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LowFlyZone

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Posts posted by LowFlyZone


  1. A personal request, would it be possible to make the GP25/M203 launchers compatible with the CUP weapons HE/smoke/flare nades as well?

    HE_GRENADES_M203 = ["CUP_1Rnd_HE_M203","CUP_1Rnd_HEDP_M203"]
    HE_GRENADES_GP25 = ["CUP_1Rnd_HE_GP25_M"]
    SMOKE_GRENADES_M203 = ["CUP_1Rnd_Smoke_M203","CUP_1Rnd_SmokeRed_M203","CUP_1Rnd_SmokeGreen_M203","CUP_1Rnd_SmokeYellow_M203"]
    SMOKE_GRENADES_GP25 = ["CUP_1Rnd_SMOKE_GP25_M","CUP_1Rnd_SmokeRed_GP25_M","CUP_1Rnd_SmokeGreen_GP25_M","CUP_1Rnd_SmokeYellow_GP25_M"]
    FLARES_M203 = ["CUP_FlareWhite_M203","CUP_FlareGreen_M203","CUP_FlareRed_M203","CUP_FlareYellow_M203"]
    FLARES_GP25 = ["CUP_FlareWhite_GP25_M","CUP_FlareGreen_GP25_M","CUP_FlareRed_GP25_M","CUP_FlareYellow_GP25_M"]
    

    Thanks for your time, regardless of yay or nay.. :)


  2. Hey, downloaded all your packs and tested them out in a bit of a shooting range. Models and sounds are great, love the variations especially. Hope to see more packs from you, so thanks! :cool:

    So far I've noticed that the M60 irons sights are useless, they're quite high so you can't see where you're aiming under < 500m I think, probably more. Vietnam style hip firing is forced, or a 2035 scope. ;)


  3. I need help running this on laptop objects spawned in later during mission. My objective system isn't reading the T8_pubVarDataTask variable, I'm not sure how to get a reference to that on spawned objects. I hope you understand what I mean, it's 1am here :bb:

    Where _obj = laptop and _id = task ID...

    0 = [_obj, _id] spawn
    	{
    		[[_this select 0], "T8_fnc_addActionLaptop", true, true] spawn BIS_fnc_MP;
    		_DT = format [ "%1_%2", "T8_pubVarDataTask", (_this select 0) ];
    		waitUntil {sleep 5; !(alive (_this select 0)) || (_this select 0) getVariable ["_DT", false]};
    		if(getPosATL (_this select 0) isEqualTo [0,0,0])then //was deleted / despawned
    		{
    			[_this select 1, "Cancelled"] call BIS_fnc_taskSetState;
    		}
    		else
    		{
    			[_this select 1, "Succeeded"] call BIS_fnc_taskSetState;
    		};
    	};
    


  4. Create a radio Alpha or whatever. In on activation field put:

    (thislist select 0) addaction ["Supply Drop", {[[["","CargoNet_01_box_F","FncSupplyCargo1"],"supply\supply.sqf"], "BIS_fnc_execVM", true] call BIS_fnc_MP;},[],1,false,true,"leader group (_this select 0) == (_this select 0)"];
    

    I have not tested this yet... (thislist select 0) should be the unit that activated the trigger.

    leader group (_this select 0) == (_this select 0) makes sure the activation is only available to a group leader.

    Technically I think this method is better...

    Create a radio Alpha or whatever. In on activation field put:

    if(leader group (thislist select 0) == (thislist select 0)) then
    {
     [[["","CargoNet_01_box_F","FncSupplyCargo1"],"supply\supply.sqf"], "BIS_fnc_execVM", true] call BIS_fnc_MP;
    };
    

    I'm not sure if the latter method will work in MP. I don't know MP coding yet.

    Then concerning limiting to a unit class, I presume you mean the classname of the unit. You can use typeOf unit == "classname"

    if(leader group (thislist select 0) == (thislist select 0) && typeOf (thislist select 0) == "B_recon_JTAC_F") then
    {
     [[["","CargoNet_01_box_F","FncSupplyCargo1"],"supply\supply.sqf"], "BIS_fnc_execVM", true] call BIS_fnc_MP;
    };
    


  5. No luck, but I found my problem and tested a few times. I had to change the line _supplyBox attachTo [_supplyChute,[0,0,-0.5]]; to _supplyBox attachTo [_supplyChute,[0,0,-1.0]];

    It needed more space between the center positions of both models for me, I guess the parachute was still colliding with the box (despite double checked disableCollisionWith) thinking it's hitting the ground, because it performs the parachute drop animation in mid air too... Weird :P

    Anyway, it works fine now.


  6. Thanks was looking for something like this. The chemlight and smoke addition is cool.. I seem to have a problem where the supply box is detaching just after the parachute deploys, I think the waituntil inside supply.sqf is giving problems for me. I also tried changing it to waitUntil {sleep 1; ((getPosATL _supplyBox) select 2) < 5};

    [EDIT]

    Nevermind the waituntil, I tested by adding player globalChat "Detaching Chute"; and it does wait until the box hits the ground. Still can't understand why it detaches and falls.


  7. Hehe the UAZ is insane, I use it as a getaway.. Carefull with the breaks, it's worse than an F1 car. I always laughed when I shot moving UAZ's and they nose dived into the ground causing a forward flip, thought it was blown wheels, turns out it's just the breaks being too strong, I can do it to myself while driving.

    ---------- Post added at 19:41 ---------- Previous post was at 19:40 ----------

    Please don't fix the brakes, do whatever with the accel..

    ---------- Post added at 19:43 ---------- Previous post was at 19:41 ----------

    I've seen a UAZ forward flip into houses and soldiers, it's a feature damnit!


  8. I see, I was hoping for some clever trick to auto-detect when they're in forests/shrubs.. Busy working on a script only SP game mode. Getting the AI to be fun is always a mission, bCombat helps a lot tho but their accuracy is still a problem. I usually just run a script on all my units that sets their skills with some random value like (random 0.1) + 0.15 for accuracy.

    The initial spraying effect is good :P Gives some warning and time to react, without getting 360deg spin around lazer tagged.


  9. Only thing that private ["_var"] does is define the scope of the variable. Squint is just being pedantic about your function syntax but the engine doesn't care.

    You could have this:

    _unit = _this select 0;

    while{true}do{

    private "_unit";

    _unit = "LOL";

    hint _unit; //Displays "LOL"

    };

    hint _unit; //Displays object or something

    Without private "_unit" inside the while loop, _unit = "LOL" will override _unit = _this select 0;

    Hope this clears it up.

    And lol at the troll screaming about while{true}... How else you supposed to run code over and over? You could use a recursive function but doubt it will make any performance difference.

    I like this idea a little tho, could you share the script you made for forests?


  10. Hey there.. You need to use more parameters of addAction. You also need to add it to the units you want to be investigating, not the actual player unless you want to investigate yourself, which is why it's always showing the action. Here's an example from a script I made that adds an action to take first aid kits from bodies that have any.

    The last string contains the conditional code, the unit must be dead and less than 2 meters away for the action to show. I don't know how you're placing your units, I used this on spawned units but it will work in the init lines of editor placed units, just replace "_unit" with "this" or the name of the unit, maybe "Officer1" etc...

    _unit addAction ["<t color='#FF0000'>Take FirstAidKit</t>", {(_this select 0) removeItem "FirstAidKit"; player addItem "FirstAidKit"; (_this select 0) removeAction (_this select 2)},[],1,false,true,"","_this distance _target < 2 && !alive _target"];

    In the last string with the conditional code, _this is the unit that called the action (ie: the player), _target is the unit that has the action, your enemy soldier or whatever.

    The action will remove itself once activated as seen in the (_this select 0) removeAction (_this select 2) part.

    Study the params here carefully: https://community.bistudio.com/wiki/addAction

    Btw if you do need to remove an action from somewhere else in your code do this: myAction = unit addAction [blah blah];

    Some other script or trigger a while later...

    unit removeAction myAction;

    Good luck, shout if you need more help.

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