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IvosH_cz

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About IvosH_cz

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    CZ - Brno

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    https://steamcommunity.com/profiles/76561198029029000
  1. Update 2.0 - 10.12.2018 Let me proudly announce you WARMACHINE Chernarus - USAF vs AFRF WARMACHINE Takistan - USAF vs AFRF Required mods: CUP Terrains - Core CUP Terrains - Maps RHS - United States Armed Forces RHS - Armed Forces of the Russian Federation
  2. WARMACHINE - Game mode - SP/Coop/PvE/PvP

    Update 2.0 - 10.12.2018 Let me proudly announce you WARMACHINE Chernarus - USAF vs AFRF WARMACHINE Takistan - USAF vs AFRF Required mods: CUP Terrains - Core CUP Terrains - Maps RHS - United States Armed Forces RHS - Armed Forces of the Russian Federation
  3. Update 1.95 - 6.12.2018 FIXED: Stack in the black screen "CREATING MISSION", script start.sqf stopped in the part for creating sectors. (line:909) Thak you Larrow
  4. Sector Module Scripting

    Thank you Larrow. You are awsome. Your test mission is great example. Here is how i solve it in my case. All credits goes to Larrow. //CREATE NEW SECTOR // pos-array, nameF-string, taskF-string, sideW=west, sideE=east // global variables created by another scripts "ModuleSector_F" createUnit [pos,createGroup sideLogic,format [" sectorF=this; //to set variable name this setvariable ['BIS_fnc_initModules_disableAutoActivation',false]; this setVariable ['name',nameF]; this setVariable ['Designation','F']; this setVariable ['OwnerLimit','1']; this setVariable ['OnOwnerChange','[] call wrm_fnc_aiMove;']; //another custom function this setVariable ['CaptureCoef','0.05']; this setVariable ['CostInfantry','0.2']; this setVariable ['CostWheeled','0.2']; this setVariable ['CostTracked','0.2']; this setVariable ['CostWater','0.2']; this setVariable ['CostAir','0.2']; this setVariable ['CostPlayers','0.2']; this setVariable ['DefaultOwner','-1']; this setVariable ['TaskOwner','3']; this setVariable ['TaskTitle',nameF]; this setVariable ['taskDescription',taskF]; this setVariable ['ScoreReward','0']; this setVariable ['Sides',[sideE,sideW]]; this setVariable ['objectArea',[50,50,0,false ]]; "]];
  5. WARMACHINE - Game mode - SP/Coop/PvE/PvP

    Good news. We are back on the road. Update 1.95 - 6.12.2018 FIXED: Stack in the black screen "CREATING MISSION", script start.sqf stopped in the part for creating sectors. (line:909) Thak you Larrow
  6. Virtual arsenal - Version for RHS_USAF vs. RHS_AFRF INSTRUCTIONS: In editor: Place any object. For example supply box. Add variable name in the object properties. For west side (USAF) use - wAmmo east (AFRF) - eAmmo add/edit files and folders in the mission folder: “mission folder”/ description.ext initServer.sqf init.sqf initPlayerLocal.sqf onPlayerRespawn.sqf “mission folder”/functions cfgFunctions.hpp “mission folder”/functions/client fn_arsenal.sqf fn_arsInit.sqf
  7. Sector Module Scripting

    Thank you. I will try it (hopefuly this night) and report back.
  8. Sector Module Scripting

    You mean to change it to: //Wait until sector is initialised waitUntil { (!isNil (sectorA getVariable ["finalized", nil])) && (!( sectorA getVariable [ "finalized", true ])) }; Thank you for your reply. And thanks for WARLORDS, It's a great game mode.
  9. WARMACHINE - Game mode - SP/Coop/PvE/PvP

    Bad news. Creating sector module by script doesn't work after update 1.86. (Worked before 1.86) Cause stack in the black screen "CREATING MISSION", script start.sqf stack in the part for creating sectors. (line:909) Pleas, if anybody can, help me. Thank You. Links: BiForums FeedbackTracker
  10. Sector Module Scripting

    Hello Firstly thank you guys for this topic and examles it helped me a lot. Thank you Larrow for your script. Now I woul like to ask you for help. I used this script for creating sectors in my missions (game mode) WARMACHINE. Creating sector module by script after mission start doesn't work after update 1.86. (Worked well before 1.86) If you can tell me what changed in the moduleSector, or how to change the script to work again, I'll be glad. I spend one year by developing this missions. And now core mechanics doesn't work. Thank You for your help. Steps to reproduce: In EDEN editor: Place unit for player Place object, set variable name: objectAlpha save place script <sector.sqf> into the mission files sector.sqf: //Create the sector logic _pos = getPos objectAlpha; sectorA = (createGroup sideLogic) createUnit ["ModuleSector_F",_pos,[],0,"NONE"]; //Default setting, which are optional sectorA setVariable ["CostAir","0.1"]; sectorA setVariable ["CostInfantry","0.1"]; sectorA setVariable ["CostPlayers","0.1"]; sectorA setVariable ["CostTracked","0.1"]; sectorA setVariable ["CostWater","0.1"]; sectorA setVariable ["CostWheeled","0.1"]; sectorA setVariable ["DefaultOwner","-1"]; //"-1" = None, "0"= West, "1" = East, "2"= independent sectorA setVariable ["Designation","A"]; sectorA setVariable ["Name","ALPHA"]; sectorA setVariable ["OnOwnerChange",""]; sectorA setVariable ["OwnerLimit","1"]; sectorA setVariable ["ScoreReward","0"]; sectorA setVariable ["TaskDescription","Capture sector ALPHA"]; sectorA setVariable ["TaskOwner","3"]; sectorA setVariable ["TaskTitle","ALPHA"]; //Set the sides for the sector sectorA setVariable ["sides",[west, east]]; //Wait until sector is initialised waitUntil { !isNil { sectorA getVariable [ "finalized", nil ] } && { !( sectorA getVariable [ "finalized", true ] ) } }; //A size for the trigger _trgSize = 50; //Set the trigger size on the sector sectorA setVariable [ "size", _trgSize ]; //Make the module update its trigger [ sectorA, [], true, "area" ] call BIS_fnc_moduleSector; //Unfortunately the sector has not been written to also update its marker so.. //Get the modules trigger _trg = ( sectorA getVariable "areas" ) select 0; //Get the triggers marker _mrk = ( _trg getVariable "markers" ) select 0; //Update the markers size _mrk setMarkerSize [ _trgSize, _trgSize ]; Start mission Run script: [] execVM "sector.sqf"; script stops at line 26 (//Wait until sector is initialised) Links: Feedback tracker WarMachine missions Thank You for your help.
  11. WARMACHINE - Game mode - SP/Coop/PvE/PvP

    Hint. Do you know where it is?
  12. WARMACHINE - Game mode - SP/Coop/PvE/PvP

    Hello. I'm glad you like it. If you plan to play this misssion count me in. You can also join our DISCORD to get more teammates. I will be very happy to join you. About driving. It's recommended for this selection. create AO manually and place BASE near the road. AI will struggle if they can't find road close by. I also added function to force driver of the APC to move into the objective (1.08 update). They didn't react immediately. Squad boarding truck didn't have this issue. If you find any bug let me know. (Best on the discord). Be sure, you have got last version 1.09 (26.11.2018) About RHS and CUP..................stay tuned for a small surprise :-)
  13. Update 27.11.2018 Instructions and scripts updated. Works properly for hosted and dedicated servers. Send me feedback. Thank you.
  14. WARMACHINE - Game mode - SP/Coop/PvE/PvP

    Update 1.09 - 26.11.2018 Virtual arsenal reworked. Finally works properly for hosted and dedicated servers. Arsenal can be selected in the lobby parameters. Disabled, / Enabled - Recommended (Filtered by side and combat role) / Enabled - Full arsenal (No restrictions) Aded WM_readme.txt into ZIP file
  15. WARMACHINE - Game mode - SP/Coop/PvE/PvP

    Update 1.08 - 20.11.2018 Autonomous AI improved, Squad boarded APC didn't move to objective. Fixed. Number of tickets decreased by 1/3, better duration of one game. Automatic parameters selection changed. For better experience. Time of day adjusted for all terrains properly (dawn, dusk)
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