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elthefrank

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About elthefrank

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  1. good afternoon guys, hello to all, I come here asking for help, I am trying to create a triguer where the access to zeus is blocked, that is, I can not enter or edit anything in that area, and seen that it can be done from the editor using the zeus modules, but I wanted to know if it can be done through a scripts? and the second is if you can configure the server, with server.cfg, from a script starting the mission, such as placing it inside the init and read the server configuration and apply it?
  2. I understand Mr. Devastator, could you help me create it? since you are the best person to help me, the scripts of the submarines are yours: /, please help me
  3. Exactly what I'm trying to create is a script with which I could be able to use that script for that route, for the submarine to submerge or place a waypoint manual, but if the waypoint is _wp and the group is enemi_6, then it is necessary to know how to call the scripts with your route, on the other hand maybe if you create a variable that contains what is necessary for the scritps to be fulfilled within the same waypoint scritps you can work ?: wpSub35Depth = (script content); _wp = grupo enemi_6 addWaypoint [getMarkerPos marker1, 1]; [grupo enemi_6, 1] setWPPos getMarkerPos marker1; [grupo enemi_6, 1] setWaypointType 'wpSub35Depth'; [grupo enemi_6, 1] setWaypointSpeed 'FULL'; Could this be valid?
  4. what happens is that I am creating a scripts where the submarine will move to certain positions when conditions are met, the conditions will be in the scritps, then the route points will be as follows: _wp = group enemi_6 addWaypoint [ getMarkerPos marker1, 1]; [ group enemi_6, 1] setWPPos getMarkerPos marker1; [ group enemi_6, 1] setWaypointType 'move'; [ group enemi_6, 1] setWaypointSpeed 'FULL'; Sleep 300; _wp = group enemi_6 addWaypoint [ getMarkerPos marker2, 1]; [ group enemi_6, 1] setWPPos getMarkerPos marker2; [ group enemi_6, 1] setWaypointType 'move'; [ group enemi_6, 1] setWaypointSpeed 'FULL'; So, when is it necessary to change the "movement" for the HAFM waypoint, but is it possible to use a name that identifies it? please help me
  5. The HAFM waypoints have a name with which they can be identified ?, for example setWaypointType? as the default "move", "Cycle", "Destroy",? how could I call the HAFM waypoint, maybe with the name of the waypointType I could call it
  6. Thank you Mr. Devastator, I could already see the manual, but nevertheless, I am trying to make a scripts where everything is called from a variable, without placing anything on the map, just with the name of the submarine variable, and use the HAFM Custom Waypoints so that in a determined path the submarine navigates submerged, please help me to do it
  7. Thank you Mr. Devastator, where can I download the manual?
  8. Well, I know it's obvious that if it comes against the player, it will be submerged, but suppose I put a marker on it, something like this: _wp = group enemi_6 addWaypoint [ getMarkerPos marker1, 1]; [ group enemi_6, 1] setWPPos getMarkerPos marker1; [ group enemi_6, 1] setWaypointType 'move'; [ group enemi_6, 1] setWaypointSpeed 'FULL'; How could I do to call the submerging scripts?
  9. Good afternoon guys, hello to all of you, I have a question to see how you can help me, I am trying to create a scripts with addwaipoint to a submarine of sub mod, and I am trying to place the scripts so that in a journey it is submerged during the journey, then been doing this: _wp = group enemi_6 addWaypoint [ getPos player, 1]; [ group enemi_6, 1] setWPPos getPos player; [ group enemi_6, 1] setWaypointType 'move'; [ group enemi_6, 1] setWaypointSpeed 'FULL'; I have seen in the default waipoint of your HAFM mod that brings the line of the scritps which is the following: HAFM_Submarines_Config\scripts\wpPerDepth.sqf How can I call that scripts with enemy unit enemi_6 and submerge?
  10. Missile to specific position

    I could solve it for now, I already managed to create the torpedoes, I'll be doing tests
  11. Missile to specific position

    ok thanks @lordfrith Now I'm going to do something more complex, like I'm working on a boat, I'm trying to create a torpedo system with the same scripts, so far I've put the torpedo and it works very well, only now the torpedo is an object and not ammunition, then try to put a ammunition and touch the water it explodes, it is something more complex this second part of the work
  12. Missile to specific position

    and another question bro, how do I change the speed of movement?
  13. Missile to specific position

    @lordfrith a question once the missile goes in the air, if the target ship moves, the missile will follow it, or will the missile fall in the previous position of the target?
  14. Missile to specific position

    Thank you very much @lordfrith I spent a lot of time trying to do this
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