mech79
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Everything posted by mech79
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Was just wondering, but ever since last patch my defense missions no longer work and I get an error stating curator is not synced to defense module. I have tried multiple missions and even building a new one and get the same error on them all. Is there a fix? I have searched for the answer but haven't seen anything. Thanks
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Before last patches these were both working fine. Now when I try to use I get an error that the curator needs to be synced to defend module. I have tried to sync both curator and bis_curator directly to defend module and each alone. Nothing seems to work. I have even deleted curator and defense module t make new ones in case of a glitch. Please look at them and let me know what you find. Thanks https://www.dropbox.com/s/zjb6huxtebqpx03/Kamino%2520Defense.Stratis.pbo https://www.dropbox.com/s/zjb6huxtebqpx03/Kamino%2520Defense.Stratis.pbo
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I am trying to get trigger 3 and 4 to activate after trigger 2 has been activated. The vehicles are not present thoughout the game because some are right next to other tasks and I dont want them taken out to early. I have them set to appear after trigger 2 is activated. This is what the sensor looks like to end the mission once the AA are destroyed. Because I have them spawning in after trigger2 it automatically ends mission because they are not present. class Item2 { position[]={5002.8149,223.15263,21150.727}; a=0; b=0; timeoutMin=5; timeoutMid=5; timeoutMax=5; interruptable=1; age="UNKNOWN"; name="trg3"; expCond="{alive _x} count [aa1,aa2,aa3] == 0"; expActiv="Hint ""Mission Complete""; [""Task3"",""Succeeded""] call SHK_Taskmaster_Upd"; class Effects { }; }; If I add "this && trigger2 activated" in the condition area as well it gives me an error. Any help would be appreciated.
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LOL ok you got me there! Yes I have taken the curator from both the enemy vehicles and the game logic and tried syncing them together and seperate to the defend module. I have even placed down a new module to see if it was an error.
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I am trying to move the respawn as triggers are activated. I have tried the script below with no luck. Is there a way in the revive script to use the respawn modules which I can sync to triggers or a way to place markers as needed?
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I am setting up a mission to include the new A-164 Wipeout. I have placed them down with waypoints and synced the first way point to a trigger. I want it to wait until the very end to come in for ground support. No matter what I try the aircraft takes off with or without waypoints. I have typed in the "dostop" engine off commands using a trigger fo engine on. Help! I think this is a bug but not sure.
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Placing a pilot on the ground works as long as you place a move waypoint synced to a trigger in front of the get in waypoint otherwise the pilots will get in and the same thing happens.
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I am trying to move the respawn as triggers are activated. I have tried the script below with no luck. Is there a way in the revive script to use the respawn modules which I can sync to triggers or a way to place markers as needed?
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i will have to do it that way Neptune, but just wanted to see if it was a bug our something else
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You are correct this is what I used, this && triggerActivated trg2; {alive _x} count [aa1,aa2,aa3] == 0, but gave me error, "type bool, expected nothing" Edited: Figured it out this is what it should look like, "if (triggeractivated trg2) then {{alive _x} count [aa1,aa2,aa3] == 0};"
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OK I see ---------- Post added at 21:54 ---------- Previous post was at 21:53 ---------- What happens if the pilot goes into the gunner seat just to adjust the gun for manual fire and nobody else enters does it work then or is it screwed up from that point?
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Ok I will try that thanks.
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So if a pilot hops into the gunner position to align the gun for manual firing and then solo pilots the rest of the time he has to hop in the gunner seat to rearm? Ok is there any way to add to the script something along the lines of gunner setammo_1 if none pilot setammo_1. I know thats not the actual code to use but just an idea. I am sure you probably tried something like it.
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Was just wondering I am trying to get multiple mobile respawn vehicles. Here is my revive.int /* Created by =BTC= Giallustio version 0.96 Offical release Visit us at: http://www.blacktemplars.altervista.org/ 06/03/2012 */ ////////////////// EDITABLE \\\\\\\\\\\\\\\\\\\\\\\\\\ BTC_r_new_system = 0; //WIP - set 1 to activate it BTC_r_wait_for_revive = 1;//If BTC_r_new_system set to 1 you can choose if you want or not a revive time available after death (Similar to wounding system in ACE) BTC_r_action = 0;//[NOT IMPLEMENTED] - 0 if you don't want the healing animation (ACE style), 1 if you want the animations (You can't stop the animation) BTC_r_med_fa = 1;//0 for only first aid kit, 1 if you don't have a medikit you need a first aid kit, 2 only medikit BTC_r_cpr_time = 60; BTC_r_trans_ratio = 100; BTC_revive_time_min = 5; BTC_revive_time_max = 240; BTC_who_can_revive = ["Man"]; BTC_loop_check = 0; BTC_disable_respawn = 0; BTC_respawn_gear = 1; BTC_active_lifes = 1; BTC_lifes = 5; BTC_spectating = 2;//0 = disable; 1 = units group; 2 = side units; 3 = all units BTC_spectating_view = [0,0];//To force a view set the first number of the array to 1. The second one is the view mode: 0 = first person; 1 = behind the back; 2 = High; 3 = free BTC_s_mode_view = ["First person","Behind the back","High","Free"]; BTC_black_screen = 0;//Black screen + button while unconscious or action wheel and clear view BTC_action_respawn = 0;//if black screen is set to 0 you can choose if you want to use the action wheel or the button. Keep in mind that if you don't use the button, the injured player can use all the action, frag too.... BTC_camera_unc = 1; BTC_camera_unc_type = ["Behind the back","High","Free"]; BTC_respawn_time = 0; BTC_active_mobile = 1;//Active mobile respawn (You have to put in map the vehicle and give it a name. Then you have to add one object per side to move to the mobile (BTC_base_flag_west,BTC_base_flag_east) - (1 = yes, 0 = no)) BTC_mobile_respawn = 1;//Active the mobile respawn fnc (1 = yes, 0 = no) BTC_mobile_respawn_time = 30;//Secs delay for mobile vehicle to respawn BTC_need_first_aid = 1;//You need a first aid kit to revive (1 = yes, 0 = no) BTC_pvp = 0; //(disable the revive option for the enemy) BTC_injured_marker = 1; BTC_3d_can_see = ["Man"]; BTC_3d_distance = 30; BTC_3d_icon_size = 0.5; BTC_3d_icon_color = [1,0,0,1]; BTC_dlg_on_respawn = 1;//1 = Mobile only - 2 Leader group and mobile - 3 = Units group and mobile - 4 = All side units and mobile BTC_objects_actions_west = [bTC_base_flag_west]; BTC_objects_actions_east = [bTC_base_flag_east]; BTC_objects_actions_guer = []; BTC_objects_actions_civ = []; if (isServer) then { BTC_vehs_mobile_west = [hunter];//Editable - define mobile west BTC_vehs_mobile_west = [hunter1];//Editable - define mobile west BTC_vehs_mobile_west = [hunter2];//Editable - define mobile west BTC_vehs_mobile_west = [hunter3];//Editable - define mobile west BTC_vehs_mobile_east = [mobile_east_0];//Editable - define mobile east BTC_vehs_mobile_guer = [mobile_guer_0];//Editable - define mobile independent BTC_vehs_mobile_civ = [mobile_civ_0];//Editable - define mobile civilian }; ////////////////// Don't edit below \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ if (!isDedicated) then {}; //FNC call compile preprocessFile "=BTC=_revive\=BTC=_functions.sqf"; if (isServer) then { //Mobile BTC_vehs_mobile_west_str = [];BTC_vehs_mobile_east_str = [];BTC_vehs_mobile_guer_str = [];BTC_vehs_mobile_civ_str = []; if (BTC_active_mobile == 1 && count BTC_vehs_mobile_west != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_west) - 1) do {_veh = (BTC_vehs_mobile_west select _i);_var = str (_veh);BTC_vehs_mobile_west_str = BTC_vehs_mobile_west_str + [_var];_veh setVariable ["BTC_mobile_west",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var,"BTC_mobile_west"] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_west;}; if (BTC_active_mobile == 1 && count BTC_vehs_mobile_east != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_east) - 1) do {_veh = (BTC_vehs_mobile_east select _i);_var = str (_veh);BTC_vehs_mobile_east_str = BTC_vehs_mobile_east_str + [_var];_veh setVariable ["BTC_mobile_east",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var,"BTC_mobile_east"] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_east;}; if (BTC_active_mobile == 1 && count BTC_vehs_mobile_guer != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_guer) - 1) do {_veh = (BTC_vehs_mobile_guer select _i);_var = str (_veh);BTC_vehs_mobile_guer_str = BTC_vehs_mobile_guer_str + [_var];_veh setVariable ["BTC_mobile_guer",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var,"BTC_mobile_guer"] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_guer;}; if (BTC_active_mobile == 1 && count BTC_vehs_mobile_civ != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_civ) - 1) do {_veh = (BTC_vehs_mobile_civ select _i);_var = str (_veh);BTC_vehs_mobile_civ_str = BTC_vehs_mobile_civ_str + [_var];_veh setVariable ["BTC_mobile_civ",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var,"BTC_mobile_civ"] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_civ;}; if (BTC_active_mobile == 1) then {publicVariable "BTC_vehs_mobile_west_str";publicVariable "BTC_vehs_mobile_east_str";publicVariable "BTC_vehs_mobile_guer_str";publicVariable "BTC_vehs_mobile_civ_str";}; // BTC_killed_pveh = [];publicVariable "BTC_killed_pveh"; BTC_drag_pveh = [];publicVariable "BTC_drag_pveh"; BTC_carry_pveh = [];publicVariable "BTC_carry_pveh"; BTC_marker_pveh = [];publicVariable "BTC_marker_pveh"; BTC_load_pveh = [];publicVariable "BTC_load_pveh"; BTC_pullout_pveh = [];publicVariable "BTC_pullout_pveh"; if (BTC_r_new_system == 1) then { BTC_anim_pveh = [];publicVariable "BTC_anim_pveh"; BTC_cpr_pveh = [];publicVariable "BTC_cpr_pveh"; BTC_ban_pveh = [];publicVariable "BTC_ban_pveh"; BTC_med_pveh = [];publicVariable "BTC_med_pveh"; }; }; if (isDedicated) exitWith {}; BTC_dragging = false; BTC_respawn_cond = false; //Init [] spawn { waitUntil {!isNull player}; waitUntil {player == player}; "BTC_drag_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; "BTC_carry_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; "BTC_marker_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; "BTC_load_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; "BTC_pullout_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; "BTC_killed_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; BTC_r_mobile_selected = objNull; BTC_r_bleeding = 0; BTC_r_bleeding_loop = false; player addRating 9999; BTC_r_list = []; BTC_side = playerSide; BTC_r_s_cam_view = [-15,-15,15]; BTC_respawn_marker = format ["respawn_%1",playerSide]; if (BTC_respawn_marker == "respawn_guer") then {BTC_respawn_marker = "respawn_guerrila";}; if (BTC_respawn_marker == "respawn_civ") then {BTC_respawn_marker = "respawn_civilian";}; BTC_r_base_spawn = "Land_HelipadEmpty_F" createVehicleLocal getMarkerPos BTC_respawn_marker; if (BTC_r_new_system == 0) then { player addEventHandler ["Killed", BTC_player_killed];if (BTC_respawn_gear == 1) then {player addEventHandler ["HandleDamage", BTC_fnc_handledamage_gear];}; } else { "BTC_cpr_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; "BTC_ban_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; "BTC_med_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; "BTC_anim_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; player setVariable ["BTC_r_status",[0,0,0,0,0],true]; player addEventHandler ["HandleDamage", BTC_fnc_handledamage]; player addEventHandler ["Killed", BTC_eh_killed]; BIS_fnc_healthEffects_handleDamage_code = {}; BIS_fnc_healtEffects_init = {}; BTC_r_action_menu = true; BTC_r_med_effect = false; BTC_is_bleeding = false; enableCamShake true; BTC_r_unc = false; BTC_r_unc_loop = false; BTC_r_damage = 0; BTC_r_head = 0; BTC_r_damage_legs = 0; BTC_r_damage_hands = 0; BTC_r_hit = 0; }; player setVariable ["BTC_need_revive",0,true]; //{_x setVariable ["BTC_need_revive",0,true];} foreach allunits;//[] spawn {while {true} do {sleep 0.1;player sidechat format ["%1",BTC_r_mobile_selected];};}; if (BTC_pvp == 1) then {player setVariable ["BTC_revive_side",str (BTC_side),true];}; player setVariable ["BTC_dragged",0,true]; if (BTC_r_new_system == 0) then {if ([player] call BTC_is_class_can_revive) then {player addAction [("<t color=""#ED2744"">") + ("First aid") + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[],BTC_first_aid], 8, true, true, "", "[] call BTC_check_action_first_aid"];};} else {player addAction [("<t color=""#ED2744"">") + ("Medical unit check") + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[],BTC_check_unit_state], 8, true, false, "", "[] call BTC_check_action_unit_state"];player addAction [("<t color=""#ED2744"">") + ("Check yourself") + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[player],BTC_check_unit_state], -8, false, false, "", "BTC_r_action_menu && format [""%1"",player getVariable ""BTC_need_revive""] == ""0"" && vehicle player == player"];}; player addAction [("<t color=""#ED2744"">") + ("Drag") + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[],BTC_drag], 8, true, true, "", "[] call BTC_check_action_drag"]; player addAction [("<t color=""#ED2744"">") + ("Carry") + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[],BTC_carry], 8, true, true, "", "[] call BTC_check_action_drag"]; player addAction [("<t color=""#ED2744"">") + ("Pull out injured") + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[],BTC_pull_out], 8, true, true, "", "[] call BTC_pull_out_check"]; if (BTC_active_mobile == 1) then { switch (true) do { case (BTC_side == west) : {{private ["_veh"];_veh = _x;_spawn = [_x] spawn BTC_mobile_marker;{_x addAction [("<t color=""#ED2744"">") + ("Move to mobile " + _veh) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[_veh],BTC_move_to_mobile], 8, true, true, "", format ["[""%1""] call BTC_mobile_check",_veh]];} foreach BTC_objects_actions_west;} foreach BTC_vehs_mobile_west_str;}; case (BTC_side == east) : {{private ["_veh"];_veh = _x;_spawn = [_x] spawn BTC_mobile_marker;{_x addAction [("<t color=""#ED2744"">") + ("Move to mobile " + _veh) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[_veh],BTC_move_to_mobile], 8, true, true, "", format ["[""%1""] call BTC_mobile_check",_veh]];} foreach BTC_objects_actions_east;} foreach BTC_vehs_mobile_east_str;}; case (str (BTC_side) == "guer") : {{private ["_veh"];_veh = _x;_spawn = [_x] spawn BTC_mobile_marker;{_x addAction [("<t color=""#ED2744"">") + ("Move to mobile " + _veh) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[_veh],BTC_move_to_mobile], 8, true, true, "", format ["[""%1""] call BTC_mobile_check",_veh]];} foreach BTC_objects_actions_guer;} foreach BTC_vehs_mobile_guer_str;}; case (BTC_side == civilian) : {{private ["_veh"];_veh = _x;_spawn = [_x] spawn BTC_mobile_marker;{_x addAction [("<t color=""#ED2744"">") + ("Move to mobile " + _veh) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[_veh],BTC_move_to_mobile], 8, true, true, "", format ["[""%1""] call BTC_mobile_check",_veh]];} foreach BTC_objects_actions_civ;} foreach BTC_vehs_mobile_civ_str;}; }; } else { BTC_vehs_mobile_west_str = [];BTC_vehs_mobile_east_str = [];BTC_vehs_mobile_guer_str = [];BTC_vehs_mobile_civ_str = []; }; BTC_gear = [player] call BTC_get_gear; if (BTC_loop_check == 1) then {[] spawn BTC_revive_loop;}; if (({player isKindOf _x} count BTC_3d_can_see) > 0) then {if (BTC_pvp == 1) then {_3d = [] spawn BTC_3d_markers_pvp;} else {_3d = [] spawn BTC_3d_markers;};}; //[] spawn {while {true} do {sleep 0.5;hintSilent format ["%1",BTC_gear];};}; BTC_revive_started = true; //hint "REVIVE STARTED"; }; I copied the mobile respawn west and just added the different names, but only the last one is recognized.
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What are your ideas on the flybys?
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setVehicleAmmo currently does not work in some cases
mech79 replied to jacmac's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes something is screwed up...lol. Hope they figure it out cause your script works great. -
setVehicleAmmo currently does not work in some cases
mech79 replied to jacmac's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If the gunner gets out before reload then gets back in after everything works out ok -
Once the repairs are done you don't get the service completed until you are above the max height and when you leave the trigger. There is nothing limiting that part of the script to keep it from firing until the service itself is completed. so everytime you fly over it will give you service complete because that part of the script activates when you enter the trigger and leave above your max height . Somewhere if possible script needs to be added to keep that asleep until you land and activate the repairs themselves.
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Another thing i found while testing today the "service complete" and no access for repairs timer sets off anytime you fly over the marker at any height. It also shows up half screen. The lower portion is cut off and the whole message cant be read.
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PHP Code: _oGunner = gunner _oVehicle; if (!isNull _oGunner) { _oGunner action ["GETOUT",_oVehicle]; sleep 1; _oVehicle setVehicleAmmo 1; sleep 1; _oGunner action ["GETIN GUNNER",_oVehicle]; } else { _oVehicle setVehicleAmmo 1; }; Where do I place this code I wanna do some more testing for you. And is there anyway to disable the sound package. It is very loud and can not be turned down.
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It seems that when two people are in the chopper it will repair/refuel and look to be reloading. It shows full ammo for the pilot, not for the gunner, but as soon as the gunner cycles or fires the pilots count drops to actual amount the gunner sees. I did notice that if the gunner got out before landing on the repair bay it would reload, but was only able to test this once. Seems to be something to do with to players in the vehicle, or two different ammo counts. As a gunner i cant see the repair information. I wonder if that has something to do with it? Also playing tonight a friend flew over at altitude of < 80m and set off the repair zone. He got the message that it was closed for 200 sec. At that point it never opened up for anyone to use. The other repair facilities still worked but that one never came back into operation. This happened twice.
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Any news on ammo reload bug?
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Enemy occupation system (eos)
mech79 replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can I get Ai to set off this script? Seemed to work in your mission, but when I added it to mine it isnt working right. -
Vehicle Rearm, Refuel and Repair Script
mech79 replied to MrFata's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry a little confused. How do you insert into mission.sqm? Was it supposed to be mission.sqf? I have your mission downloaded and have been trying to figure it out, but I am lost at this point sorry. Please help. Edited: NVM Stupid me I got it thanks. -
I am not completely done with it but I will send you the part I am trying to get to work.
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- ai spawn script pack
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