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celtic_alliance

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About celtic_alliance

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  1. The game mode that is totally overlooked, except by joemac, is Advance and Secure. Very nice game mode...
  2. celtic_alliance

    End Game - Scenario Guideline

    Very nice guide, but for me the respawn points you can unlock don't work. I only have the standard one. I also find the instructions a tad unclear in the MGO section of the guide. You speak about triggers connected to something but what should be in the triggers? What should the triggers be connected to? I guess I'm just very picky when it comes to instructions. I followed the instructions, did not use any triggers I have to add, and everything works except the new respawn points.
  3. celtic_alliance

    CBA - Community Base Addons - ARMA 3

    Hey Viper, I just installed CBA RC7 to one of our servers, and installed the RC7 bikey to both our servers, and when we restarted the servers they would not show up anymore in the in-game browser and Steam server browser. Uninstalling CBA RC7 and removing the RC7 bikey fixed the issue. Just thought I'd let you know. Server version: Arma 3 1.44 Mods running on server #1 (the one we only installed the bikey to for testing purposes): ASR AI, CBA A3, TPW Suppression System Mods running on server #2: ASDG JR, ASR AI, CBA A3, C17A3, MBG Killhouses, RH Accessories pack, RH M4 / M16 pack, RH pistol pack, TPW Suppression System All mods are up-to-date, but once we installed CBA RC7 the problems started.
  4. celtic_alliance

    Insurgency

    Hey all, I figured I'd ask here since this is the official topic about Insurgency. A member of our clan is trying to add some code to the Insurgency 1.50 mission that automatically switches off any vehicle engine when the vehicle in question is left unoccupied for a certain amount of time, say 30 seconds. Can someone explain how to make this work? And maybe provide the names of the files we need to change to make this work, and maybe provide us with some example code?
  5. Hello everyone, I am not even sure if I can actually post this on these forums, or if this is posted in the right forum, but I'm trying to find two players that recently got banned for the wrong reasons on our public Arma 2: OA Celtic Alliance server. Or, if someone knows them, to ask them to pass this message to them. I only recall the name of one of them, Rexsos, but he was playing with some other player and one of our members made the stupid mistake of banning them both because she thought they were trying to teamkill her. She only realised too late she was wrong, immediately removed the bans but the damage had already been done. Some of you may now think why bother, there are plenty other servers out there, but it just doesn't sit right with us we banned players for the wrong reasons and will try our best to rectify that mistake. So, if anyone knows of a player called Rexsos can they please tell him we banned him and his buddy for the wrong reasons and have lifted the bans almost right away? I know this is a long shot but this is the only place I could think of to post about this. I saw his name pop up on the VETERANS-GAMING server running Insurgency, so if anyone of that community knows him it would be great if they could pass the message to him.
  6. Thanks Larrow. That works quite well. Thanks again for your help everyone.
  7. I totally do not understand what you mean. I have no scripting knowledge whatsoever.
  8. Well, I tried doing this myself but no go. I was able to spawn four vehicles and crew with BIS_fnc_spawnVehicle, and I think I added all of them to one group but... 1. I have no clue how to add waypoints to each vehicle. 2. I am not sure how to change the code to remove the units and vehicles when the Stop exercise action is selected. Here is what I have so far. //Server if ( isServer ) then { //Default variables vehicleWPMarkers = [ "VP0", "VP1", "VP2", "VP3" ]; //Array of markers for group waypoints vehicleSpawnedGroups = []; //Array to hold groups that have been spawned for exercise vehicleExerciseRunning = false; //Tell all machines 'vehicleExerciseRunning' is false publicVariable "vehicleExerciseRunning"; //Function to start/stop exercise, called remotely from client using laptop fnc_vehicleExercise = { //exercise state switch ( vehicleExerciseRunning ) do { //If true case ( true ) : { //Delete all spawned groups { { if !( isNull _x ) then { //If the unit is in a vehicle if ( vehicle _x != _x ) then { //Delete the vehicle deleteVehicle vehicle _x; }; //Delete the unit deleteVehicle _x; }; }forEach units _x; deleteGroup _x; }forEach vehicleSpawnedGroups; //Clear array vehicleSpawnedGroups = []; }; //If false case ( false ) : { //Spawn group _group = []; _grp1 = [ getMarkerPos "VEHSpawn", 270, "O_MRAP_02_hmg_F", east ] call BIS_fnc_spawnVehicle; _grp2 = [ getMarkerPos "VEHSpawn1", 270, "O_MRAP_02_hmg_F", east ] call BIS_fnc_spawnVehicle; _grp3 = [ getMarkerPos "VEHSpawn2", 270, "O_MRAP_02_hmg_F", east ] call BIS_fnc_spawnVehicle; _grp4 = [ getMarkerPos "VEHSpawn3", 270, "O_MRAP_02_hmg_F", east ] call BIS_fnc_spawnVehicle; [ _grp1,_grp2,_grp3,_grp4 ] join _group; //Add group to spawned array vehicleSpawnedGroups pushBack _group; //Give group some waypoints based on marker array 'vehicleWPMarkers' { ( _group select 2 ) addWaypoint [ getMarkerPos _x, 0 ]; [ ( _group select 2 ), 1 ] setWayPointBehaviour "SAFE"; [ ( _group select 2 ), 1 ] setWayPointSpeed "LIMITED"; [ ( _group select 2 ), 1 ] setWayPointFormation "COLUMN"; [ ( _group select 2 ), 1 ] setWayPointCombatMode "BLUE"; }forEach vehicleWPMarkers; }; }; //Exercise state is now the opposite vehicleExerciseRunning = !vehicleExerciseRunning; //Update all clients with exercise state publicVariable "vehicleExerciseRunning"; }; }; //Clients if ( !isDedicated && hasInterface ) then { //Store actionID on laptop VEH_Laptop setVariable [ "actionID", //Add action to laptop VEH_Laptop addAction [ "Start convoy ambush exercise", { //Ask server to START/STOP exercise [ [], "fnc_vehicleExercise", false] call BIS_fnc_MP; }, [], 0, true, true, "", //Use Action condition to ... //Update action text based on PVed 'vehicleExerciseRunning' //Only show action if user has variable of 'instructor' set to true " switch ( vehicleExerciseRunning ) do { case ( true ) : { VEH_Laptop setUserActionText [ _target getVariable 'actionID', '<t color=''#FF0000''>Stop convoy ambush exercise</t>' ]; }; case ( false ) : { VEH_Laptop setUserActionText [ _target getVariable 'actionID', '<t color=''#00FF00''>Start convoy ambush exercise</t>' ]; }; }; _this getVariable [ 'instructor', false ] " ] ]; };
  9. Right, so I have two nice challenges facing me then. And I don't know where to start :) 1. Set up a convoy of a maximum of four vehicles, including crew. I think I should first use createVehicle to spawn the vehicles, then spawn the units with createUnit or use BIS_fnc_spawnGroup, let them board the vehicles and add them all (vehicles + units) to one group. I have no clue how to get all this working though, but I'll give it a try. 2. Create that function. Again, I don't even know where to start. And 3, make it possible to clean up the destroyed vehicles and dead bodies. That is not a priority though.
  10. Basically I used the script you gave me for the infantry spawn and despawn, but changed the names of the variables in it to make sure it doesn't interfere with the infantry script. I also added some waypoint things to both scripts, such as combat mode etc. I just wanted to spawn a small vehicle convoy with Ifrits or something but somehow I couldn't find them in the ConfigFile so tried something else. With the script as it is it actually does delete the crew but not the vehicles. Here is what I have now. //Server if ( isServer ) then { //Default variables vehicleWPMarkers = [ "VP0", "VP1", "VP2", "VP3" ]; //Array of markers for group waypoints vehicleSpawnedGroups = []; //Array to hold groups that have been spawned for exercise vehicleExerciseRunning = false; //Tell all machines 'vehicleExerciseRunning' is false publicVariable "vehicleExerciseRunning"; //Function to start/stop exercise, called remotely from client using laptop fnc_vehicleExercise = { //exercise state switch ( vehicleExerciseRunning ) do { //If true case ( true ) : { //Delete all spawned groups { { if !( isNull _x ) then { {deleteVehicle _x} forEach crew _x + [_x]; }; }forEach units _x; deleteGroup _x; }forEach vehicleSpawnedGroups; //Clear array vehicleSpawnedGroups = []; }; //If false case ( false ) : { //Spawn group _group = [ getMarkerPos "VEHSpawn", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Armored" >> "OIA_TankPlatoon") ] call BIS_fnc_spawnGroup; //Add group to spawned array vehicleSpawnedGroups pushBack _group; //Give group some waypoints based on marker array 'vehicleWPMarkers' { _group addWaypoint [ getMarkerPos _x, 0 ]; [ _group, 1 ] setWayPointBehaviour "SAFE"; [ _group, 1 ] setWayPointFormation "COLUMN"; [ _group, 1 ] setWayPointCombatMode "BLUE"; }forEach vehicleWPMarkers; }; }; //Exercise state is now the opposite vehicleExerciseRunning = !vehicleExerciseRunning; //Update all clients with exercise state publicVariable "vehicleExerciseRunning"; }; }; //Clients if ( !isDedicated && hasInterface ) then { //Store actionID on laptop VEH_Laptop setVariable [ "actionID", //Add action to laptop VEH_Laptop addAction [ "Start convoy ambush exercise", { //Ask server to START/STOP exercise [ [], "fnc_vehicleExercise", false] call BIS_fnc_MP; }, [], 0, true, true, "", //Use Action condition to ... //Update action text based on PVed 'vehicleExerciseRunning' //Only show action if user has variable of 'instructor' set to true " switch ( vehicleExerciseRunning ) do { case ( true ) : { VEH_Laptop setUserActionText [ _target getVariable 'actionID', '<t color=''#FF0000''>Stop convoy ambush exercise</t>' ]; }; case ( false ) : { VEH_Laptop setUserActionText [ _target getVariable 'actionID', '<t color=''#00FF00''>Start convoy ambush exercise</t>' ]; }; }; _this getVariable [ 'instructor', false ] " ] ]; };
  11. Great! I got it working. I have two more questions though. 1. There are two instructors who need to be able to start the exercise. How can I achieve this? 2. Can you show me how to despawn a vehicle convoy? I tried myself but I think I got it wrong.
  12. Thanks man. That actually works quite well :) I didn't start it from the init.sqf though, I just used execVM in the laptop init to start it. Now I just need to change some bits to make sure I can use the same script for a vehicle convoy. Thanks again man :) ---------- Post added at 11:36 ---------- Previous post was at 11:20 ---------- One other question, how can I add colours to the addActions? The Start exercise needs to be green, the Stop exercise needs to be red. I tried doing it myself, but it doesn't work somehow...
  13. Sorry guys, I appreciate the help but I have no clue what you are talking about. I never scripted before, so I really do not understand what I should do and where. My level of knowledge in scripting is zero. So, here goes. I placed a laptop in the editor and gave it the name INF_Laptop in the NAME section when placing the laptop. In its init I added the following addAction code. Now, in the INF_patrol_start.sqf file I added the following code (and I think it is totally wrong, or at least parts of it are wrong). In the INF_patrol_stop.sqf file I added the following code. As I said I think I did it wrong somehow. Like, how do I pass arguments to a script using addAction? And, how do I give the spawned infantry or vehicle patrol a name to use in the scripts? So, any suggestions or even example scripts would be appreciated.
  14. Thanks both. I am not out of the woods though, as I just got word what exactly we need for that mission. I'll explain. Basically there is going to be two laptops, one to start and stop an infantry ambush exercise and another to start and stop a vehicle ambush exercise. Both exercises are supposed to be started and stopped by an instructor, and other players need to do the exercise. It also has to run properly on a rented server. Now, here is what I am now supposed to create :) Make it run properly in a multiplayer setting on our rented server. Create addActions on both laptops. This is quite easy, but what I don't really understand yet is how to remove the current addAction and replace it with another one. Basically what we want is to have a "Start .... exercise" addAction to start the exercise, but once the exercise has started for it to be replaced by a "Stop ..... exercise" addAction. And vice versa. When we start the exercise spawn an infantry squad, or small vehicle convoy. I know how to do this, I am using the BIS_fnc_spawnGroup for this. When we stop the exercise despawn the infantry squad or vehicle convoy. I have no clue how to do this. When we start the exercise the squad or convoy needs to follow a specific set of waypoints. I don't know though how to set this up in a script. We have no waypoints set in the mission, so I was thinking that maybe I should place markers with names and make the script use those when setting up waypoints? Hopefully someone can help me here :)
  15. Hello everyone. I am relatively new to scripting and I did search for what I'm about to ask but what I found didn't really fit the information I would like to find out. I am working on a training mission for my clan. In this mission at a certain point people need to ambush a patrol with mines. For that to work I want the patrol to wait somewhere out of sight, only to start moving a predefined route once the people in question used the addAction to start the exercise. I know how to add the addAction, and I do know how to put waypoints on the map in the editor but how do I make it so that once the addAction is used the patrol starts patrolling the waypoints? I hope someone can steer me in the right direction?
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