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yibbachester

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Everything posted by yibbachester

  1. So I have an idea in mind that I have no clue how to make, so I'd thought I'd ask you guys. I have searched online for a script like this, but all of them recharge the batteries on the small uavs without using an item, which I do not like. Also I do not desire to use a "Charge pad" script, because this is out in the field. My idea includes the following: -Designator batteries are used to recharge the uavs -Will be avaiable as an addaction while looking at the drone (assembled) -Some stock action to represent installing the batteries. -One Designator battery removed per charge. I am not that great of a scripter so I am hoping to see one of you guys come up with something. I would love to see how this script would look and hope to learn something from this
  2. FYI the event handler is persistent.
  3. It works! That a bunch dude! Will credit you for this code. Mind if i upload this script to Armaholic and credit you for it?
  4. Excellent! I will test this now and report back.
  5. It will be every darter that is put down. That is why I have no clue where to start :/
  6. I am currently trying to research to see how I can do this myself for the effort of learning, but Most of what I do not know how to do is how to have the "server" (not always going to be a dedi) monitor when a uav is assembled, and then add the action to it. I have a hunch that the eventhandler WeaponAssembled will need to be used, but I have no idea at this moment how to use it in syntax It needs to be run globally. Will try and figure out but if you have any suggestions that would be greatly appreciated.
  7. yibbachester

    Helicopter not responding to waypoints

    Never thought just the naming would make it not work, as only a waypoint script related to the name. Might just be a bug. Thanks though.
  8. This issue is driving me crazy. I have 4 helicopters, 2 are transport, and 2 have slinged loads. The helicopter in question is one of the slingload choppers. It used to work just fine a few days ago, one chopper is working fine and does its business, the other REFUSES to move. I have tried placing the player unit first before making the chopper so it does not conflict with stuff, and the waypoints are IDENTICAL to the other chopper that works. I have tried replacing all waypoints and replacing the helicopter. I am at wits end here. Any help would be appreciated. Linking the mission files here: https://www.dropbox.com/sh/atp1chks26nnl24/AACej60nR1K7OMvhHPNbKOJYa?dl=0 to clarify, trans_02 is the chopper that does not move. To see issue, join in as squad leader of the largest squad and look right.
  9. Confirming this still works. Was getting frustrated!
  10. Just for anyone who comes across this for ARMA 3: It works, but you have to change one line of code. You must go into the saved.sqf file and hit ctrl+f and type in {_m setMarkerType "dot";}; You need to change "DOT" to "HD_DOT". Otherwise the infantry will not show up on the map. Otherwise very useful script!
  11. I am trying to get 3 units to fire at a target for 15 seconds, rest for one minute, then repeat. my current code is as follows in a sqf file that i execute in a trigger with the code "this exec "firing_drill.sqf";" : _Fire = ["Fire_1", "Fire_2", "Fire_3"]; while {true} do [ _Fire dofire "TARGET"; sleep 15; dostop _Fire; sleep 60; ] ; Each Unit has this in there init: this setUnitPos "UP"; this addeventhandler ["fired", {(_this select 0) setvehicleammo 1}] The units are named FIRE_1, FIRE_2, FIRE_3 respectively The units do not fire at the target. Also, I have never made a looping script before, so I have no idea how to do so. Additionally, they do fire at the target but do not stop if i add this code to the trigger and remove the .sqf file: FIRE_1 dofire "TARGET"; //ETC FOR ALL 3 Sleep 15; dostop "FIRE_1"; //ETC FOR ALL 3
  12. yibbachester

    Firing drill script

    Also still getting the type script expected nothing error when adding this execVM "firing_drill.sqf" to a unit
  13. yibbachester

    Firing drill script

    So now this error (sorry for my noobness lol): 20:28:20 Error in expression < "Fire_2", "Fire_3"]; while {true} do { _x dofire TARGET; _x doTarget TARGET; sl> 20:28:20 Error position: <_x dofire TARGET; _x doTarget TARGET; sl> 20:28:20 Error Undefined variable in expression: _x
  14. yibbachester

    Firing drill script

    So I just executed the script in the init.sqf. I get this error: 20:21:11 Error in expression <_Fire = ["Fire_1", "Fire_2", "Fire_3"]; while [true] do { _x dofire TARGET; _x d> 20:21:11 Error position: <while [true] do { _x dofire TARGET; _x d> 20:21:11 Error while: Type Array, expected code 20:21:11 File C:\Users\Daniel\Documents\Arma 3 - Other Profiles\SPC%2e%20Kunz%2eD\mpmissions\Operation%20Birdie.Stratis\firing_drill.sqf, line 2
  15. yibbachester

    Firing drill script

    when i add that line it says "type script, expected nothing"
  16. yibbachester

    Firing drill script

    This did not work :( no errors are showing. to execute this script i use the command this exec "firing_drill.sqf"; is this incorrect maybe?
  17. I have made my first mission publicly available to the masses. It requires the Bystrica map to play. Objective is to recon the enemy occupied city of Cherno (at least that is what I think it is due to no map city names) and eliminate targets designated by the tasks assigned. Extract is not done my AI, so i would suggest having one man respawn when extract is required to get exfil back to the FOB. To end the mission, use radio trigger bravo. Feedback is appreciated! Link to steam workshop post: http://steamcommunity.com/sharedfiles/filedetails/?id=244006984 ---------- Post added at 21:02 ---------- Previous post was at 19:35 ---------- Dropbox link is also https://www.dropbox.com/s/m04jb9t7qsy48ky/Opeation_Bridgeline.Woodland_ACR.pbo Armaholic link Operation Bridgeline Co-22 It has been addressed to me that this also requires the arma 2 helicopter addon. I forgot to delete a dependency when I made this public. I will Correct this soon, but until now include this mod when running this mission: http://www.armaholic.com/page.php?id=24845
  18. Wow, it is never that simple....... BAHAHAHAHA. Thanks so much! ---------- Post added at 15:29 ---------- Previous post was at 15:15 ---------- Quick question, how can i make it to where the amoo boxes will have the ammo in them after they respawn?
  19. I made a script that will fill 3different ammo boxes from 3 separate presets i have defined on 9 different sqf's. 3 sqf's per ammo box. (light weight, nothing intensive to cause lag). Everything works fine cliend side, but when others look at the ammo box after the command is executed, they do not see anything in the ammo box. my Init file on the object which triggers the fill of the crates is such: this allowdamage false; this addAction["<t color='#355E3B'>Crate 1 Basic</t>","fill1basic.sqf"]; this addAction["<t color='#355E3B'>Crate 1 Explosive</t>","fill1expl.sqf"]; this addAction["<t color='#355E3B'>Crate 1 Attachments</t>","fill1attach.sqf"]; this addAction["<t color='#355E3B'>Crate 2 Basic</t>","fill2basic.sqf"]; this addAction["<t color='#355E3B'>Crate 2 Explosive</t>","fill2expl.sqf"]; this addAction["<t color='#355E3B'>Crate 2 Attachments</t>","fill2attach.sqf"]; this addAction["<t color='#355E3B'>Crate 3 Basic</t>","fill3basic.sqf"]; this addAction["<t color='#355E3B'>Crate 3 Explosive</t>","fill3expl.sqf"]; this addAction["<t color='#355E3B'>Crate 3 Attachments</t>","fill3attach.sqf"]; one of the .sqf files it pulls from is so: clearMagazineCargo ammo1; clearItemCargoGlobal ammo1; clearBackpackCargoGlobal ammo1; ammo1 additemcargo ["Toolkit",1]; ammo1 additemcargo ["Medikit",3]; ammo1 additemcargo ["FirstAidKit",20]; ammo1 addmagazinecargo ["30rnd_556x45_Stanag",10]; ammo1 addmagazinecargo ["30rnd_65x39_caseless_mag",10]; ammo1 addmagazinecargo ["20rnd_762x51_Mag",10]; ammo1 addmagazinecargo ["7rnd_408_mag",10]; ammo1 addmagazinecargo ["5rnd_127x108_mag",10]; ammo1 addmagazinecargo ["200rnd_65x39_cased_box_tracer",10]; ammo1 addmagazinecargo ["150rnd_762x51_Box_Tracer",10]; ammo1 addmagazinecargo ["30rnd_9x21_mag",10]; ammo1 addmagazinecargo ["1rnd_HE_Grenade_Shell",10]; ammo1 addmagazinecargo ["HandGrenade",10]; ammo1 addmagazinecargo ["100Rnd_65x39_caseless_mag",10]; I can't seem to get the command to execute from server side. I know i am a bit new, and my code is very simplistic. This is the very first code I have ever written from scratch. Please Help!
  20. this is my current init of my unit: null=[this] execVM "IgiLoad\IgiLoad.sqf";veh = [this, 60, 300, 0, FALSE, FALSE,"null=[this] execVM ""IgiLoad\IgiLoad.sqf"" nul = [this,""C9"",0.5] execVM ""mark_unit.sqf"""] execVM "vehicle.sqf"; the init of the vehicle are not being put on the vehicle on respawn. please help!
  21. this is my current init of my unit: null=[this] execVM "IgiLoad\IgiLoad.sqf";veh = [this, 60, 300, 0, FALSE, FALSE,"null=[this] execVM ""IgiLoad\IgiLoad.sqf"" nul = [this,""C9"",0.5] execVM ""mark_unit.sqf"""] execVM "vehicle.sqf"; the init of the units are not being put on the vehicle on respawn. please help!
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