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About thesnypr

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    south of France
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    hum hum spending more time to script then to play since ofp cold war crisis... airsoft milsim big war...metal detecting & gold prospecting

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  1. yes for now it s ok for a smal lan with no jip, but we ve got a team and we would like to try it with more friends, anyway thanks for your help i will work more on that
  2. hi all, i would like to create a kind of template script to work in MP, i m starting with litle knowledge even in english.... the idea is to use an already working script (it spawn a determinate number of ex. amobox randomly inside some buildings in a define area) first i ve got this script to spawn some amobox , it spawn atrigger around each amobox with a marker this part seems to be ok with some tweaks i think... // _null = [] execVM "scripts\SPAWN_Boxtriggers.sqf"; // wip script but working! if (isServer) then { countboxtrigger = 0;// set boxtriger counting to zero _chancedispersion = 0.002; // afect the dispesion on map! _boxpawned = 0; // set count to 0 _maxboxspawned = 6; // max num to spawn _houseList2 = getmarkerpos "centerzone" nearObjects ["House",1500]; while {_boxpawned <= _maxboxspawned} do { { if( (random 1) < _chancedispersion) then { _c = 0; while { format ["%1", _x buildingPos _c] != "[0,0,0]" } do {_c = _c + 1}; if (_c > 0) then { _ranNum = floor(random _c); _cratelist = ["HLC_AK_ammobox","HLC_AK_ammobox"]; _crateselected = selectRandom _cratelist; _crate = _crateselected createVehicle [0,0,0]; _crate setPos (_x buildingPos _ranNum); _crate setdir random 360; //[_crate] execVM "scripts\fillcrate.sqf"; //[_crate] execVM "scripts\create_crate_triggers.sqf"; _newMarker0 = createMarker [format ["marker0b%1", _forEachIndex], getPos _crate]; _newMarker0 setMarkerShape "ICON"; _newMarker0 setMarkerType "mil_triangle"; _newMarker0 setMarkerColor "Colorgreen"; _newMarker0 setMarkerSize [0.3,0.3]; _trg = createTrigger ["EmptyDetector", getPos _crate]; _trg setTriggerArea [3, 3, 0, false]; _trg setTriggerActivation ["WEST", "PRESENT", false];//not repeat =false! _trg setTriggerStatements["(Player in thislist or Vehicle Player in thislist)","_trx[thisTrigger]execVM'scripts\boxtrigger_activated.sqf';",""]; _trg setTriggerTimeout [0, 0, 0, false]; _boxpawned = _boxpawned + 1; }; sleep 1; }; } forEach _houseList2; }; }; and the other part when the spawned traigger is activated i need some help to * finish them to hend properly for all players the mission by creating a clean MISSION_OUTRO.sqf * show corectly for each players how much boxes are already found (when trigger activated) * and is it possible to create a mp task for exemple to show first amobox zone to reah it as a task and after it create task on box 2 up to the max zone to reah or is it too hard? the goal is just to have 2 or 3 smalls scripts to add objective (force groups players to cross around the map) to play with Vandeason & ravage, for now im making this template on Grozny winter lov this ambiance too much.. will be happy to share some idea or to get some help..
  3. thanks a lot pierremgi..but still the problem is... i test this mission in lan with my son.. i declare in init.sqf for exemple " playerwaypointcount = 0; " and in my script each time any player cross the trigger it does " playerwaypointcount = playerwaypointcount+1;" in the script i ve got // playerwaypoint_COUNTING // // declare first in init.sqf _MAXplayerwaypointcount = 0; // // this script is executed by triggers exec placed in eden editor // // _null = [] execVM "scripts\playerwaypoint_COUNTING.sqf"; _delay =60; _MAXplayerwaypointcount = 3; // declaring hom many trigger must be activated playerwaypointcount = playerwaypointcount+1; // this info must be shown to all player!! but not??? hint parseText (format["founded boxes<br/><br/> %1", playerwaypointcount]); if (playerwaypointcount > _MAXplayerwaypointcount )then { // exec outro script to end mission _null = [] execVM "scripts\OUTRO_win.sqf"; }; // delay to loop the script sleep _delay; _null = [] execVM "scripts\playerwaypoint_COUNTING.sqf"; i know parse text maybe not best way to show infos to all players? but how can i do, even for my outro script in case of victory wich is the best way to hend the mission corectly for all player?
  4. hello, great stuff an amazing ambiance with novice knowledge for the player.. thanks for all of us 😉 just a small questions.... is there a way to pass some arrays from my mission init in state of using in game (copy poaste )option?? ex; i would like to pass some customs arrays from rhs or cup like custom rifles or custom clothes classname list.... and the last question if i let active the ravage mod for the sombies spawner how can i desactivate the spawn of some bandits from ravage? even without ai module i can found some bandits spawned?
  5. thanks all for the reply, then if i hunderstand with the trigger (NOT SERVER) the SQF runs on all machine , ok then no need remote exec for showing messages to all players { playMusic _typeMusic; ext = format ["<t size='0.6'>" + "GREAT" + "</t>" + "<br />" + "<t size='1'>" + "ONE MORE" ]; [_text,0.01,0.01,15,-1,0,90]spawn bis_fnc_dynamicText; } forEach allPlayers; // no need the forEach allPlayers? correct no need the forEach allPlayers? correct? and for the markers they are placed from editor as 4 zones to reach to win the mission.. by this way i can chose in editor where to place it and normaly the script does the job... but if you have smplest way to do ex .. in the trigger init its super fun to play with Vandeanson & ravage and that make you travel across the map a bit waitUntil { sleep 3; ( (triggeractivated trig_1) && (triggeractivated trig_2)&& (triggeractivated trig_3)&& (triggeractivated trig_4) ) }; _text = format ["<t size='1.4'>" + "OBJECTIF COMPLETED" + "</t>" + "<br />" + "<t size='1'>" + "GOOD JOB SOLDIER!" ]; [_text,0.01,0.01,15,-1,0,90]spawn bis_fnc_dynamicText; sleep 10; _text = format ["<t size='0.8'>" + "hope you enjoy" + "</t>" + "<br />" + "<t size='1'>" + "see next operation.." ]; [_text,0.01,0.01,15,-1,0,90]spawn bis_fnc_dynamicText; ["end1", true, true] call BIS_fnc_endMission; still wip 😉
  6. hi guys i have same small problem to solve // on trigger init called names: trig_1 trig_2 trig_3 trig_4 // _trgactvted=[thisTrigger] execVM "scripts\SPAWN_TASKactivated.sqf"; if (!isServer) exitWith {}; _trigractivated = _this select 0; /// this part working great only on my pc // Find the nearest marker(generaly an objectif marker) to delete him & replace by a new one for everybody _nearestMarker = [allMapMarkers, _trigractivated] call BIS_fnc_nearestPosition; deletemarker _nearestMarker; // this marker part working great on all pc _m3 = createMarker [format ["mrk%1",random 100000],getpos _trigractivated]; _m3 setMarkerShape "ICON"; _m3 setMarkerType "mil_triangle"; _m3 setMarkerColor "Colorblack"; _m3 setMarkerText "CLEAR"; _typeMusic = [ "LeadTrack04_F","LeadTrack06_F","LeadTrack03_F_EPB"] call BIS_fnc_selectRandom; /// this working great but only on my pc { //set music playMusic _typeMusic; ext = format ["<t size='0.6'>" + "GREAT" + "</t>" + "<br />" + "<t size='1'>" + "ONE MORE" ]; [_text,0.01,0.01,15,-1,0,90]spawn bis_fnc_dynamicText; } forEach allPlayers; it a small work im doing for lan with my son, the problem are: * i cannot delete nearest marker on all machine. the new marker created is ok for all (to show ex task done) but old one present on map at mission start is not deleted?? * the second is the Bis_fnc_dynamicText can anybody tell me a nice way for exemple to show proper text or play a song to all players when triger is activated? i know a bit how to script but more in sp if someone can help it will be nice..
  7. hey thanks just pick up the infos ;)
  8. hi, and if i wanted to use only gau 30mm on a spawned rhs a10 can i remove all amunition and then re add only 30mm amos?
  9. thesnypr

    CAS on mapclick

    if(isNil "chopGunner_script")then{chopGunner_script = false;}; // debug message if(chopGunner_script)exitwith{cutText [format["chopGunner_script allready running!"], "PLAIN DOWN"];}; //check if runn1ng chopGunner_script = true; // selection of air types _typechopper = ["RHS_A10","RHS_A10"] call BIS_fnc_selectRandom; // position to spawn //_spawnPoschop = markerPos "helo1_spawn_marker"; // old vesrion with markers _spawnPoschop= [getpos player, 1000, 1400, 0, 0, 0, 0] call BIS_fnc_findSafePos; //debug marker spawn pos spawnPoschop = createmarker ["spawnPoschop",_spawnPoschop]; //debug if (debugModeMASTER) then { spawnPoschop setMarkerType "o_art"; spawnPoschop setMarkerColor "ColorRed"; spawnPoschop setMarkerText "spawnPoschop"; spawnPoschop setMarkerSizeLocal [0.6, 0.6]; }; // create chopper in air _creation = [_spawnPoschop, -90,_typechopper, independent] call bis_fnc_spawnvehicle; heloGroup = _creation select 2; helo = _creation select 0; {_x setskill ["spotDistance",0.88]}forEach crew helo; {_x setskill ["aimingAccuracy",0.11]}forEach crew helo; // combat mod crew heloGroup setBehaviour "AWARE";// AWARE,combat, safe, etc.. heloGroup setCombatMode "RED";//blue, yellow, green // *combat height //helo flyInHeight 120; // *unlimited ammos for the chopper helo addeventhandler ["fired", {(_this select 0) setvehicleammo 1}]; // *sending to player zone //[heloGroup,getpos player,1300] call CBA_fnc_taskPatrol; //[group _unitu1, getmarkerPos "batlefield", 250] call bis_fnc_taskPatrol; [heloGroup, getmarkerPos "batlefield", 750] call bis_fnc_taskPatrol; // patrol timming sleep 300; _DEspawnPoschop= [getmarkerPos "batlefield", 4000, 5000, 0, 0, 0, 0] call BIS_fnc_findSafePos; //debug marker despawn pos DEspawnPoschop = createmarker ["DEspawnPoschop",_DEspawnPoschop]; //debug if (debugModeMASTER) then { DEspawnPoschop setMarkerType "o_art"; DEspawnPoschop setMarkerColor "ColorRed"; DEspawnPoschop setMarkerText "dspwnchpr"; DEspawnPoschop setMarkerSizeLocal [0.6, 0.6]; }; // creation destination final _waypoint1 = heloGroup addWaypoint [ (markerPos "DEspawnPoschop"), 500]; _waypoint1 setWayPointBehaviour "CARELESS"; _waypoint1 setWayPointSpeed "full"; _waypoint1 setWayPointType "MOVE"; _waypoint1 setWayPointCombatMode "WHITE"; _waypoint1 setWaypointStatements ["true", ""]; //_wp setWaypointStatements ["true", "(your script here)"]; sleep 50; // first condition if(getmarkerPos "batlefield" distance getpos helo > 2500 or (getDammage helo > 0.7))exitwith {deleteMarker "spawnPoschop";deleteMarker "DEspawnPoschop"; chopGunner_script = false;}; // second condition waitUntil { (getmarkerPos "batlefield" distance getpos helo > 2500)or (getDammage helo > 0.7) }; sleep 5; {deleteVehicle _x;}forEach crew helo; //deleteVehicle _unit1airchopper; //deleteVehicle _unit2airchopper; deleteVehicle helo; sleep 10; deleteMarker "spawnPoschop"; deleteMarker "DEspawnPoschop"; sleep 20; chopGunner_script = false;
  10. thesnypr

    How to use ModuleCAS_F

    hi all any idea to help me i ve been searching but nothing, i ve made a script pack and wanted to add just like a bomb run with RHS A10 my scrip calculate numbers of ia on each side and launch other stuff like mortars and so... the thing i just want to do like i did on my own vehicle spawn script (tank, car...) is at the end of previus time i need to despawn the aircraft.... with cars or other i just gave a random point faraway, give command to move to & destroy it with a distance condition, how can i aply it to plane spawned by the module, i mean just found name of it and send it away of the action zone?
  11. thesnypr

    CAS on mapclick

    hi, i had the same problem with a script i ve made some times ago and plane or chopper did the same, turning around like they cannoy reach teyr waypoint, did you succeed to fix it (despawn the vehicle?)
  12. ha yes, iv just past it in a comment in steam thks, just need RHS (full) & Abriama map im using VcomAi (so nice) but the script version only at the base it was only SP i had a ambiance sound script that created a hempty helipad & play some songs but i don t found solution to make it work in MP??? hum so fun it was already written on the description ;) needed : * RHS (full) * Abriama map * RUGDSAI_A3 (optional but cool ) * JSRS soundmod (optional but cool ) * JSRS soundmod RHS AFR compatibility (optional but cool )
  13. hi all long time since scripting ;) back with this http://steamcommunity.com/sharedfiles/filedetails/?id=1255777321 a SP & MP batlefield style mission: description: * 2 team red vs blue * a warzone * a lot of imerssion tweaks for realism: * ai use flashlight thanks Jboy * ai talk thanks RUGDSAI & thanks Jboy * VcomAi do the rest * random amocahes * mortar script random amo & flare shooting * air flyby * fog script * color correction * side markers on map thanks Quiksilver * injuries script by Persian MO for the gameplay: i ve buit a script who calculate in a loop each unit on the batleground by side, where you can set the max amount of players ,the time to loop spawnscript .... it spawn group (random amount) in 3 random location for each side, with specific gears , each kill give point the first team with 50 kills win the match... a script is also calculate numbers of kills for the hend mission contition.. can someone give me feedback about it?
  14. hi , nice job would like to know how to add the fnc to unit spawned by script? { _null = [_x] execVM "VzR_SRIPTS\SPAWNS\SP_gearingEAST.sqf"; _x setskill ["aimingAccuracy",0.24] ; _x setskill ["courage",0.75] ; _x addEventHandler ["killed", killedEHandler]; _x addEventHandler ["killed",{_this execVM "VzR_SRIPTS\SP_killCountEast.sqf"}]; } forEach units spawnedEastInf ; or the script is already effectiv on each units by loop?