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kvntvan

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Everything posted by kvntvan

  1. Does anyone know if there is an addaction condition that checks if a player is piloting a jet/helicopter ? this is what I have so far, just needs a condition player addAction ["<t color=""#33f6ff"">" +format["Spawn Enemy Jets"],"jetspawn.sqf" ,nil,0,false,true,"", "CONDITION GOES HERE",-1];
  2. its not made from RHS, its made from some guy named bludklot and I think he unofficially joined RHS later on after making that map so he changed the name. I don't think RHS has any plans to make Vietnam era units.
  3. Is there anyway to delete objects that don't have a class name and aren't deleted by the hide objects module? In the campaign I'm running, my guys just destroyed a bridge. It didn't actually blow up in game so I told them that I'd just get rid of it in the editor for next time, but when I use the hide terrain object module it doesn't disappear, and when I try to find a class name to reference so I can delete it other ways, no class name exists. It seems the bridge is just built into the terrain. Is there anyway to get rid of it or do I just have my players pretend that its destroyed? this is the bridge in question.
  4. *EDIT* Nevermind, all I had to do was delete the semicolon and it did NOT delete the other bridges so great it works perfectly. Thank you very much!
  5. Its a mod map called Prei Khmaoch Luong, or RHSPKL. This is the workshop link https://steamcommunity.com/sharedfiles/filedetails/?id=1978754337
  6. Would anyone know if theres any way to add ace night vision settings to a non-compatible NOD? I ask because the UNSUNG mods has period accurate starlight scope NODs but they arent effected by ace nvg settings and I'd like to change that if possible. 1st gen NODs should be grainy and cruddy but the UNSUNG starlight scopes are just vanilla ARMA "green daylight"
  7. I was just curious if its possible to take a screenshot using an addaction. Ive got an idea for a recon OP where players take photos of the target site, I know theres a no brainer work around of just taking normal screenshots through steam but my mod pack has this camera item and I wanted to make a script that adds a "take photo" action to anyone with the camera item in their inventory so does anyone know if you can script screenshots or script a keypress to press f12.
  8. Hello, I'm trying to add a custom ace interaction to build a camp when certain conditions are met by the player. However I do not want them to be able to build a second camp after the first is already built, I thought the easiest way to accomplish this was by setting a publicvariable to true and to only have the action available when the variable was false. this is what the add ace interaction code looks like if !(hasInterface) exitWith {}; _condition = { ('murshun_cigs_lighter' in (VestItems player + Uniformitems player + backpackItems player)) && campspawn == false; }; _statement = { execVM "Camp_Script\spawn.sqf"; }; _build = ["buildcamp","Build Camp","\a3\ui_f\data\IGUI\Cfg\Actions\Obsolete\ui_action_fire_in_flame_ca",_statement,_condition] call ace_interact_menu_fnc_createAction; [(typeOf player), 1, ["ACE_SelfActions"], _build] call ace_interact_menu_fnc_addActionToClass; the part I'm having problems with is the second part of the condition, the entire code worked perfectly until I added this line && campspawn == false; additional things I added, I added this campspawn = false; publicVariable "campspawn"; into my init.sqf placed campspawn = true; into the end of my camp building script and campspawn = false; into my camp packing script. But I get this error when loading into the game It says the error is a missing ";" but I don't think thats the actual issue because I've tried it with and without semicolons and have tried semicolons in a few different places to no avail, so would anyone happen to know what I'm doing wrong?
  9. ah thank you guys that pretty much worked perfectly!
  10. Hello, I'm using a script to give my players an addaction that builds a small camp, however I'm having trouble with the objects spawning in the ground instead of at terrain height. I figured out how to make it conform to the terrains slope yet have not been able to figure out how to spawn it matching the terrains height. I've used several combinations of several commands like setposatl/getposatl/getterrainheightasl/setposworld/getposworld etc etc but have failed to produce anything that works. private["_objType","_objName","_unit","_unitName","_unitDir","_unitPos","_spawnTime","_spawnDistance","_action"]; _unit = _this select 0; _action = _this select 2; _unit removeAction _action; _objType = "Land_TentA_F"; _unitName = name _unit; _unitDir = direction _unit; _unitPos = position _unit; //Wait time till object is spawned, set 0 for instant _spawnTime = 5; _spawnDist = 6; obj1 = _objType createVehicle [0,0,0]; _unit playMove "AinvPknlMstpSnonWnonDnon_medicUp3"; sleep _spawnTime; obj1 setpos (_unit modelToWorld [0,_SpawnDist,0]); obj1 setdir (getdir player); obj1 setPosATL (getPosATL obj1); camp1 = obj1 addAction ["<t color=""#F8FF24"">" +format["Pack Up Camp"],"Camp_Script\pack.sqf"]; Theres part of the code I'm using, it all works perfectly until that second to last line where I try to set the object to terrain height. Does anyone know the proper scripting command I should be using to pull this off?
  11. thank you! obj1 setVehiclePosition [getpos obj1,[],0,"none"]; did the trick but i had to change none to "Can_Collide"
  12. still getting the zeus sound bug.
  13. hello I've got an issue with bad guys spawning on my dedicated server as irresponsive inanimate objects, I'm not using a script, just editor placed ai, with "dostop this;" in the init it looks like this when looking at it in zeus does anyone have a clue whats going on? i also noticed that if i leave the server and rejoin, they will be fixed and revert to normal opfor units
  14. Hello for a while I've had a strange bug with some light sources in my game, particularly the RCO and small distant lights and I was wondering if anyone had experienced similar or knew anything about this. it looks like this you'll notice the distant light and crosshair have a faint light surrounding them, that is the problem I am referring to and am hoping someone here might be able to fix.
  15. Hi this is a bit of a long shot but I'm trying to make a medical evac mission using ACE advanced medical and dragging/carrying and am having trouble with making AI units carryable I'm using this code [pat, true, [0, 3, 1], 10] call ace_dragging_fnc_setCarryable; [pat, true, [0, 1, 0], 45] call ace_dragging_fnc_setDraggable; sleep 3; [pat] call ace_medical_fnc_handleDamage_advancedSetDamage; pat setUnconscious true; [pat,selectrandom [0.3,0.4],selectrandom ["head","body","hand_l","hand_r","leg_l","leg_r"],selectrandom ["grenade","stab","bullet","explosive","vehiclecrash","falling","shell","backblast"]] call ace_medical_fnc_addDamageToUnit; [pat,selectrandom [0.3,0.4],selectrandom ["head","body","hand_l","hand_r","leg_l","leg_r"],selectrandom ["grenade","stab","bullet","explosive","vehiclecrash","falling","shell","backblast"]] call ace_medical_fnc_addDamageToUnit; to make an AI unit named "pat" carryable/draggable, than after 3 seconds, set it to unconcsious and give it a few random ACE wounds. the wounding is working fine but I only get the ACE interact action to carry/drag the AI unit 10% of the time. It works sometimes so I must be doing something right, does anyone have any idea what I'm missing?
  16. Hi there, I'm making a defense op where players will build a base during the day, than when finished building, will use an action to transition it to night time with a fade to black screen saying "13 hours later". I've got this working when i test it on the editor but when i try it on a dedicated server it only works for the person who executed the action. Can anyone point out what I'm doing wrong here? this is the script that the action activates cuttext ["13 HOURS LATER", "BLACK FADED", 999]; "scripts\time.sqf" remoteexec ["execvm"]; (A SCRIPT I'M USING TO CHANGE THE TIME) "scripts\weat.sqf" remoteexec ["execvm"]; (A SCRIPT I'M USING TO CHANGE THE OVERCAST) sleep 1; cuttext [" ","BLACK IN",4]; removeAllActions commander1; (REMOVES THE TIME CHANGE ACTION) I used if (isserver) then {} but it made it so that the action wouldn't even work
  17. Hi I'm creating a vehicle firing range for a training camp map I'm making for my group and am using code made by the magnanimous Larrow (that I slightly changed to suit my purposes) in order to spawn vehicles using bis_fnc_garage this addAction ["<t color='#1C56D3'>Create Vehicle</t>", { _pos = getmarkerpos 'spawnspot1'; _vehicle = createVehicle [ "Land_HelipadEmpty_F", _pos, [], 0, "CAN_COLLIDE" ]; ["Open",[ true, _vehicle ]] call BIS_fnc_garage; }]; however it allows players to spawn things like planes, helicopters boats and static weapons and I was wondering if there was a way to blacklist certain types of vehicles so it only spawns cars/trucks/armored. thanks for any help you can offer! also through further reading I'm hearing that bis_fnc_garage does not work in multiplayer and the vehicle can only be seen by the player that spawned it, is this still true?
  18. Hi there I'm trying to make a recon operation where BLUFOR has to locate several OPFOR camps hidden in a valley with a laser designator. I've got a few solutions working like this one isServer and count (allMissionObjects "LaserTargetW") > 0 but it doesn't work quite the way i'd like. i have 3 separate tasks for lasing 3 separate camps and the code above activates all tasks at once once i've lased "> 0" units. Is there anyways to make the trigger activate when i'm looking at a specific object or area/map coordinates?
  19. kvntvan

    TRYK's Multi-Play Uniforms

    hi i love the mod but is there anyway you can fix this? also i'm told a lot of the great looking plate carriers don't have armor values, is this true? and if so can it also be fixed?
  20. kvntvan

    RHS Escalation (AFRF and USAF)

    not sure if this has been reported to anyone yet, or how to report bugs, but it seems the ka-60 is broken. maybe i'm just late and its already been fixed https://a.pomf.cat/qrycwa.webm parts of the helo seem to just fall off when u try to get out. also what appears to be a futon grows from the cockpit
  21. kvntvan

    [Release] GOM - Ambient AA V1.2.1

    Hello, have you tested this script on a dedicated server? I'm making a mission where a signal intelligence team has to spoof a radar transmission to "bait" an AA gun into firing and revealing its position, clearing it for an arty strike. I have your script attached to one Tigris named "AA1" and a satellite phone named "hack" with an addaction code spoof = [[hack,["Spoof Radar Transmission","scripts\spoof.sqf"]],"addAction",true] call BIS_fnc_MP; that activates a script called "spoof.sqf" with your code in it and another line of code to show a hint _AA = [[aa1],1] execVM "GOM_fnc_ambientAA.sqf"; ["False Radar Transmission deployed","hint",true,true] call BIS_fnc_MP; it works fine in the editor and when I host my own MP server off my machine, but when I test it on our groups dedicated server the hint displays without the gun firing. would you happen to have any idea whats causing this?
  22. Hi, I made a simple script activated by an addaction that forces an AA gun to fire at an object in the sky to simulate AA gun tracers ["False Radar Transmission deployed","hint",true,true] call BIS_fnc_MP; sleep 3; bait enableSimulationGlobal true; bait hideObjectGlobal false; aa1 reveal bait; aa2 reveal bait; aa3 reveal bait; aa1 dotarget bait; aa2 dotarget bait; aa3 dotarget bait; aa1 dofire bait; aa2 dofire bait; aa3 dofire bait; with the "bait" object being a BLUFOR drone and the "aa1/2/3" being CSAT Tigris AA vehicles. it is supposed to be part of a mission where a signal intelligence team spoofs a false radar transmission to bait an AA battery into firing and revealing its position, thus allowing for a spec ops team to call in an arty strike on the AA battery, allowing airborne units to paradrop onto the nearby airfield. (see webm : https://a.pomf.cat/brnrxj.webm ) Everything works as intended in my own hosted server off my machine and in the editor, but when I try to upload it to my groups server, nothing works except for the "False Radar Transmission Deployed" hint. Would anyone happen to know why this works on my machine but not on our dedicated server? I've already tried to put it in a "if (isServer) then { };" wrap as a friend suggested but still nothing works. Otherwise would anyone happen to know another way to get an AA gun to fire into the sky that would work on a dedicated server?
  23. thank you for the suggestion, unfortunately, using an sqf file and the execvm code is exactly how I had originally implemented the script. thank you! I did see it down there I will surely give it a try when I get home
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