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Everything posted by TrueCruel

  1. Hello! First of all: This is not a hate thread or anything like that, I bought the DLC Bundle already and can't wait to test these 2 monsters. But I must admit that the price is really high for only 2 new Helos, can we expect more than this in the future as addition? If not, then I would most likely start to regret buying the Bundle... Regards TC Edit: If already a Thread of this exists, pardon for that. You then can close this and point me please to the right discussion :)
  2. TrueCruel

    13€ DLC, hefty price for 2 choppers

    Sadly that fast roping is not in this DLC, normally it "should" be in there if a whole DLC is dedicated to Helicopters...
  3. TrueCruel

    13€ DLC, hefty price for 2 choppers

    Not at all, I'm happy that the main features comes for free to all. So nobody is restricted to play on any server. But I still wished a few more choppers were in this one.
  4. TrueCruel

    13€ DLC, hefty price for 2 choppers

    Maybe I described it a bit bad, we are only paying for the pilot seats and the ability to plant them in the editor. The helo will be there for everyone.
  5. TrueCruel

    remove multiple actions

    Nope, still have to use removeAction for that.
  6. TrueCruel

    remove multiple actions

    Ah then maybe this: beacsOn = _this addAction ["_yourActionText", {0 = execVM "_yourScript.sqf"; 0 = [_this, beacsOn] execVM "beaconson.sqf"}]; sirenOn = _this addAction ["_yourActionText", {0 = execVM "_yourScript.sqf"; 0 = [_this, sirenOn ] execVM "SirenOn2.sqf"}]; beaconson.sqf disable the SirenAction and SirenOn2.sqf disables the BeaconAction right? If not then just flip those two.
  7. Really? Well good to hear :D The last time I tried that it didn't work, the hell would rather freeze then doing what I wanted.
  8. TrueCruel

    remove multiple actions

    If you want to remove all actions then use this: https://community.bistudio.com/wiki/removeAllActions If you want to delete specific ones: give the addAction a variable ActionVar1 = _unit addAction xyz then when you execute the script use 0 = [_unit, ActionVar1, ActionVar2, ..] execVM "yourscript.sqf" This should do the trick
  9. Hi there! After I finally managed to make a helo evac working on a server, now I'm stuck with deactivating the radio after the evac is called. 1 setRadioMsg "Null" //or 1 setRadioMsg "Call in EVAC" doesn't work, only in SP or if I create a game ingame. But if I use TADST to make a dedi then this doesn't work (Radio "Alpha" always enabled). I hope you can help me deactivating/renaming the radio on server... Thx in advance! Edit: Without deleting the Radio trigger :)
  10. Thank you Ghost! Works like a charm :)
  11. They won't at all, you can try it in the Editor. Just set up a trigger and group it with yourself (civillian), it won't fire. It's because they share the same side with animals. http://feedback.arma3.com/view.php?id=5765
  12. Make instead a civillian group and make them independet with this code: groupname = createGroup RESISTANCE; [unit1, unit2,...] join groupname; But FYI: Civillians can't activate triggers.
  13. Hi! I have a small issue with a Zeus mission I made. I have a Helo evac script but everytime the helo touches the ground, he takes off immediately and flies to the corner of the map. That only appears if I load up the misison on the dedicated server, SP or creating ingame a session aren't affected by that. Here's the code: 1 setRadioMsg "NULL"; _requester = _this select 0; _helo_marker = createMarker ["Marker2", getPosATL mohawk1]; _helipad_temp = createVehicle ["Land_HelipadEmpty_F", getPosATL _requester, [], 0, "NONE"]; wp0 = e_h_grp addWaypoint [getPosATL _helipad_temp, 0]; wp0 setWaypointBehaviour "AWARE"; wp0 setwaypointtype "MOVE"; wp0 setWaypointFormation "NONE"; wp0 setWaypointSpeed "FULL"; wp0 setwaypointstatements ["True", "mohawk1 land 'GET IN'"]; wp0 setwaypointposition [getPosATL _helipad_temp, 0]; m_pilot1 sideChat format["Roger that %1, EVAC dispatched on your position. Sit tight boys, out.", _requester]; waituntil{_requester in mohawk1}; wp1 = e_h_grp addWaypoint [(getmarkerpos _helo_marker), 0]; wp1 setWaypointBehaviour "AWARE"; wp1 setwaypointtype "MOVE"; wp1 setWaypointFormation "NONE"; wp1 setWaypointSpeed "FULL"; wp1 setwaypointstatements ["True", "mohawk1 land 'LAND'; [] execVM 'evac_base_land.sqf'"]; wp1 setwaypointposition [getmarkerpos _helo_marker, 0]; I hope you can help me with that. Thanks!
  14. I did it! The solution is totally controversial, but hey it works :D After the helo touches the ground, I give him a doStop command. After that I delete the pilots and create new ones with a waypoint to the base.
  15. Nothing works... I'm close to despair... @cameroon Thanks for that, but that art of scripting is still too high for me (but that's just awesome, much kudos for you) ^^ but there must be some easier way to do it in my case. The ony problem is that he takes off immediately after he touches the ground. Everything else works like it should, I reall would know how server scripting differs so much from SP. He just needs to land and wait for me, but no he takes off and flies to the corner of the map. That's hilarious (no it's not) :D
  16. Nope doesn't work... even if it did it would be just a workaround, I would like to know why the helo takes off immediately after the he touches the ground and then makes a waypoint to the corner of the map. Still thanks :)
  17. Hi there guys! I have a very weird issue with Zeus module: as soon a player joins the game, I can only spawn units/entities within the blue radius but not outside of it. Here some pics: In area - able: outside area - not able: How my editor looks: I tried with the the restriction module, does not work. Set editing outside area and later inside area, does not work. It always keeps that way in the picture I feel like Zeus is trolling me hard. Do you have any solution to to this? Thx in advance PS: If you ask why there are already units placed, I did that before somebody joined. As I said, when a player joins it restricts me to the player area. PPS: The modules values are from the same as the modules from Master Altis AAF. Also I host the mission with TADST, so no parameters changed. description.ext, paramType.sqf and initServer.sqf were taken from MP_ZGM_m11.Altis.
  18. TrueCruel

    Can spawn within player radius, not outside

    Thanks, but it still doesn't work....
  19. TrueCruel

    Quick Tip: Helo evac in Zeus

    Hi! I don't know if this was already meant in here, but if not then here is how to make a helo evac (so the pilot lands) When the helo arrives the destinations and he's floating in the air, just empty his tank and he will slowly land. After a soft landing your "minions" can mount the helo so you can full the helos tank and fly away again :D I hope it wasn't mentioned yet (I stupid feel would) :cool: Cheers! PS: BIS, that was a nice one with the dev branch release during the stream :D
  20. TrueCruel

    enableSimulation false

    The script ist read from top to down, if you execute the script before the units are spawned, thent it won't work. Edit: It's also mandatory that you execute after the line "waitUntil{!(isNil "BIS_fnc_init")};" and not before.
  21. TrueCruel

    enableSimulation false

    Make a BIG trigger for that area that it should cover. Set activation for Anybody and repeatable condition -> this onAct -> {_x enablesimulation false} foreach thislist;
  22. Hi there! I have a problem with my animation script. It loads up fine, but how to disable switchMove when the unit gets killed (so it uses the standard death animation)? This is how I call it: 0 = [hall, "HubBriefing_talkAround", true] execVM "animation.sqf"; And the animation.sqf itself: _unit = _this select 0; _animation = _this select 1; while {true} do { if (alive _unit) then { _unit switchMove _animation; } else { if (!alive _unit) then{ _unit switchMove ""; }}; }; Buth if I write it that way: _unit = _this select 0; _animation = _this select 1; while {true} do { _x = if (alive _unit) then { _unit switchMove _animation; } else { _y = if (!alive _unit) then{ _unit switchMove ""; }}; }; It shows me an "generic error in expression" scripterror in "_x |#|= if", but then the guy falls down like he should. I hope somebody can help me how to do it right :D Thx in advance! Edit: playMove with disableAI "MOVE" never worked for me...
  23. TrueCruel

    Break switchMove upon death

    Thanks! I altered it know it works like a charm: _unit = _this select 0; _animation = _this select 1; while {true} do { _x = if (alive _unit) then { _unit switchMove _animation; } else { _unit addEventHandler ["killed", {_unit switchMove ""}]} }; Eventhandlers are so powerful... xD
  24. TrueCruel

    Break switchMove upon death

    Ah, this is just a typo here, in my script it's with "=" :D
  25. TrueCruel

    Boat ejection bugged

    Looks like the animation to put his weapon on back only works from the land, if you "dunk" the player instantly in it then it stucks.