tried it all hostage-names: These are the two occuring errors: By the way: sidechat is working in BIS_fnc_MP / remoteExec code Type group - expecting string Type string - expecting object Video: Link to video - click here!
  25. THX opusfmspol, I've just embedded your formatted code. So I have to use a server-sided trigger... Yes, I have the scripterrors activated. That was new to me. Thanks! I hate locality... I try to understand, but its a problem to me. I'll try to catch some errors and come back here with them. Wait...
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