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brians200

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Everything posted by brians200

  1. brians200

    Randomly generated roadside IEDs

    You are checking the wrong file. As I said on the first post, you can provide one of the city names I included for convenience, or you can use a marker name. Create a marker on the map and give it a size. Then, go to Ied_Init.sqf and put your marker name in there. You can remove all the others ones, I just provided a sample of how to cover the majority of Altis.
  2. brians200

    Randomly generated roadside IEDs

    Glad I could help. Here is a sneak peak at the next release. I have created new particles for the explosions.
  3. brians200

    Randomly generated roadside IEDs

    If the item is an ied AND you have a mine detector, you will get a disarm option. There is no magic red triangle.
  4. brians200

    Randomly generated roadside IEDs

    Hello, In the file called Ied.sqf, near the top, there is a variable called "debug". Set that to true. This will show where all the IEDs are on the map if you are on single player or the host of the server. I can't offer more help without seeing your mission. You can send me a pm if you don't want to share it publicly. You should see markers like this
  5. brians200

    Randomly generated roadside IEDs

    At the moment, no. If you use the random generator, it spawns 1 fake and 1 real. If you use the specific location one, it only spawns a real one. I will add that in the next version though.
  6. brians200

    Randomly generated roadside IEDs

    If the IED gets disarmed, the object the IED is "hidden" in will still be there. If it gets set off, it will be deleted. You can use the isNull check on that item as well. The items follow the naming convention of ied_#. You are probably getting frame rate issues because of all the particles. I am not happy with the smoke cloud either and will work on making a new one in a couple of days. I would try reducing the number of particles first, before reducing the size of the explosion. Open up IedSmoke.sqf Find these lines for _smoke1, _smoke2,_smoke3. _smoke1 setDropInterval 0.001; Doubling this number will spawn half as many particles, tripling this number will spawn 1/3 as many particles, etc. If you are still having trouble, you can increase the time between explosions to give your computer a chance to catch up. Open up Ied.sqf Look for the function called INITIAL_EXPLOSION Inside the for loop, you will see a sleep .01; Increase that number to .04 or .05. And finally, if you are still having trouble, you can actually weaken the explosion by deleting some of the items in the arrays called _explosiveSequence. Fantastic news! As long as they use the Arma 3 commands and return valid roads with nearRoads commands, I don't think there would be a problem. Just create a marker with a size and then point Ied_Init.sqf to it. I have not used the packs, so I cannot say for sure, but I will check when I am back on my computer tomorrow.
  7. brians200

    Randomly generated roadside IEDs

    I am not sure how ALiVE handles triggers, but I have a feeling simulated units would not set them off or be damaged by it. However, this is a guess, so feel free to try it out!
  8. brians200

    Randomly generated roadside IEDs

    Hi, the script deletes the trigger when you disarm it or set it off. You could check to see if the set of IEDs are null using isNull. All the triggers follow the naming convention of t_#. So the first one to spawn is t_0. So if you spawn 3, have a check along the lines of isNull t_0 && isNull t_1 && isNull t_2
  9. brians200

    Randomly generated roadside IEDs

    Whichever side it is set to will set them off. For example, if it is set to "WEST" anybody (including AI) on the blufor team will set it off I don't know what you mean, but I took the broken code from here and ran with it. You will find very little of his code in there and I gave credit inside the files. http://forums.bistudio.com/showthread.php?154744-Roadside-IED-Script
  10. Hello, I am working on an IED script. After the IED goes off, I would like to have billowing black smoke rising out of the area. When I create the smoke with the code below, I (the host) can see it, but nobody else on the server can. What is the proper way to get the smoke to show up for them. They can see the explosion, but not the follow up smoke. This is the smoke I can see, but the others can't. [[getPos _bomb],"CREATESMOKE",true,true] spawn BIS_fnc_MP; //Adapted from http://forums.bistudio.com/showthread.php?167728-Burning-trees-grass-houses-particleEffects/page2 CREATESMOKE = { private["_pos","_eSmoke","_time"]; _pos = _this select 0; _eSmoke = "#particlesource" createVehicle _pos; _eSmoke setParticleClass "BigDestructionSmoke"; _eSmoke setPosATL _pos; _time = 60 + random 60; sleep time; deleteVehicle _eSmoke; };
  11. Well, I have made some progress on this, but have a new problem. I can't get the smoke to stop now. _smoke = "test_EmptyObjectForSmoke" createVehicle (_this select 0); sleep 20; deleteVehicle _smoke; hint "deleted"; Even after deleteVehicle is called, it still continues to smoke.
  12. It doesn't work with the reverse either.
  13. I tried switching to bis_fnc_mp, because when I just used spawn, the smoke wasn't showing up for anybody but the server (so nobody on a dedicated). I know the function is being called, because I can make it spawn smoke grenades with either approach, and other players can see them. I have a file called Ied.sqf. It creates some triggers. In the same file, I have a function called CREATEEXPLOSIONS, which then calls the next method CREATESMOKE. This still only shows the smoke to the server, and nobody else. I have a suspicion it has something to do with the way the particle smoke is created, because if you have it create smoke grenades (commented out code), everybody can see them. [[getPos _bomb],"CREATESMOKE",false] spawn BIS_fnc_MP; //Adapted from http://forums.bistudio.com/showthread.php?167728-Burning-trees-grass-houses-particleEffects/page2 CREATESMOKE = { if(!isserver) exitwith {}; private["_pos","_eSmoke","_time"]; _pos = _this select 0; _eSmoke = "#particlesource" createVehicle _pos; _eSmoke setParticleClass "BigDestructionSmoke"; _eSmoke setPosATL _pos; _time = 60 + random 60; sleep _time; deleteVehicle _eSmoke; /*_G_40mm_SmokeGreen = "G_40mm_SmokeGreen" createVehicle (_this select 0); sleep 40; deleteVehicle _G_40mm_SmokeGreen;*/ };
  14. I posted this in the wrong forum... Please delete
  15. brians200

    =BTC= Revive

    I have BTC_black_screen set to 0 already. There is a brief moment where it transitions from ragdoll to needing first aid that the screen goes black. I was wondering how to delay this transition so people can see the IED going off. Right now it is just black screen for a quarter of a second and then they are laying on the ground "going what just happened?"
  16. brians200

    =BTC= Revive

    Changing respawnDelay just makes the screen black for the time I give it. Then it switches to the laying on the ground injured screen. How do I stop the black screen during that time?
  17. brians200

    =BTC= Revive

    Is there a way to add a delay before this will take over and teleport you to base and then back out to the battlefield? We recently added IEDs to our server and were wanting 5 seconds or so of ragdoll before being able to be revived
  18. brians200

    Roadside IED Script

    You probably don't want the majority of the code. In terms of pseudo code, you will want to do something like this. spawn a script. (so it is running in parallel.) Create a unit at a location (probably pass the location in as a parameter) Create a trigger at this location and have it's only condition that the enemy player is in the box, IE west When it is triggered, call my EPD_EXPLOSION when it is triggered. Then have a loop that every quarter second or so moves the triggers location to the Bombers location. Exit the loop when the bomb goes off
  19. brians200

    Roadside IED Script

    You could move the trigger around to follow the bomber and it should work. I have no idea how to control the AI though. Probably also want to remove the speed requirement as well.
  20. brians200

    Roadside IED Script

    Good work! Feel free to post your own IED recipe. There is a list of potential explosions in Explosions.sqf. Simply make an array of the ones you want in EPD_EXPLOSION and assign it to the _explosiveSequence variable.
  21. brians200

    Roadside IED Script

    Hello, I am sorry to bring up such an old post, but I have updated this script and fixed some of the errors people were reporting in the past (multiple marker problems, concurrency issues, _road2 is null, dedicated server problems, etc...), and added/changed some features. Changes: IEDs no longer spawn in the middle of the road, unless a building pushed it back onto the road. Bigger IEDs, that don't spam the same tiny one over and over that caused lag More items are IEDs now Camera shake during the explosions Increased the maximum speed you can move in the IED detection code slightly( 4.8 km/h -> 5.2km/h) Increased the trigger radius slightly (8m -> 12m) A mine detector is required to get the disarm option If you have a toolkit, you have a 100 % chance of disarming. (75% without) Included a file that has a list of usable explosions for creating your own IED types Example of how to use it on a dedicated server Added a debug flag so you can see where all the REAL and FAKE ieds are, as well as get a message about how close you are to an IED and your speed (see picture 2) I feel like IEDs should be devastating, so I have included two giant explosions. However, it is really easy to make your own! Anti Infantry Fighting Vehicle (70% chance of spawning) Anti Tank (30% chance of spawning) Pictures http://i.imgur.com/tirV1Dk.jpg (681 kB) http://i.imgur.com/ht8ccRL.jpg (582 kB) http://i.imgur.com/h1FRB7J.jpg (716 kB) http://i.imgur.com/PMltUro.jpg (541 kB) http://i.imgur.com/1RK8DJj.jpg (522 kB) http://i.imgur.com/DTbHAOS.jpg (408 kB) Here is a video of them in action. Here is a link to a sample mission that has the script and an example of how to call it in it. Let me know if you have questions or ways I can improve it.
  22. Hello, I have created a tiny script to mark where vehicles are on the map and follow them around. The problem I am having is that if a player is in a vehicle, and another player joins. The marker gets duplicated and one of the markers will just sit on the map, not moving, while the other one continues to follow the vehicle around. The more people join, the more extra markers there are... Any guidance on how to prevent this duplication would be appreciated. I have included my code below. I put the following bit of code in the vehicle's initialization. (If this is the wrong way to do this, please let me know, as I am new). nul = [this] execvm 'VehicleMarker.sqf'; Then in VehicleMarker.sqf, I have the following code. _tanks = ["B_MBT_01_cannon_F"]; //b_armor _artillery = ["B_MBT_01_arty_F","B_MBT_01_mlrs_F"]; //b_art _wheeledAPC = ["I_APC_Wheeled_03_cannon_F","B_APC_Wheeled_01_cannon_F"]; //b_mech_inf _cars = ["B_MRAP_01_F","B_MRAP_01_gmg_F","B_MRAP_01_hmg_F","B_Quadbike_01_F"]; //b_motor_inf _helicopters = ["B_Heli_Light_01_F","B_Heli_Light_01_armed_F","B_Heli_Attack_01_F","I_Heli_Transport_02_F","B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F"]; //b_air _maintenance = ["B_APC_Tracked_01_CRV_F","B_Truck_01_ammo_F","B_Truck_01_fuel_F","B_Truck_01_medical_F","B_Truck_01_Repair_F","B_Truck_01_transport_F"]; //b_maint _vehicle = _this select 0; _type = typeof _vehicle; _position = getpos _vehicle; _markerName = format["Vehicle_%1_%2", _type ,_position]; _marker = createmarker[_markerName, _position]; _marker setmarkeralpha 1; _marker setmarkershape "ICON"; _marker setmarkercolor "ColorBlue"; if(_type in _tanks) then { _marker setmarkertype "b_armor"; switch(_type) do { case "B_MBT_01_cannon_F": { _marker setMarkerText "Slammer"; }; }; }; if(_type in _artillery) then { _marker setmarkertype "b_art"; switch(_type) do { case "B_MBT_01_arty_F": { _marker setMarkerText "Scorcher"; }; case "B_MBT_01_mlrs_F": { _marker setMarkerText "Sandstorm"; }; }; }; if(_type in _wheeledAPC) then { _marker setmarkertype "b_mech_inf"; switch(_type) do { case "I_APC_Wheeled_03_cannon_F": { _marker setMarkerText "Gorgon"; }; case "B_APC_Wheeled_01_cannon_F": { _marker setMarkerText "Marshall"; }; }; }; if(_type in _cars) then { _marker setmarkertype "b_motor_inf"; switch(_type) do { case "B_MRAP_01_F": { _marker setMarkerText "Hunter"; }; case "B_MRAP_01_gmg_F": { _marker setMarkerText "Hunter GMG"; }; case "B_MRAP_01_hmg_F": { _marker setMarkerText "Hunter HMG"; }; case "B_Quadbike_01_F": { _marker setMarkerText "ATV"; }; }; }; if(_type in _helicopters) then { _marker setmarkertype "b_air"; switch(_type) do { case "B_Heli_Light_01_F": { _marker setMarkerText "Hummingbird"; }; case "B_Heli_Light_01_armed_F": { _marker setMarkerText "Pawnee"; }; case "B_Heli_Attack_01_F": { _marker setMarkerText "Blackfoot"; }; case "I_Heli_Transport_02_F": { _marker setMarkerText "Mohawk"; }; case "B_Heli_Transport_01_F": { _marker setMarkerText "Ghosthawk"; }; case "B_Heli_Transport_01_camo_F": { _marker setMarkerText "Ghosthawk"; }; }; }; if(_type in _maintenance) then { _marker setmarkertype "b_maint"; switch(_type) do { case "B_APC_Tracked_01_CRV_F": { _marker setMarkerText "Bobcat"; }; case "B_Truck_01_ammo_F": { _marker setMarkerText "HEMTT AMMO"; }; case "B_Truck_01_fuel_F": { _marker setMarkerText "HEMTT FUEL"; }; case "B_Truck_01_medical_F": { _marker setMarkerText "HEMTT MEDICAL"; }; case "B_Truck_01_Repair_F": { _marker setMarkerText "HEMTT REPAIR"; }; case "B_Truck_01_transport_F": { _marker setMarkerText "HEMTT TRANSPORT"; }; }; }; while{ !isnull _vehicle} do{ _marker setmarkerpos (getpos _vehicle); _damage = damage _vehicle; if(_damage <= .2) then {_markerName setMarkerColor "ColorBlue"}; if((_damage > 0.2) and (_damage <= 0.5)) then { _markerName setMarkerColor "ColorOrange" }; if((_damage > 0.5) and (_damage < 1)) then { _markerName setMarkerColor "ColorRed" }; if(_damage == 1) then { _markerName setMarkerColor "ColorBlack" }; sleep 1; }; deletemarker _marker;
  23. brians200

    Vehicle Marker Help

    If I am creating a vehicle using createVehicle, how do I add this to the new vehicle's initialization? I see setVehicleInit is no longer allowed, but I do not understand the syntax of BIS_fnc_MP. Can somebody help me with this part? ------------------------------------------------- Edit: In case anybody sees this in the future and has the same question [[[_veh],"VehicleMarker.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;
  24. brians200

    Vehicle Marker Help

    Switching everything to Local worked! Thank you!
  25. Hello, I have looked through several pages for this answer, and I did not see anybody with this specific question. We recently added the cba, tmr, and asr_ai mods to our server. I added the command line flag -mod=@CBA_A3;@tmr;@ASR_AI3 and the server keys to the server. However, people are still able to join without any of these installed. Is there anyway to require people to have cba and tmr before they are allowed to join? Asr_ai is a server mod, so the client does not need to have it installed. Looking at the config file.. I see there is a equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. I don't think I want to set this, because then they would be required to have asr_ai as well. Any guidance would be appreciated.
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