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Danidan

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About Danidan

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  1. Helico taxi script

    _condition5 = { (isnil ar1) && (alive ar1) && {[_player, _target, []] call ace_common_fnc_canInteractWith} This not work?
  2. Helico taxi script

    _condition5 = { (alive ar1) && {[_player, _target, []] call ace_common_fnc_canInteractWith} }; _statementr = { [true] call pabst_fnc_radioFinder_action; }; myactionr2 = ['helir 2','Heli support A1','',_statementr,_condition5] call ace_interact_menu_fnc_createAction; [player, 1, ["ACE_SelfActions", "helir 1"], myactionr2] call ace_interact_menu_fnc_addActionToObject; myactionr3 = ['helir 3','DZ','',{call helibr1;},{true}] call ace_interact_menu_fnc_createAction; [player, 1, ["ACE_SelfActions", "helir 1","helir 2"], myactionr3] call ace_interact_menu_fnc_addActionToObject; myactionr3 = ['helir 3','BTB','',{call helibbtbr1;},{true}] call ace_interact_menu_fnc_createAction; [player, 1, ["ACE_SelfActions", "helir 1","helir 2"], myactionr3] call ace_interact_menu_fnc_addActionToObject; myactionr3 = ['helir 3','MOVE','',{call helibmover1;},{true}] call ace_interact_menu_fnc_createAction; [player, 1, ["ACE_SelfActions", "helir 1","helir 2"], myactionr3] call ace_interact_menu_fnc_addActionToObject; I don't understand. I wan't not add action Heli support A1 if i don't put ar1 (helico on the map).
  3. Helico taxi script

    Yop. I have terminate but i have a last problem. I have make script for 8 helico (4red/4blue) and i have a marker on each helico with this script: [] spawn { while {not isnull ar2} do { "Markr2" setmarkerpos getpos ar2; sleep 0.5; if (!alive ar2) exitWith {deletemarkerlocal "markr2"}; }; }; But if i Don't create helico ar4 i have a message error undefined variable! That is normal but how i can repare that?
  4. Helico taxi script

    Hello, Noobas question… I have I want to call only helia1 and not sqf…. How i can do? myaction3 = [['heli 3','DZ','', {execVM 'omtk\heli_support\heli.sqf';}, {true}] call ace_interact_menu_fnc_createAction; [player, 1, ["ACE_SelfActions", "heli 1","heli 2"], myaction3] call ace_interact_menu_fnc_addActionToObject; Thank's!
  5. Helico taxi script

    Hello, I have find and this work: _marker = createMarkerlocal ["Mark2",[0,0,0]]; _marker setMarkerColorlocal "ColorRed"; _marker setMarkerTypelocal "mil_dot"; _marker setMarkerShapelocal "ICON"; _marker setMarkerSizelocal [1,1]; _marker setMarkerTextlocal "FlightLeaderA1"; openMap [true, false]; titleText ["Press on map to DZ destination.", "PLAIN"]; onMapSingleClick { while {(count (waypoints group a1)) > 0} do { deleteWaypoint ((waypoints group a1) select 0); deleteMarker "destination_lz"; }; _m = createMarker ['destination_lz',_pos]; _m setMarkerType 'mil_pickup'; _m setMarkerColor 'ColorBlue'; _wp = (group a1) addWaypoint [_pos,100,1]; _wp setWaypointType 'TR UNLOAD'; _wp setWaypointStatements ["true", "a1 land 'LAND'; {_x setUnitPos 'middle'; _x setSpeedMode 'LIMITED'; _x setCombatMode 'YELLOW';}foreach units _grp1;"]; _wp setWaypointBehaviour 'CARELESS'; }; [] spawn { while {not isnull a1} do { "Mark2" setmarkerpos getpos a1; sleep 0.5; }; }; I have a new problem. Now when i click on the map the Dz move Always when i start one time the script.
  6. Hello Community, I need help. I would like to make a simple script to move and land a helicopter by clicking on the map. I added the functions to the ACE 3 menu of my mission. I create a helico a1 and a helipad h1. Here is the script that works but I do not succeed when I restart the script to reuse the function. (It works only once.) _marker = createMarker ["Mark2",[0,0,0]]; _marker setMarkerColor "ColorRed"; _marker setMarkerType "mil_dot"; _marker setMarkerShape "ICON"; _marker setMarkerSize [1,1]; _marker setMarkerText "FlightLeader"; openMap [true, false]; titleText ["Press on map to set destination.", "PLAIN"]; onMapSingleClick { _m = createMarker ['destination_lz',_pos]; _m setMarkerType 'mil_pickup'; _m setMarkerColor 'ColorBlue'; _wp = (group a1) addWaypoint [_pos,100,1]; _wp setWaypointType 'TR UNLOAD'; _wp setWaypointStatements ["true", "_veh land 'LAND'; {_x setUnitPos 'middle'; _x setSpeedMode 'LIMITED'; _x setCombatMode 'YELLOW';}foreach units _grp1;"]; _wp setWaypointBehaviour 'CARELESS'; onMapSingleClick ''; [] spawn { sleep 5; }; }; [] spawn { while {not isnull a1} do { "Mark2" setmarkerpos getpos a1; sleep 0.5; }; }; I would ideally erase the mark when the helicopter approaches and can recreate it to infinity to move it. I would also like the helicopter to stay on the ground until I order it to move. (I need use this in Multiplayer game.) An idea? Thank you very much in advance for the help!
  7. The script Don't work now?? i Schurch same for mp mission
  8. Realy cool! But not work in multy player. I cry! Tank's for this work
  9. Count color Marker

    Hello! Thank you for your help it is very considerable for a noob! On the other hand I do not manage to do what I want with this script. I have that this who in the air to work but how I can improve him because he seems to me very rustic. while { getMarkerColor "zonec" == "ColorRed"} do { [6, true] call omtk_setFlagResult; }; if (getMarkerColor "zonec" == "ColorBlue") exitWith {[6, false] call omtk_setFlagResult;}; waitUntil { sleep 0.00051; call omtk_sb_compute_scoreboard; call omtk_sb_start_mission_end; }; while { getMarkerColor "zonec" == "ColorBlue"} do { [5, true] call omtk_setFlagResult; }; if (getMarkerColor "zonec" == "ColorRed") exitWith {[5, false] call omtk_setFlagResult;}; waitUntil { sleep 0.00051; call omtk_sb_compute_scoreboard; call omtk_sb_start_mission_end; }; I do not know if I can simplify him(it)? I need to throw(launch) it to the end of the mission when the scordbord is thrown(launched). And the area can change every 30Sc. I don't if the "sleep" are at the right place? I while make "zonea", "zoneb", ect….
  10. Hello, I need help. I have 3 marker on the map and he switch in blue or red. I want to count red and blue marker at end of the game. But i Don't count colored marker? _count= count [MarkerColor "Colorred" == zonec, zoneb,zonea]; hint str _count; I count 3 but i have only one red marker!? Thank's
  11. Move marker and trigger

    @KC Grimes Ok, tanks. I thought I had to put that in my init files? execVM "customScripts.sqf"; @pierremgi It's easy. An empty trigger zone named "zone1" and would like to move it on the map several times when she is busy too long. I have a scorbord of my team that calculates the people inside at the end of the game. I think I found my solution is to have other trigger that moves the zone1 sur leur possition!?
  12. Move marker and trigger

    My goal is to have an empty trigger zone "zone1" with a mark on it that moves on the map after 10 minutes occupation of anybody and this X many time. Thank's!
  13. Move marker and trigger

    Re, I have try this in activation trigger : "cap1" setMarkerPos [6703,2970.23,0]; _pos = getMarkerPos "cap1"; zone1 setPos [6703,2970.23,0]; I tested on 2 minutes on the server and it works. I have to test on longer parts. If i want to move again this trigger and marker, it's possible? I teste this on mycustom.sqf: if (triggerActivated zone1) then { "cap1" setMarkerPos [6703,2970.23,0]; _pos = getMarkerPos "cap1"; zone1 setPos [6703,2970.23,0]; }; She dosn't work? What is my error?
  14. Move marker and trigger

    Ha.... How i can do that? Thank's a lot.
  15. Move marker and trigger

    I use a toolkit for my team. I need only a trigger zone with a name "zone1". Marker is only for players to know where the area to capture is. The toolkit make the calcul with personal in area of this trigger name in another script. I need only to move my "zone1" and marker on the map. Thank's
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