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jshock

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Everything posted by jshock

  1. Make sure that the vehicle has the "Load" waypoint and the group leader of your squad has a "Get In" waypoint, and make sure those two waypoints are synchronized. Same goes for the unloading, vehicle with "Transport Unload" and group leader with "Get Out" both synchronized. You can put whatever waypoints in-between the loading and unloading points for the vehicle, i.e. the move points to move to the LZ/DZ. You may want to also make sure, if you have the control over it, that your group leader gets in last, and gets out last, to ensure that the vehicle stays there until the synced unit has gotten in/out.
  2. jshock

    Removing Waypoints

    Use the respawn eventhandler. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Respawn
  3. jshock

    Radio Trigger Help

    I'm assuming SL and ME are the variable names for your two squad leaders that you want the trigger to be used for? If that is true try: if ((player == SL) || (player == ME)) then { _trg=createTrigger ["EmptyDetector",getMarkerPos "trigs"]; _trg setTriggerArea [0,0,0,true]; _trg setTriggerActivation ["ALPHA","NOT PRESENT",true]; _trg setTriggerTimeout [0, 0, 0, false ]; _trg setTriggerStatements ["this ","Script goes here",""]; };
  4. jshock

    eject with parachute

    http://forums.bistudio.com/showthread.php?159289-Advice-on-my-bail-out-script See if that suits your needs, it's a little old, but if it works :D . PS: Scroll to the last post, with the problem he was having is fixed in that post. And you may have to add in the addAction that your looking for.
  5. Here is this line, not sure if it works within vehicles: this removeItems "FirstAidKit"; Should it work, it should remove any items that have the classname of "FirstAidKit".
  6. sidePlayer as you see it is not a command, that is the "side player" being assigned to the global variable "sidePlayer", making sure that the server understands that the player is now "loaded" and assigned a side (being BLUFOR, OPFOR, etc.), or at least that's my version of the breakdown of this code. ---------- Post added at 01:35 ---------- Previous post was at 01:30 ---------- I completely agree alky, it only seems to have huge issues when there are a number of AI with waypoints, I think it may be due to BI trying to have the AI do "too much" to add to the "realism" factor as they see it, in terms of always checking for position in relation to the next, what happens if their shot near, what happens if one of my fellow AI gets shot, so on and so on. And just as MDCCLXXVI said as well: But anyhow, to get back on topic in helping our thread author out....before we get this shutdown.....and before we get into bashing Arma optimization too much....
  7. Too many objects/units can be an issue, I personally don't know the exact tipping point, but it is possible (especially a lot of units with waypoints), a while back (I'm talking 7 months ago) I made a mission with almost 200 enemy AI and probably half had waypoints, FPS was more like frames per hour, but with all the updates that have come out I have seen quite a bit of improvement performance side when I push the issue of number of AI on the map from the editor. For textures and anything similar to that, it is possible that you don't have proper syntax on setting those textures so they would be loading clientside instead of serverside (unless your mission is singleplayer, then it's all "clientside" persay) and if it's multiplayer those textures would multiply with each connected client (I learned this the hard way....). Another check is to make sure all your scripts (if your running any) are all working in full capacity, none are getting stuck in a loop or something of the sort. Also try putting a client check in your init.sqf, helps diminish the object/texture multiplication problem (make sure it's put above everything else in your init.sqf): if (!isServer && isNull player) then {isJIP=true;} else {isJIP=false;}; if (!isDedicated) then { waitUntil {!isNull player && isPlayer player}; sidePlayer = side player; }; That's all I can think of at the moment, hope some of it helps.
  8. Could you just have a trigger with the "count" of dead soldiers defined in the condition of the trigger, so as soon as # is reached the trigger condition is met, and then does what you need onAct?
  9. If that doesn't work this thread a bit further down from the original posts could offer an alternative. http://forums.bistudio.com/showthread.php?181246-Triggers-passing-variables-from-in-game-editor-to-sqf-file
  10. Unless you just happened to forget to set the triger to repeatable, and then it works, great. But I have had numerous requests to make this script work with MCC/Zeus/EOS systems, and I'm still wrapping my brain around it, as well as not really having the time to think too much with work and life in general, so...on that note if setting repeatable doesn't work, I currently don't have a work around other than using a radio trigger or putting the script in some sort of scripted repeat call loop.
  11. By units placed after, are you spawning them in via another system (i.e. EOS or MCC) or via another script call?
  12. Will try my best to keep up with any that come through, yours has been added to the main post.
  13. From my experiences with this, I don't believe it is possible due to the fact that the mines are under the CfgMagazines, not CfgVehicles, which in turn the createVehicle command doesn't work with such "magazines", and there is no createMagazine command. But you could just try this to test if it does or doesn't create the object: "ATMine_Range_Ammo" createVehicle (position player); If it doesn't, then I'm lost with you, but if it works then, well, there you go :p
  14. jshock

    Sign Images

    You should only have to put this in the init field of the sign, and obviously "picture.paa" is the name and file type of the picture you would like to display on the sign: this setObjectTexture [0,"picture.paa"];
  15. You could try something like this: _leftArea = (_this select 0); _spawnMrk = (_this select 1); if (_leftArea) then {deleteGroup _enemyGroup;} else {_enemyGroup = [(getMarkerPos _spawnMrk), INDEP, (ConfigFile >> "CfgGroups" >> "INDEP" >> "IND_F" >> "Infantry" >> "HAF_InfSquad")] call BIS_fnc_spawnGroup; }; So in the triggers OnAct the call line would look like: nul = [false, "SpawnMrk"] execVM "Script.sqf"; And the OnDeac would be: nul = [true] execVM "Script.sqf"; I think this will work but I'm unsure...
  16. jshock

    Return player

    In the condition field of the trigger place the below, and delete the "this" that is defaultly there: player in thisList; So then any hints/chat messages that you would like to display only show for the players that are currently in that trigger's return list value. Make sure to have the activation set to Anybody and repeat as well. And then your OnAct field can have the call to the script, if you are using one, at which point the script should run locally for that/those player(s).
  17. If I understand this now, just re-read it again and again, you want to spawn a group of units on a marker based on the activation of a trigger, and all you would need to do is something like this: _spawnMrk = (_this select 0); _enemyGroup = [(getMarkerPos _spawnMrk), INDEP, (ConfigFile >> "CfgGroups" >> "INDEP" >> "IND_F" >> "Infantry" >> "HAF_InfSquad")] call BIS_fnc_spawnGroup; With this you put the marker name (i.e. "SpawnPos") in the brackets: nul = ["SpawnPos"] execVM "Script.sqf"; And put that in the trigger onAct field. That would be the entire script, it will spawn a squad of independent soldiers at that marker when the trigger conditions are met. Reference this page for more information on other groups to spawn: https://community.bistudio.com/wiki/BIS_fnc_spawnGroup The (_this select 0) is how you can pass the variables you put in the call brackets into the script. You can look at this page to find out more information on that as well: http://forums.bistudio.com/showthread.php?100559-Beginners-guide-Arrays
  18. Is the marker the position the independent units will spawn?
  19. To not have this trail off topic I'll PM you some details.
  20. I'm on the same page as you, but I just have to do it for more people overall, so if you would like any help I'm more than willing to lend a hand because I started off like you with the smaller scale missions to get my feelers out there in a way and then slowly worked my way up to the larger conceptual mission ideas and scenario flow.
  21. No problem, glad to help, I've had the same situation before too ;).
  22. Couldn't you just name the trigger (i.e. trigger1) in the name field and a marker named Marker 1, then do something like this: trigger1 setpos (getMarkerpos "Marker1");
  23. I wouldn't mind helping you out on the mission development side, my unit members are always looking for missions to play outside of our official operations and recruitment server missions (Insurgency, I&A, etc.). I personally was the head mission developer for my community for a while and have experience making missions for 20-35 players, I'm by no means "high-caliber" but I have enough debugging experience to help with mission efficiency and flow. Our information can be found in my signature below your welcome to join our TeamSpeak or PM me on the BI Forums or our site.
  24. Any issue reports with the newest version, bugs and such with the exclusion feature?
  25. ****UPDATE**** Current Version - 1.2 Previous Version - 1.17.1 >>Added "exclusion" capability of individual or groups of units, so that they are not redressed. The instructions for script use have also been changed, please reference this to ensure proper utility.
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