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wontial

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About wontial

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  1. Sounds like a great script. Care to share the spawnmanager with us DOA?
  2. oh...wow...I never thought this "==" would do the job... so simple and I had no idea. Guess I'll never forget the uses of this command. :) As for the unit class, I've made my own version of repairing vehicle and another repair action of the game's engineer class seemed redundant. And I couldn't figure out how to remove it, but now it doesn't really matter. Anyway, thank you so much for the advice Demonized, your replies have helped me time and again on other different threads too. Kudos to you.
  3. I feel bad about posting a thread twice a day, but I've searched the forum, armaholic, ofpec, wiki and looked up comrefs and tried to figure out on my own to no avail. Just a little bit of help and I'll be a very happy man :) I have an addaction command assigned to the init line of a tank named tankm. The code are as follows repair = this addAction ["Emergency Field Repair","repair\repair.sqf",[],1,false,true,"","(damage tankm > 0.5) && (engineer distance tankm) < 4 && (player == engineer)"]; So basically, I'm trying to get Emergency Field Repair action to pop up when all these criterias are met - Tank is efficiently damaged, the engineer is close to the tank, and only the engineer gets the action menu. On top of this, I want it so that the engineer receives the menu only AFTER when he exits the vehicle. Yes, currently the menu pops up even when he's in the vehicle and thats not a very desirable situation. I tried... engineer !in tankm, != engineer in tankm, unassignvehicle tankm, leavevehicle and few others...just not sure what codes are right for this situation.
  4. Hm...I didn't think about that before, but hearing from you now I think you're right. It would be much neater and less messy if I have the marker on the leader only. So yeah, I think having the marker on the group leader would be nice. :)
  5. Wow, that was really quick! Thank you for the help kylania! But I'm not sure I understand what you mean by making a loop for the marker creation code. Do you mean in the sense that it should be looped in certain time intervals so that the marker appears on the map as the player moves?? Because when I run this script in int.sqf it seems to attach to players as they move automatically.
  6. I'm trying to make a mission where there are several groups, and I am implementing a script called 'marker.sqf' that displays a dot and player name on map, as shown below. waituntil {(alive player)}; _unit = player; _nameP = name _unit; _markerobjp = createMarker [_namep,[0,0]]; _markerobjp setMarkerShape "ICON"; _markerobjp setMarkerType "mil_dot"; _markerobjp setMarkerColor "ColorGreen"; _markerobjp setMarkerText _nameP; _markerobjp setMarkerSize [1,1]; while {alive _unit} do { _markerobjp setmarkerdir (getdir _unit); _markerobjp setMarkerPos (getPos _unit); _markerobjp setMarkerText _nameP; sleep 1; }; deleteMarker _markerobjp; [] execVM "marker.sqf"; exit; Currently every players' marker appear on the map. I would like to change it so that the person belonging to a group can see only their group player's markers and hide any markers that are not in their group. So, for example Player1 in 'ALPHA' group can see markers of player2, and player3 that are in the same group, but can't see the marker of player4 who are in 'BRAVO' group. Hoping for some solutions. Thanks in advance~! --- I've made a mistake in the threat title - should've been marker instead of maker. Is there anyway to change it? I'm not really used to these forums...I can't even seem to delete my thread...hm...
  7. I'm not sure if this is a rare incident or a bug, but when we were playing the final mission, 'eliminate the enemy leader' mission, the enemy leader was invincible. Nothing would kill him, we tried running him over with vehicles, blasting with AT launchers and hundreds of headshots but he was like a super-zombie. Just wouldn't die lol. We were playing the latest version of the mission with ace mod.
  8. This is an awesome mission. The clan I'm in was looking for something just like this, and this is just perfect. Everybody here is loving it. However, many of our clan members are having minor difficulties with the mission since we're a non-english speaking clan and not many of us are fluent in English. There are lots of request for mission translation, so, er... we'd like to localize this mission if its ok with you.
  9. wontial

    PMC Deception

    Hmm...I also got curious as to whether there's a third ending, so with a little help I managed to shoot down the PMC helo and apache, destroyed the M1A1 and three APCs but didn't get to save Asano. And then nothing happened. So since the SUV was intact I drove to the Villa and killed every one of those PMCs and still nothing happened. I conclude that this is not how the mission was designed for :p You're destined to die!
  10. Beautiful. It works like a charm :) Bhaz, thank you for the nicely wrapped script and muzzle deadfast thank you for the additional advice, it achieved exactly what I had in mind.
  11. In my mission an engineer tries to repair an immobile tank while other crews try to protect him. The repair takes time (100s) and in the meantime insurgents try to flank them. At first I wanted to make a repair progress bar but in the end I just settled for repair percentage showing up with hint command. This is what I came up with - hint "Emergency Repair in Progress \n Protect the engineer at all cost!\n\n Repairing - 1%"; sleep 1; hintSilent "Emergency Repair in Progress \n Protect the engineer at all cost!\n\n Repairing - 2%"; sleep 1; hintSilent "Emergency Repair in Progress \n Protect the engineer at all cost!\n\n Repairing - 3%"; sleep 1; hintSilent "Emergency Repair in Progress \n Protect the engineer at all cost!\n\n Repairing - 4%"; . . . sleep 1; hintSilent "Emergency Repair in Progress \n Protect the engineer at all cost!\n\n Repairing - 100%"; sleep 1; hint "Emergency Repair Complete"; Yes, yes, ugly as hell, inefficient and stupid but its the best my jello brains was able to come up with and it does get the job done. (Almost :p) But the problem lies when I try to change the time period. There's going to be dozens of repairs in my mission with each repairs taking different time. This one takes 100 seconds, but other ones take 60 seconds, 2 minutes and so on. It is excruciatingly painful and ugly trying to change the "sleep" numbers each time, thus I am seeking help and advice for keeping it short and simple. I would really like to learn how this could be simplified, my knowledge of these scriptings are meager at best. Any help would be greatly appreciated. Thanks in advance!
  12. doTarget command doesn't work here either, and I'm definitely positive it worked before 1.57 patch. Maybe its fixed in the beta patch? Still, kinda disappointing.
  13. Awesome mod! Thank you zerg, you just made my day! ê°ì‚¬í•©ë‹ˆë‹¤, ê³ ìƒí•˜ì…¨ìŠµë‹ˆë‹¤!
  14. Something like, executing it within a trigger radius? That would be really useful, how do I do that??? And by the way, disabling the simulation actually did improve the framerate! What used to run with 7~10 fps now runs with 20~23 fps! The framerates are marginally lower than what I had hoped for, but this still is something. Now I can literally spam the map with enemy units! Thanks again for the great idea!
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