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jshock

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Everything posted by jshock

  1. jshock

    Name Spawned Soldiers

    Ahhhh, saw classname so the normal "name" didn't register :p, I'm not too sure, depends on what your trying to name, the unit variable or the description name?
  2. jshock

    Name Spawned Soldiers

    According to the wiki: https://community.bistudio.com/wiki/BIS_fnc_spawnGroup
  3. I personally came from a couple of realism units and got used to writing 1000+ word briefings, that covered most of what was needed for the mission including ROEs, how to handle POWs, etc. Made my job easier in making the mission because I didn't need a tasking system or hints all the time, but it just took a while to make the briefing itself. But that's a lot of work (I know), but that's what I do for advanced information.
  4. If your trying to get a waypoint movement from a trigger make sure the "Type" is set to switch.
  5. Show the waypoint under certain conditions: https://community.bistudio.com/wiki/showWaypoint Set visibility of waypoint under certain conditions: https://community.bistudio.com/wiki/setWaypointVisible
  6. Under the activation drop down is "Seized by (side)" click and there you go, seized is defined by, within a certain trigger area there is only "x" units from "x" side ("x" being Blufor,Opfor,Indep) within its bounds. So say you have a Seized by Blufor trigger over a town that you wanted to clear, if there are any enemies within the trigger area (the town) the trigger will still return false, until either the enemies leave the area or are killed at which point the trigger fires and does whatever you have in the onAct field. So basically I'm not necessarily using the sector control modules, I'm just using a trigger with a "Seized by" condition. For more information on the sector modules themselves reference this page. For the !alive obj, yes that will be considered true if the object/unit/vehicle is destroy/killed/deleted.
  7. There is a trigger condition for Seized by (Blufor, Opfor, Independent).
  8. It's all good we do what we do to help people better themselves, what would the point of the forums be without the "help" factor :).
  9. I look over it :p, on my phone so...
  10. It would be very similar to how Larrow dis this for you: http://forums.bistudio.com/showthread.php?183405-Trigger-not-working-on-deaths-of-AI Except you would do something along the lines of: while (true) do { { (!alive _x) }count [unit names here] >=2; }; I am probably missing a thing or two, but doing this from my phone :p so just trying my best. And it seems we are building whatever scenario you are working on for you...at least that's how I feel, a lot of these things already have threads on then, you may have to search for a bit, but they are out there... EDIT:I was ninjad... btw, but you will still need the while loop to keep it checking for alive players.
  11. In the preview mode in the editor if you press escape and see the debug menu there is a button with "Animations" see if you can find what your looking for there. Then use the action/playAction or some command similar to use the animation.
  12. He is wondering about on respawn Kid :p, or at least that's what I'm getting from it.
  13. An eventhandler is basically a function that says: "When this happens, execute this code", the "this" in that statement can be a number of possibilities, two such possibilities are the "Killed" or "Respawn" eventhandlers. So when Mr.Spartan was referencing that he is saying to use an eventhandler so: "When the plane/pilot is shot down, do create a new plane at flying height with a pilot (being the player) in the new plane." So for my best example (without testing anything) would be below: The actual eventhandler (goes in the particular pilot's init field): this addEventHandler ["Respawn", {nul = [_this select 1] execVM "pilotRespawn.sqf";}]; pilotRespawn.sqf _pilot = (_this select 0); //creating the new jet _jet = createVehicle ["B_Plane_CAS_01_F", [0,2000,0], [], 0, "FLY"];//this may be incorrect in terms of flying height and position //moving the pilot into the new jet _pilot moveInDriver _jet; This should be all you would need, but I'm just kind of throwing it together so hopefully some of the other guys who also patrol this forum can help you out.
  14. jshock

    AI Sniper Behaviour

    Try this: https://community.bistudio.com/wiki/doTarget and https://community.bistudio.com/wiki/doFire
  15. Place a trigger over the particular range slot and as one of the conditions put: player in thisList; And then have your call to your script for score keeping, this basically makes the hinting local to the trigger area to only the players that are within it.
  16. jshock

    Unit changing factions

    On the wiki page for setFriend command it notes this at the bottom, as well as says that changing the value of the command during the mission can cause errors in AI behaviour because the command is intended for mission init: https://community.bistudio.com/wiki/setFriend I would recommend using another way of doing this, some of which can be found in the posts above (addRating, sideEnemy/Friendly, etc.).
  17. jshock

    Server Side .pbo

    This may answer your question: http://www.404games.co.uk/forum/index.php?/topic/2352-how-to-get-the-server-folder-to-run-on-my-server-instead-of-the-mission-pbo/#entry14575
  18. Quoted from the addAction page on the wiki:
  19. It may be that the unit only has his one magazine that is preloaded into the weapon, and when he shoots the Fired EH just refills that magazine, but I don't know the full function of the setAmmo command.
  20. The easy answer to your questions above is yes. Sorry I can't help out much more than that at the moment (on my phone) and I am going out of town til Sunday, so....yea no access to a computer to test out theories :).
  21. I knew we kept Larrow around for a reason....mind = flooded with info :)
  22. jshock

    Combat medic

    This forces the player to be a medic to heal the other players fully, and if you aren't a medic then you can only heal that person up to halfway better than they were.
  23. Remember Arma 3 included that stuff within the vanilla editor, I believe it is the "gear" looking symbol at the top of the editor.
  24. jshock

    CSE Mod versus AGM

    Thank you for your response Christian, we will look into possibly doing that.
  25. Well my best understanding(or guess :p ) of them is: Line 1: Calling into the configFile which contains the subconfig of "cfgVehicles" (where all the units/empty vehicle classnames are) Line 2: Getting the side of the player via finding the config number entry based on the player's unit classname. config >> name: is basically defining the "directory" that you want to use from the config configClasses: looks like it is used to comb through the config file based on a certain set of criteria/conditions and storing those classes/classnames in an array. configName: just returns the name of the particular config file. configFile: is the file that all the other sub-configs are located (i.e. Vehicles/Faces/etc.) (You could look at is as the C Drive on your computer, the starting point of any directory call) inheritsFrom: the example given on that page seems to say get the "Car" from the config, and then defines the sub-config from which it comes from, under the overall config of "CfgVehicles", so if "Car" was replaced with "Plane" for example the return would be "AirVehicles" (or something similar)
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