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TrooperWally

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About TrooperWally

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  1. Yup, tested and confirmed working. All I did was change the classname for the parachute in the script I posted above and it worked a treat. Thanks for the classname. I'd found multiple different classnames for the parachute but the closest I could get was a folded parachute in backpack which doesn't really have the same effect for delivering supplies safely!
  2. Many thanks. I'll give that a go.
  3. Forum etiquette note: This thread is very relevant to what I'm up to but since it's old I followed the advice to start a new thread. Apologies if this is the wrong thing to do and feel free to merge the threads. What I'm trying to achieve is a script that drops a custom crate at the location of a marker. I can get it working so that the helicopter spawns, flys to the drop point, drops the crate, the crate falls to the ground and all is good. Except there's no parachute. When I try adding the parachute bit in things go wrong. No matter how I tweak the code I can't seem to get the parachute to spawn. Any ideas how to fix this? I started with the code in the thread linked above and have simplified it for my purposes and this is where I've got to: //script to make the suppply drop happen _callsign = "UN Ops Takistan"; _spawnPoint = markerPos "dropStart"; _dropPos = markerPos "supply_drop"; _tmp = "B_TargetSoldier" createVehicle _spawnPoint; _tmp2 = [_tmp, player] call BIS_fnc_relativeDirTo; _ch = [_spawnPoint, _tmp2, "I_Heli_Transport_02_F", civilian] call BIS_fnc_spawnVehicle; deleteVehicle _tmp; _helo = _ch select 0; _helo flyInHeight 80; _helo setCaptive true; _grp = _ch select 2; _grp setBehaviour "CARELESS"; _wp0 = _grp addwaypoint [_dropPos, 0]; _wp0 setwaypointtype "MOVE"; _wp0 setWaypointBehaviour "SAFE"; _wp0 setWaypointStatements ["true","(vehicle this) flyInHeight 250; "]; sleep 0.5; [player sideChat format ["Is anyone there? Camp Hope is destoryed and we need medical supplies, over."],"BIS_fnc_spawn",true,false] spawn BIS_fnc_MP; sleep 3; [player sideChat format ["Repeat, we need medical supplies at Camp Hope, over."],"BIS_fnc_spawn",true,false] spawn BIS_fnc_MP; sleep 6+(random 2); [systemChat format ["%1: Unknown radio operator transmitting from Camp Hope. This is UN Ops Takistan. Camp Hope was destroyed by hostile forces earlier today. We are scrambling a helicopter to drop medical supplies. We believe hostile forces are still in the area so cannot risk landing to evacuate you, sorry.",_callsign],"BIS_fnc_spawn",true,false] spawn BIS_fnc_MP; waitUntil {sleep 1;([getposatl _helo select 0,getposatl _helo select 1,0] distance [(getMarkerPos "supply_drop") select 0, (getMarkerPos "supply_drop") select 1,0]) < 100 }; sleep 3; if (alive _helo && alive (driver _helo)) then { _crate = "B_supplyCrate_F" createVehicle (getMarkerPos "dropStart"); _crate setPosATL [getPosATL _helo select 0, getPosATL _helo select 1,((getPosATL _helo select 2)-1)]; _crate setVelocity [0,0,-1]; _crate allowdamage false; _wp1 = _grp addwaypoint [_spawnPoint, 200]; _wp1 setwaypointtype "MOVE"; _wp1 setWaypointBehaviour "SAFE"; _wp1 setWaypointStatements ["true","deleteVehicle (vehicle this); {deleteVehicle _x} forEach units this;"]; sleep 2; _chute = createVehicle["B_Parachute",[0,0,3],[],0,"FLY"]; sleep 0.01; clearWeaponCargoGlobal _crate; clearMagazineCargoGlobal _crate; clearItemCargoGlobal _crate; _crate addItemCargoGlobal ["Medikit",2]; _crate addItemCargoGlobal ["FirstAidKit",20]; if (!isNull _chute) then { _chute setPosATL [getPosATL _crate select 0, getPosATL _crate select 1,(getPosATL _crate select 2)]; _crate attachTo [_chute, [0, 0, -1.3]]; }; waitUntil {sleep 0.3; getPosATL _crate select 2 < 50 }; [systemChat format ["%1: The supplies have been dropped, out.",_callsign],"BIS_fnc_spawn",true,false] spawn BIS_fnc_MP; waitUntil {sleep 0.3; getPosATL _crate select 2 < 30 }; if ((alive driver _helo) && (alive _helo)) then { _flr = createVehicle["F_20mm_White",[0,0,100],[],0,"NONE"]; sleep 0.01; _flr attachTo [_crate,[0,0,0.5]]; waitUntil {position _crate select 2 < 0.5 || isNull _chute}; detach _crate; _crate setPos [position _crate select 0, position _crate select 1, 0.1]; _crate setVelocity [0,0,0]; _crate allowdamage true; sleep 1; detach _flr; sleep 1; _flr setVelocity [random 1,random 1,-0.01]; sleep 5; deleteVehicle _chute; }; }else{ sleep 120; {deleteVehicle _x} forEach units _grp; deletevehicle _helo; }; In case it's relevant I'm trying to implement this on a mission using the Zargabad map in Arma 3 (i.e. using the map pack add on). I'm quite the amateur with scripting and intense googling and experimentation has left me with no idea how to fix this. Any help would be much appreciated.
  4. TrooperWally

    Live feed control (LFC)

    So I used this in an adversarial mission the other day and people loved it. One thing I'm struggling with is modifying the script a bit so that people know they're being watched. What I'm trying to do is get a hint to display for the person being watched and for a post-process effect to temporarily play for that person. I'll settle for the hint and ppEffect playing for everyone first off though. I've put the code for these things into the liveFeed.sqf at the point that the monitor is turned on. This works when previewing the mission in that the person doing the watching gets the hint and the ppEffect. However, when I tested in an MP setting it seemed to be pretty patchy who got the hint and who got the ppEffect. I'm guessing that what I need to do is use the BIS_fnc_mp function to make all these things happen on each client's machine. However, that's where my scripting ability runs out. The syntax for the BIS_fnc_mp seems set up for functions and I'm not clear how to apply it to hints and ppEffects. Can anyone help me out? Here's an extract from the code that shows what I'm trying to do:
  5. TrooperWally

    Live feed control (LFC)

    This is exactly what I had been dreaming of! Thanks so much for making and sharing. I'm trying to implement it into a team deathmatch scenario, with limited success. I've listed all players (both sides) in the init.sqf and when I preview from the editor as blufor I can pull up the live feeds of any unit (blufor or opfor) so that bit's working fine for my purposes. However, when I try it with player as opfor the live feeds don't initialise. I can see that there's a reference to (side player) in the init line but I can't tell if/how that would need to be modified to make it work when playing as opfor (or if that's even the issue, I may be looking at the wrong line of code). Is anyone able to help with this? I'd love to get it working but my script writing skills are pretty much non-existent and my script reading skills are pretty limited too as I'm fairly new to all this. Any help would be much appreciated! ---------- Post added at 11:03 ---------- Previous post was at 10:27 ---------- Ok, answered my own question. I updated to v1.2 of the script and it worked perfectly (I'm guessing the JIP stuff is what helped?).
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