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About DesolateChris

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  1. I am pleased to announce that this unit is still growing at a great pace and are eagerly looking forward to introducing new people into the ranks!
  2. Hey so I've encountered a slight problem whilst placing ammoboxes... Basically, I want a default ruck box to refill after x seconds but I can't seem to get the script for this. I've searched the forums but all the posts about refilling ammoboxes give scripts for custom ammoboxes which is not what I want, I want to use the default ACE ruckbox but have it refill. I've tried sleep and refill delays but doesn't work. I'm guessing this is an easy fix but I'm not the best at scripting so please help :3 Thanks in advance :)
  3. Awesome! That works PERFECTLY, thank you so much for your help :D
  4. Good news and bad news :D Good news is, that worked! Only the desired number of units spawn now.. On the other hand, despite the trigger being ACTIVATED BY INDEP NOT PRESENT, it starts the trigger countdown on mission start, meaning the first wave of enemies comes in even if the Independent units within the trigger are still there...
  5. Hello, So I've started making a mission where you HOLD an area against waves of attacking enemies. Scripts all work, but only to an extent... As this is designed for multiplayer, unfortunately the script does not work properly as dependent on the number of players determines the number of enemies. E.G, if there is a group of infantry designed to spawn when a trigger is set off, if there are 5 players, it will spawn 5 groups of infantry on that position rather than just the desired 1 (as you can see this would be quite problematic as I have 2 tanks spawn in at some point in the mission). Here is the script I use which spawns in the units and gives them waypoints: _TaskGroup2 = [(getMarkerPos "SpawnPoint1"), EAST, (configFile >> "CfgGroups" >> "EAST" >> "BIS_TK_INS" >> "Infantry" >> "TK_INS_Group")] call BIS_fnc_spawnGroup; _wp1 = _TaskGroup2 addWaypoint [(getMarkerPos "wp1a"), 0]; _wp1 setWaypointType "SAD"; _wp1 setWaypointStatements ["true", ""]; _TaskGroup3 = [(getMarkerPos "SpawnPoint2"), EAST, (configFile >> "CfgGroups" >> "EAST" >> "BIS_TK_INS" >> "Motorized" >> "TK_INS_MotorizedGroup")] call BIS_fnc_spawnGroup; _wp1 = _TaskGroup3 addWaypoint [(getMarkerPos "wp2a"), 0]; _wp1 setWaypointType "GETIN"; _wp1 setWaypointStatements ["true", ""]; _wp2 = _TaskGroup3 addWaypoint [(getMarkerPos "wp2b"), 0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointStatements ["true", ""]; _wp3 = _TaskGroup3 addWaypoint [(getMarkerPos "wp2c"), 0]; _wp3 setWaypointType "GETOUT"; _wp3 setWaypointStatements ["true", ""]; _wp4 = _TaskGroup3 addWaypoint [(getMarkerPos "wp2d"), 0]; _wp4 setWaypointType "SAD"; _wp4 setWaypointStatements ["true", ""]; _TaskGroup4 = [(getMarkerPos "SpawnPoint3"), EAST, (configFile >> "CfgGroups" >> "EAST" >> "BIS_TK_INS" >> "Motorized" >> "TK_INS_MotorizedGroup")] call BIS_fnc_spawnGroup; _wp1 = _TaskGroup4 addWaypoint [(getMarkerPos "wp3a"), 0]; _wp1 setWaypointType "GETIN"; _wp1 setWaypointStatements ["true", ""]; _wp2 = _TaskGroup4 addWaypoint [(getMarkerPos "wp3b"), 0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointStatements ["true", ""]; _wp3 = _TaskGroup4 addWaypoint [(getMarkerPos "wp3c"), 0]; _wp3 setWaypointType "GETOUT"; _wp3 setWaypointStatements ["true", ""]; _wp4 = _TaskGroup4 addWaypoint [(getMarkerPos "wp3d"), 0]; _wp4 setWaypointType "SAD"; _wp4 setWaypointStatements ["true", ""]; Thanks in Advance ---------- Post added at 08:02 ---------- Previous post was at 07:25 ---------- Also the trigger is INDEP - Not Present - Once - OnAct is above script -
  6. Someone asked me if we're still recruiting - the answer is always yes!
  7. DesolateChris


    Hey to anyone that can help, here is a link to a thread I am having a few troubles with insurgency and need a hand Thanks in advance :) http://forums.bistudio.com/showthread.php?179746-Insurgency-Grids-won-t-go-green&p=2720036#post2720036
  8. DesolateChris

    Insurgency - Grids won't go green

    Firstly, thanks for your reply, it's much appreciated :) Unfortunately, I tried your exclusion_zone fix but now the mission doesn't run... It just gets stuck on the loading screen (I have placed the marker and replicated your code exactly). When I remove the added code then it works fine, it obviously doesn't like it heh. I'll send the mission file your way when I can Thanks again for your reply :)
  9. Hey there, So basically I have begun to create an insurgency mission on a map with some difficulty. Firstly, my initial problem was getting the red grids to show up over grids in a town. The reason this was a problem was because a lot of the map's buildings came from the OPX_Buildings mod pack which weren't recognised by Insurgency. I tried to edit the defines.sqf file to add in the buildings to spawn red grids but I had NO idea what the classnames were for the OPX Buildings and I could not find them anywhere. Instead, what I did was set EP1 Houses to true, meaning that all buildings would spawn a red grid and thus enemies // set EP1HOUSES to 'true' in order to have the param ignored and AI will spawn in every building, which got positions #define EP1HOUSES (configName(inheritsFrom (configFile >> "CfgVehicles" >> typeOf _x)) == "HOUSE_EP1") #define EP1HOUSES true This seems to work fine but now I have encountered further problems Firstly, since red grids spawn on ALL buildings now, my intended FOB at the airfield is now completely surrounded by red grids. Is there a way to set specific grids to be permanently neutralised and/or deleted without having to remove a whole classname of buildings? If not, how can I only remove that classname of buildings? Secondly, I want to customise the map a little bit and add red grids and enemy bases etc. wherever I want. To do this, I have created functions to spawn houses which will in turn spawn red grids In the function init: myBuilding = "Land_House_K_7_EP1" createVehicle position this; deleteVehicle this;myBuilding setdir 60; Where "Land_House_K_7_EP1" is the classname of the building I am placing. this works well, as the red grids spawn on the map. However, now it seems that units are not spawning in these customized locations. Despite no enemy units being present also, the grid cannot be neutralized by blufor. Thirdly, in towns it seems that enemies do in fact spawn, however, lone or grids in small clusters don't spawn enemy units at all and yet once again despite this, grids cannot be turned from red to green. *NOTE* I have never actually seen a grid turn green in my mission, so there is obviously something wrong with some scripts. Thank you for taking the time to read and I hope you can help me out because I've reached a dead end :( Thanks again
  10. All good now, I decided the best way to do it was to use the on Deactivation, works perfectly now. Regardless, thank you all for putting in the time and effort to help out :)
  11. I'm afraid there would need to be more than 4 triggers, as the area is an oval rather than a rectangle :/
  12. Hi everyone, So I'm making a basic pvp mission and I have added a world border where if the players leave, they will die (trigger). Now I am setting up a different trigger which will warn them when they are leaving. I currently have: Condition: on Act: So at the moment, when a player enters this trigger, they will receive the hint "Turn back now or die!". However, as I don't want to have to play 100 triggers all around the border, I want the hint to be displayed when a player LEAVES the trigger rather than when they enter it. I suppose this is possible but I'm not sure how I can do it? Thanks for your time.
  13. ATAF is an Australian based community dedicated to the ACE/ACRE mods in Arma 2 Operation Arrowhead (although we don't restrict ourselves solely to this). We are currently a growing community with 20+ active members and over 30 enlisted members but are still looking for applicants to join the ranks. Our unit consists of: -6th Royal Australian Regiment [6RAR] (Infantry) -6th Aviation Regiment (Australian Army Aviation/Helicopters) -RAAF (Royal Australian Airforce/Fixed Wing aircraft) -1st Armoured Division (Heavy Armour) -6th Cavalry Devision (Light Armour) -Special Air Service Regiment [sASR] (Special Forces) -2nd Commando Regiment (Special Forces) ATAF also has its own website and TeamSpeak3 Server (more info below). We are looking for applicants who are: -(Preferably) Over the age of 16 -Mature and responsible players -Able to follow orders of superiors -Able to follow a military standard as we are a tactical realism unit replicating the Australian Defence Force -Able to keep a cool head during combat -Willing to become a part of a friendly community [if you are under the age of 16 we do offer a cadet program for you, please contact -CAPT- Spartan on our website for more details] The mods you will need can be found on our website. To apply and/or find out more about ATAF, checkout our website: www.anzactaf.com/home
  14. DesolateChris

    How to remove ACE Spectator?

    I'm sorry I must be dun goofing then, but I'll PM it to you now
  15. Hey there, I'm assuming for an advanced scripter this will be relatively easy (I hope I'm right) Basically I want to set up a flagpole teleporter that will teleport players to a specified vehicle (in this case, a LAV-25A2 (HQ)). Thank you tonnes in advance :)