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quickdagger

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About quickdagger

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  1. quickdagger

    A3 Color Converter

    Falae Casperento, Is it possible to do the other way around? Like pick a color in game and then tell what HEX it is?
  2. Nah, the init field on COS it is not working... And, I am not using COS anymore, EOS spawning civilians is better for what I am trying to do... @wogz187, I don't know how to use an event handler, pls where do I paste that piece of code?
  3. If you kill too much, bomb too much, etc, then you will have a hard time with enemies growing in Geometric Progression.
  4. Hi all, This time I would like to know what should be your codes for spawning an enemy group when the player kills a civilian. Interpret that as the civilian's family and friends coming to take revenge. I am using Bangabob's COS - Civilian Occupation System, I am not placing civilian units on the map, in the editor, so, I presume I can't edit their init field. I am also using Bangabob's EOS - Enemy Occupation system. Both EOS and COS require that you place triggers on the map, which will serve as their spawn points. Somehow they recognize house interiors so, units respawn inside house if you config to do so. Really amazing. I am also using CBA and ACE. There could be a delay between killing the civilian and the spawn of the enemy group. The spawn point should be the nearest village/base but not the current village/base. Or the nearest trigger on the mao, which I use as the spawn points to EOS or COS ? EOS @Leopard20 @opusfmspol @stburr91 @froggyluv @Play3r @vilas Since you have provided great help the other day, I would like to invite you to this discussion but, pls feel free to move on with this idea or not if you will.
  5. Thank you @damsous!
  6. Thank you for answering @damsous but I am not a scripts person. Actually I have no idea about how to do that. Would you mind, please, sharing the exact code I should add and where?
  7. Hi all, We have a new release. Check Steam and Armaholic!
  8. Thank you guys! That's a nice refinement. So, now we have: Init: doStop this; this disableAI "move"; this setUnitPos "UP"; this setBehaviour "COMBAT"; this addEventHandler ["handleDamage", {h1 setCaptive false}]; And this is working fine for the configuration of mods listed above 🙂
  9. Insightful brainstorm @stburr91! I have followed you line and made a line of many terrorists, each one with a different init script, covering all the ideas that were exposed here. For my selection of mods, the code that produces the fastest reaction was: Init doStop this; this disableAI "move"; this setUnitPos "UP"; this setBehaviour "COMBAT"; this addEventHandler ["Dammaged", {h1 setCaptive false}]; I was impressed by having the combat behavior assigned as well but, if you put in perspective it is not that bad. I mean, if the terrorist finds any BLUEFOR around he will shoot ... it could be. Since his movement is disabled then he is hunting for BLUEFOR all the time and will shoot the hostage at the moment the hostage becomes BLUEFOR. It also creates the tactical option of allowing players using ghillies to crawl closer to the hostage in order to do a better assessment of the situation. Also, I was thinking about that if (_shooter == player) thing. Then I have thought about a possible scenario where the player doesn't know the hostage is there, calls mortar fire, the explosion damages the terrorist. The terrorist would still shoot the hostage isn't it? I was also thinking about having a trigger to make the the terrorists shoot anyway if the player gets too close but, it is not the case of getting too close. It is a matter of the terrorists finding the BLUEFOR of not. About using ghillies to remain unseen, vanilla ones were not working but the ones in my mod are 🙂 Any other evolution ideas?
  10. Forgot to say, this is my mods list: CBA ACE KA Virtual Arsenal Anywhere Lambs Danger Lambs RPG VET_Unflipping Advanced Urban Rappelling Enhanced Movement BloodLust Brown Water Colour Mod Blastcore JSRS Dagger Mod Maybe a conflict with one of these mods? Lambs maybe?
  11. Hi all, thank you for the ideas, tku @Play3r for the mission. It is even better than before bust still they don't shoot the hostage if I shoot the terrorists in the leg with a pistol. The leg-pistol combo seems to be the issue. At this point I am using: Init for hostage h1: this setcaptive true; doStop this; this disableAI "move"; this setUnitPos "UP"; Init for bandit b1: doStop this; this disableAI "move"; this addEventHandler ["Dammaged", { params ["_unit", "", "", "", "", "_shooter"]; if (_shooter == player) then { h1 setCaptive false ; [] spawn { b2 doTarget H1; b2 forceWeaponFire [weaponState b2 select 1, weaponState b2 select 2];}; }; }]; Init for bandit b2: doStop this; this disableAI "move"; this addEventHandler ["Dammaged", { params ["_unit", "", "", "", "", "_shooter"]; if (_shooter == player) then { h1 setCaptive false ; [] spawn { b1 doTarget H1; b1 forceWeaponFire [weaponState b1 select 1, weaponState b1 select 2];}; }; }]; I have replaced Play3r's Bluefor player by a CSAT Marksman. For testing I have made the player be OPFOR so that I can get closer and shoot a leg with the pistol. Bandits are INDEPENDENT and I have made it be friends with OPFOR. Hostage is BLUEFOR.
  12. Hey @Leopard20, the result is very weird ... If I shoot the terrorist on the chest, he falls on the ground but doesn't die, then the other terrorist shoots the hostage. Good! It is already an improvement. However, if I restart the mission and shoot the same terrorist's leg with a pistol then no one shoots the hostage. Does this code has something to do with the total damage per shoot? Sorry I am not a scripter and can't understand very well BI's Wiki's. I need the full explanation for rookies, like create a folder here and name it this, then paste this into the init field and bla bla. I am using ACE and CBA.
  13. Hey @damsous, Please, is there a way to make the "mission", which is a composition de-spawn after the tasks of that mission are complete? This way, the objects would not simply disappear in front of you when you reach the maximum time limit.
  14. Hi @Play3r, The player is a BLUEFOR sniper still kilometers away from the hostage. He and his group will still have to plan the operation and etc. So, they will chose whether to shoot from a distance, get in CQB range, use flashbangs, etc. But, I want everything to be possible. The hostage h1 is an AI BLUEFOR. The bandits b1 and b2 are AI OPFOR, 5 meters away from the hostage h1.
  15. Hi @stburr91, Thank you for the reply, I think you are almost there. I have shot one of the terrorists but he hasn't died and, the other terrorist didn't shoot the hostage. Well, I believe the second one should have shot isn't it? So, I think I should rephrase what I have just asked. Replace: When you kill one terrorist, the other shoots the hostage. by: When you shoot or hurt one terrorist, the other shoots the hostage. 🙂
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