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jshock

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Everything posted by jshock

  1. I think, following the format of the other arrays, you could figure it out Del, I have faith ;). Don't forget about the removeGoggles _x and the _x addGoggles "" lines. If you can't figure it out though let me know. I'm just trying increase your scripting experience in the hopes that you can start helping other members if the community, I hope you don't mind.
  2. Hello Scripting Community, My regiment is planning on doing an in-house 10 lap race on Altis and is in need of a counting script that will hint/sidechat globally as each player hints a trigger and add that finished lap to a variable that will change with each successive lap there after until 10 is reached. But I need it to only happen with that particular player, within the trigger zone, once each time. I know this is a little confusing so hopefully the little bit of code that I have will suffice. I also need to hint/side chat with each player's name, which I am unsure of, but I'm sure there is another forum out there with that information, which I will look up later, but the getGUID lines and such are placeholders for now. I horrible at setting up variables properly, so any help would be greatly appreciated!! I have a trigger with: Activation - Anybody Condition - player in thisList; On Act. - nul = [] execVM "lap.sqf"; init.sqf: lap = 0; lap.sqf: if (isServer) { _guid = getGUID player; if (_lap < 10) then { _lap = _lap + 1; this sideChat "_guid is on lap: _lap of 10"; } else if (lap == 10) then {hint format["%1 has completed the race!!!", _guid];}; }; };
  3. I just put a message into BangaBob, the creator of the EOS script, hopefully he will get back with me :D.
  4. Try replacing the _weaponarr = []; with: _weaponarr = getArray(configfile >> "cfgWeapons"); Not sure if this would work, but you could try it.
  5. Other than EOS, what all can anyone think to add in or make better about this script?
  6. jshock

    Disable AI in Editor?

    Yeah sorry, brain gave out on me, thanks Magirot.
  7. Should be pretty simple, create a radio trigger with "Place FOB" in the Text field and set it to only be used once. Then in the On Act pace a call to your script that would create the FOB (i.e. nul = [] execVM "fob_creator.sqf"; ). Then within the script have a check for if they are the squad leader, which you could do bu classname or the variable name of the unit, if they aren't have a hint that says this is for squad leaders only, but if they are move onto the next part of the script. Next part would be to check if they are less than 50m away from your special object, if not waituntil they are then check again, if they are within range move on. Then you get into the creation of the objects and such with createVehicle and other such scripting commands for objects and markers to get what you want.
  8. jshock

    Disable AI in Editor?

    I don't know of anyway that you can disable AI in the editor preview, all I know is how to disable them on the multiplayer server via the init.sqf code line: disableAI = true;
  9. If you left the init line in init.sqf then remove it then try it. Other than that it may be that EOS is a very enclosed, "private" script in which it doesn't allow for much extra outside interference. I'm not quite sure myself to be honest if nothing works, I may try and reach out to the guys who made EOS unless someone beats me to it, because it seems to be a need.
  10. Yes ^ that is absolutely correct, I do remind you that if there will be large numbers of people this may cause some lag issues while the script is working, but once completed the server should be good to go. And make sure the trigger area is set to 0, so it does encompass the entire map.
  11. No thank you Del, And being in a regiment myself, we are not too much a fan of changing our mod pack around for mods that we could "replicate", in a way, with scripts like these. Can't wait for feedback on the reskins! Thanks again Del, good luck with your endevors.
  12. And regarding the trigger, I answered this earlier in the thread: The OPFOR being whatever side you are redressing.
  13. See if the new update helps any Del, ****UPDATE**** Current Version - 1.15 Previous Version - 1.1 >>Added the option to redress "special" units (AT,AA,CLS) with proper gear (launchers, medikits), based on classname of the unit. >>Added the option to provide grenades to units. >>Added a vest array, the same as the other gear arrays given.
  14. Thanks Del, To answer your question, there is not a vest array in the script, mainly because my original idea was mainly for making the "insurgent" look, and they are pretty limited on vests in my mind. But below I have included a vest array, same as all the others, I have also added in an "addmagazine" line for your grenades, which you can define the class and number of them that you would like, same with the FAKs (look for the line with //****************// next to them). For each type of grenade you would like just copy and paste this line and change the class and value to your liking. This is just a temporary fix to get what you are looking for, but are some great points and will be added into the next update of the script. Thanks for the information, and hope this helps!
  15. Future version will include:
  16. You could just try and trigger encompassing the entire map, without a timeout on it, and have OPFOR present as the confition and the exec line in the activation field and I would think it would work, but I have no idea how taxing this would be on a server, if there were enough people in different areas activating a lot more "squares" or AOs would be worse than a lot of people in one area.
  17. ****UPDATE**** Current Version - 1.1 Previous Version - 1.0 >> Made it side dependent, not individual units.
  18. You were close: if (side _x == EAST)
  19. I might just take you up on that :p.
  20. Try this: { if ((typeOf _x == "O_Soldier_F") || (typeOf _x == "O_sniper_F")) then { _units set [count _units, _x]; }; } foreach allunits; Just replace the entire if/then/foreach statement with this.
  21. Yeah I actually did try this myself before the release, in many different ways, but found no luck. I believe it is just the code itself that doesn't allow it. Now if you look into your "insurgency" script or whatever it is that is giving you your spawned enemies and look for an array similar to mine above, but instead has the 20+ classnames of all the OPFOR units and then limit it to just this one classname, it may work (just make sure to make a backup of the mission file before doing so :P). And because arrays are funny as well, you may have to leave in one extra classname and have the occasional non redressed guy, but give me today and maybe a little of tommorow and I may have the ability to allow multiple units in that line of code.
  22. Yeah if it's just you and your friend a big ass trigger should do just fine, make it OPFOR present and either put in a timeout of 30+ seconds on the trigger itself or put the sleep command on as I had stated before within the script, if your up for trying your hand at it :D. Now you may experience some lag spikes depending the number of units it needs to redress, but it should be completed quickly, and shouldn't affect gameplay too much overall though.
  23. Slampemil, I have also had this point brought to my attention within my regiment, and the only thing we could think of was to have it execute the script everytime the "spawn" occured, we also thought it would be very taxing to the server if this was the insurgency game mode, due to a high number of "spawning" situations, however, if your mission/scenario isn't like that you should be able to simply add the init line above to whatever trigger you have that spawns the enemies, and putting this afterwards should work nicely. If it does execute too quickly though you could simply put a sleep ***; command where *** is the time it takes all your units to spawn in (time in seconds btw) and put this at the very top of the code, above the info section to make it easy. Hope this answered your question, and if you need some more examples just let me know, but there might be a future version of this script that supports the spawn in feature. ---------- Post added at 16:54 ---------- Previous post was at 16:36 ---------- Thanks Katipo, love the emoticons too ;).
  24. There is not a "change uniform" option that shows up in the action menu, and the script calls whatever classnames of uniforms/weapons/headgear/backpack that you put into the arrays given. For example in this section of code: //The array earlier defined below. { if (typeOf _x == "O_Soldier_F") then { //"O_Soldier_F" can be replaced with any unit's classname, but then every unit with that classname will "redress". _units set [count _units, _x]; }; } foreach allunits; The "O_Soldier_F" is the classname of the unit that is placed down in the editor, and at the initialization of the mission the unit is "changed" into clothes and weaponry as defined by the arrays here: _backpackarr = ["B_FieldPack_cbr","B_OutdoorPack_tan"]; // ^-- Fill this with all the classnames of backpacks you would like to have chosen. _weaponarr = ["LMG_Zafir_F","arifle_Mk20_F"]; // ^-- Fill this with the weapon classnames you would like to use. _uniformarr = ["U_IG_Guerilla3_1","U_IG_Guerilla3_2","U_IG_Guerilla1_1","U_IG_Guerilla2_1","U_IG_Guerilla2_2","U_IG_Guerilla2_3","U_IG_leader"]; // ^-- Fill this with the uniform classnames you would like to use. _headarr = ["H_Shemag_olive","H_ShemagOpen_khk","H_ShemagOpen_tan"]; // ^-- Fill this with the headgear classnames you would like to use. Now within the [ ] you can place every type of uniform/weapon/headgear/backpack that you want to be "changed" on the unit placed in the editor, and the script chooses randomly what goes on each of those units (units being every "O_Soldier_F") placed in the editor. So in short, it is not like VAS or MCC in which it segregates on its own, however, it is you, the developer, segregating the items included in the redress through the arrays as exampled above. Does this answer your questions?
  25. Hello scripting community, I am trying to define a civilian, "C_man_1", to be exact, as an object of my script so that I can change just this civilians clothes and actions, not the entire civilian side (so every C_man_1 that I place in the editor will be put into this "group" of objects to be changed in the way I want them to). Below is one of the ways I tried it, but I'm still working my way up in scripting ability, so any help would be greatly appreciated! _units = "C_man_1";
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