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eviljack109

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Everything posted by eviljack109

  1. eviljack109

    Wiki Down?

    Getting 502 Gateway error when trying to use the BI Wiki. Anybody else having this problem?
  2. eviljack109

    Wiki Down?

    It's back up
  3. _carCount = entities ["B_MRAP_01_hmg_F","B_MRAP_01_gmg_F"] select {_x inArea "trialAO_1"}; //finds all cars in area of trialAO_1 { deleteVehicle _x; //delete everything! } forEach _carCount; //... Well, everything in this array atleast. Need some help with this bit of code. Getting "missing ;" error with first line. First line should be making an array of all entities, of the 2 classnames, in the marker. The forEach is just deleting all those entities.
  4. Your fix works! Thank you so much! My attempt at using the inAreaArray: _carCount = ["B_MRAP_01_hmg_F","B_MRAP_01_gmg_F"] inAreaArray [getMarkerPos "trialAO_1"] { deleteVehicle _x; //delete everything! } forEach _carCount; //... Well, everything in this array atleast. Getting same "error missing;" msg but not on the last line. I think I am using it wrong and it's somehow storing the wrong thing in _carCount.
  5. I have a Minefield use'ing the A3 mine Module, but I have now idea to make a trigger fire when all the mines are deactivated. I know it needs to be something like this... if allMines are Active then don't activate... or something like that. My scripting is still very rough so I am just lost on where to start to get that to where I want it.
  6. For the past few years I've been doing custom load-out kits for my unit. How we've always done it is I just have a box that has this in the init: this addAction ["Rifleman", {player execVM "CAF_W\Rifleman.sqf";},[],1,true,true,"","true",5]; Well this and many other kits of many other names. When you pick it, the game just removes everything and gives you the kit in the file. Really easy. The problem with this is people tend to pick up the stuff from one kit, drop it on the floor, pick another cit, then combine the two. Making for some people to have really OP load-outs which were never the intent of the system I made. So what I want to do now is when a unit loads they spawn with that sqf file. And I have no idea how to do this... This is how it goes in my head: Player joins server for op >> player enters role selection screen. >> player sees plenty of open slots, some say Teamleader, Sniper, Rifleman, etc. >> player selects rifleman slot. >> Player then goes to load into the game. >> Players spawns with load-out that was given in the rifleman.sqf >> have fun. I've kept doing some variation of... player execVM "LOADS\Rifleman.sqf"; But with no good results. Pls halp.
  7. Not really what I'm looking for, it seems your script assigns the kits randomly. Or I just can't find how to assign a kit to a specific unit. This is on the right idea of what I am looking for (I think), but this never worked when I tested it in the editor. Also tried replacing "this" with "player" and got nothing. will try it in a server with a friend and take a look. I checked that out and that is far more complicated than I am whilling todo. I already made the loadouts in .sqf format. I just want a way to pull them over. I don't want to ban ppl from dropping shit cause that could just make more problems in other areas. Ty for all responses. will keep exploring.
  8. @HazJ I will give it a look thanks
  9. oh sorry, That was what I got before I deactivated the mines. This is what I got when I difused them... ::[]
  10. @HazJ What I got was :: [438911:mine_at.p3d,438913:mine_at.p3d]
  11. Sorry no, that just fired the trigger on the spot.
  12. @HazJ Test Results: !mineActive testMine Placed one mine down like you said and disarmed it. Trigger fired. {!mineActive _x} forEach [testMine1, testMine2]; Placed another mine down, and like last time. The trigger went off. {!mineActive _x} forEach allMines Did not make any changes to the mines that I placed down. The trigger did NOT fire with this condition
  13. Not getting any sort of error. But not matter what I set the activation type to (i.e. "game logic" or "anybody") The trigger just won't fire.
  14. @HazJ I got the following error, when putting where I said I did... 'call{waitUntil { {!mineActive _x} forEach allMines };}' Error Generic error in expression.
  15. @HazJ Will give that a try now will let you know. I'm hoing to try an put it in the activation field of the trigger
  16. Works! Thank you so much!
  17. This is going to be a long explanation just please stick with it. I've been trying various ways to make the mission but no matter what I do it just doesn't work. Mission goal: This is a pvp mission where in the middle of a peninsula There is 2 downed pilots without maps or NVG's Opfor only has ground vehicles to find and kill them. While Bluefor get's Heli's, NVG's, and fewer people to rescue the pilots. To help find these two pilots, both teams can see a big red circle on the map that gives their approximate location. The downed Pilots will also spawn randomly so nobody can know where the pilots will be. Ace3 BFT will also be on, but I turned this off specifically for the pilots. Problems: So I almost everything working in the mission, except for the part where the downed pilots spawn at one of the selected sites. IDK why but the setPos command will just not work. I have everything in the init.sqf, take a look... [] spawn { while {not isnull obj1} do { _unitPos = getpos obj1; _home = getPos home; _unitPos setPos [getPos _home select 0]; _xRand = [50,35,80,120] call BIS_fnc_selectRandom; _yRand =[50,35,80,120] call BIS_fnc_selectRandom; _offSet = [(_unitPos select 0) + _xRand , (_unitPos select 1) + _yRand, 0]; "mrk_obj1" setmarkerpos _offSet; sleep 300; }; // the "sleep 300" is to tell the script how many seconds the script needs to wait before updating the position of the marker. }; [] spawn { while {not isnull obj2} do { _unitPos = getpos obj2; _xRand = [50,35,80,120] call BIS_fnc_selectRandom; _yRand =[50,35,80,120] call BIS_fnc_selectRandom; _offSet = [(_unitPos select 0) + _xRand , (_unitPos select 1) + _yRand, 0]; "mrk_obj2" setmarkerpos _offSet; sleep 300; }; }; Key: obj1, obj2 = These are the downed pilots home = This is the object that I have move randomly at the start of the mission. The pilots are supposed to move to this object after they spawn as well. mrk_obj1, mrk_obj2 = These are the markers that follow the pilots around helping to give everybody else the approx location. Both sections of the code are what set the markers in place to help find the pilots. That's working and I don't need help on that. What I do need help on is I was wondering if in both of these sections I could set the position of the units to home. But no matter what i get an error that says I am missing a ; or something else and idk what to do. I've tried moving the setPos command to each unit's init, and the home's init but that still doesn't work. I also don't know how to properly turn off BTF on the downed pilots, but I am currently on the ACE team's slack chat for that. So if you don't know the answer to that, that's fine. Thanks for you time
  18. Lol sorry, still new to scripting. But yeah, I have the object set to spawn randomly with some markers on the map. Then once it's where it starts I want to have the two units move to said object.
  19. Oh! I thought you meant to set _home to a set position. the... Had me confused.
  20. Okay, then how would I link it to an object that is supposed to spawn randomly through the map?
  21. I have a mission where an ammo box is sex to randomly spawn via some markers. The players are then going to teleport to aid box and defend around it. I have the teleporter set up, I have it so a marker will move to the box to clearly. Now I set up a sector control area synced to a trigger. The problem is I can't get this trigger to move to where the box is. I don't know if it's possible to sync the position of the trigger and the box but I would love some help. [] spawn { while {not isnull obj} do { _unitPos = getpos obj; "mrk" setmarkerpos _unitPos; trg attachTo _unitPos; }; }; This is the code I have in the init obj is the box mrk is the marker the follows the box and trg is the trigger. Thank you!
  22. eviljack109

    Attaching a trigger to an object.

    Fixed it! I had to put the code in the init of the box NOT the init.sqf. Thanks for the link, I skimmed it at first thinking "I already did this!" Then after some reading I learned of my mistake.
  23. eviljack109

    Attaching a trigger to an object.

    Yeah I've tried... trg setPos obj; trg setPos _unitPos; trg attachTo [obj, [0,0,0]]; trg attachTo [_unitPos, [0,0,0]]; all of those.
  24. eviljack109

    Attaching a trigger to an object.

    Tried that... didn't work
  25. I am currently working on a simple PVP mission for my arma clan and I need some help. The mission is a simple idea. There is a sniper Team (their names are unit1 and unit2) stranded in the woods with no maps or NVGs. They are lost and need to get home. There is also A heli crew that is on their way to rescue the sniper team but their heli only spawn 5 mins into the game. The final team is BLUEFOR who is about a platoon strength, their goal is Hunt down and capture the sniper team, alive if possible. I have several things I want to do with the mission but I lack the knowledge of how and could use some help. Problem 1: I want to have the Heli spawn into the world 5 mins into the game. Currently I have 3 heli's placed in the editor (heli1, hel2, heli3 are their names respectively)) Each heli has the code in the vehicles init field : hideObject heli3; That would be the field for Heli 3 for example. I then have a trigger that looks for the Pilots. As long as they are on the island for 5 mins it would spawn the helicopters. This is what is in the Activation Field. heli1 hideObject false; heli2 hideObject false; heli3 hideObject false; hint "Helicoptors have spawned!"; In Theory that should spawn the helis after I set the countdown time to 300 seconds. What actually happens when I test the mission in Multiplayer is that they DON'T spawn and we have to use MCC to spawn them. So I need to know how to easily spawn the helis where I want. This is optional, but if possible I would like the pilot crew to have the option between a few helicopters but may only choose 1. I would like to do this by having some object that spawns 5 mins into the game with multiple actions. Each one with the ability to spawn a heli. Once the Pilot chooses the vic they want, the object would despawn itself and they would have access to only one heli. Problem 2: I want to have the sniper team spawn together in one of a few pre-selected locations together. I know how to have the units spawn in several locations by linking them to a marker, but that will cause both units to spawn in separate areas and never together as a group. Problem 3: There is currently a large red circle that follows around the each unit in the sniper team. The circle has a radius of 250 meters and would update every 5 mins so everybody has an idea of where the sniper team is but never has an accurate idea of where they are. I do this by naming each marker mrk_unit1 and mrk_unit2 then I have in the init.sqf the following: [] spawn { while {not isnull unit1} do { "mrk_unit1" setmarkerpos getpos unit1; sleep 300; }; }; [] spawn { while {not isnull unit2} do { "mrk_unit2" setmarkerpos getpos unit2; sleep 300; }; }; While this kinda does the job the center of the marker will ALWAYS set itself so the center of the circle is at the the sniper's current location every time it updates, which defeats the purposed of having the marker a big red circle. I would like it if the circle would update every 5 mins but the sniper unit will always be within some random location within the circle. Basically the marker will say when it updates is "they are somewhere withing here, but where exactly I am unsure." Problem 4: I also want to have several Tasks that give an update to both sides on the status of each sniper. Both teams would have the task to grab both the Sniper and the Sniper. For the Pilots for example would have a task to "rescue Sniper" the task would then become completed once the sniper entered a building back at base. The task would fail if either the Sniper would fail if either the Sniper was killed or captured. I currently have the triggers that give a hint when they fire based on the conditions. For example I have triggers that say when the Sniper is Killed, captured, or rescued, and the same set of triggers separately for the Spotter. Sadly when I link them to the task the the set task status modules it doesn't seem to work I believe I have linked them in the correct order but no matter what I do it never works. Also, for I have the task for Bluefor apply to all on the bluefor side, so they all see they have the task on their maps. Though the tasks for the pilots are synced to the pilots, but the task don't appear on their maps and I have no idea why. Also the task never update for either team when the Sniper or Spotter is killed, captured, or rescued. ~~~~ I also I have some features that are optional to the mission but I would like help setting it up. Optional Feature 1: I would like Blue-force Tracking for one side only. I want the Blue for team to know where each team is, but the other team cannot know where the others are as the pilots are also searching for the Sniper team. I am currently using the ACE mod with this mission so if there is a way to do it this their module I would like to know. Though I would prefer to set it up without the module cause I plan to make a version of the mission without mods so I don't want to lose Blue-force tracking when I remove the ACE mod. Optional Feature 2: Finally I would like to eventually everything I have mentioned here and have multiple sniper teams. This for when the Bluefor teams is actually at full strength. This would prevent the lone sniper team be hunted down by ENTIRE Platoon of enemies. I feel that escape would be impossible if there is too many enemies. So I would like it if there could possibly be multiple Sniper teams eventually. Each sniper team would spawn with their partner, but each team itself would spawn a separate random locations. There would also be a task and marker for each sniper and spotter on the ground. This is much harder so if somebody is whilling to tell me how to do this I would appreciate it greatly. ~~~~ Thank you for reading all this and if you can help me in anyway I will love you forever Eviljack
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