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copper2010

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About copper2010

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  1. Not yet, I'll try it and see if that works when I test the mission tonight with my friend.
  2. Hello there fellow mission creators! My current project is something similar to missions like Invade and Annex and Insurgency, players make there way through the island capturing enemy AI sectors, although it has quite a few twists to make it unique. So far, everything has been going pretty smoothly...with the exception of AI spawning triggers. To save FPS enemy AI doesn't spawn in sectors until players get within a few kilometers of the sector. I have run into a few problems with this, however. 1) The script is set up to spawn 4 enemy fireteams in the town, plus one enemy MHQ the players have to destroy to stop the enemies from getting reinforcements. This works fine with one player, however when mutiple players enter the area, the script will run for every player, meaning instead of 4 enemy fireteams and 1 MHQ, a group of 4 players will have to deal with 64 enemies and 4 MHQs. This is bad for obvious reasons (although it could be an interesting concept for scaling difficulty in future projects). What is a way (if there is any) around this? Trigger Properties defenseeasy.sqf (if any of you coding geniuses out there are also willing to make this script better somehow, that would be much appreciated ;) ) cleanup.sqf 2) You might notice that I currently spawn all the markers on a game logic named "gamelogiceasy". This is intended to only be temporary, and I intend to create multiple gamelogics and place them in every sector, then when the player triggers the AI spawner, it gets the nearest gamelogic and spawns the markers necessary to make the AI patrol (among other things) right on top of it. I've tried messing around with getNearest but haven't had any luck with it, can anyone help me out here? 3) Last one I swear! Even after the sector has been captured by BLUFOR, the defenseeasy script with still run whenever players enter the area. I can't simply delete the trigger when the area is captured since it is it's deactivation that runs the cleanup.sqf script. Be aware I am using the Sector module that BI provides (I like the little icons in the corner and the fact that it isn't 100% based on if all enemies are dead). I also don't want to simply delete the enemy AI once the sector is captured since oftentimes BLUFOR will still be fighting OPFOR when this happens. Is there any way around this? Also if it can be avoided I would love to avoid giving all the spawn triggers individual names. Thanks to anyone who tries to help me out with this! Your assistance is appreciated!
  3. copper2010

    Official launcher isn't working

    I must be part of the lucky few that has the launcher working for them...somewhat...addons won't update for me.
  4. Phew, ok, so after a couple of hours of tweaking the script, I found that, for some reason, the priority is required for the script to work. The only thing I need now is to have each menu individualized, basically have it so that the Quad is spawnable every 20 seconds, the APC every 300, etc etc.
  5. Hmm, that did something, I can see three of the options, but not the quadbike, here is the vehicleSpawn and spawnvehicleact scripts vehicleSpawn.sqf private ["_unit", "_vehType", "_veh"]; AllowAction= false;publicvariable "AllowAction"; _unit = _this select 1; _vehType = _this select 3; sleep 0.001; waitUntil {!isNull _unit}; waitUntil {alive _unit}; switch (_vehType) do { case "quadbikeb": { _veh = "B_Quadbike_01_F" createVehicle (getMarkerPos "vspawn"); cutText ["", "BLACK", 0.3]; sleep 1; _unit moveInDriver _veh; _unit assignAsDriver _veh; cutText ["", "BLACK IN", 5]; }; case "ltankb": { _veh = "B_APC_Wheeled_01_cannon_F" createVehicle (getMarkerPos "vspawn"); cutText ["", "BLACK", 0.3]; sleep 1; _unit moveInDriver _veh; _unit assignAsDriver _veh; cutText ["", "BLACK IN", 5]; }; case "apcb": { _veh = "B_APC_Tracked_01_rcws_F" createVehicle (getMarkerPos "vspawn"); [[[_veh],"mhqRespawn.sqf"], "BIS_fnc_execVM", false, true] spawn BIS_fnc_MP; cutText ["", "BLACK", 0.3]; sleep 1; _unit moveInDriver _veh; _unit assignAsDriver _veh; cutText ["", "BLACK IN", 5]; }; case "htankb": { _veh = "B_MBT_01_cannon_F" createVehicle (getMarkerPos "vspawn"); cutText ["", "BLACK", 0.3]; sleep 1; _unit moveInDriver _veh; _unit assignAsDriver _veh; cutText ["", "BLACK IN", 5]; }; case "lheli": { _veh = "B_Heli_Light_01_armed_F" createVehicle (getMarkerPos "hspawn"); cutText ["", "BLACK", 0.3]; sleep 1; _unit moveInDriver _veh; _unit assignAsDriver _veh; cutText ["", "BLACK IN", 5]; }; case "theli": { _veh = "B_Heli_Transport_01_F" createVehicle (getMarkerPos "hspawn"); cutText ["", "BLACK", 0.3]; sleep 1; _unit moveInDriver _veh; _unit assignAsDriver _veh; cutText ["", "BLACK IN", 5]; }; case "aheli": { _veh = "B_Heli_Attack_01_F" createVehicle (getMarkerPos "hspawn"); cutText ["", "BLACK", 0.3]; sleep 1; _unit moveInDriver _veh; _unit assignAsDriver _veh; cutText ["", "BLACK IN", 5]; }; }; sleep 50; AllowAction= true;publicvariable "AllowAction"; spawnvehicleact.sqf private ["_box"]; _box = _this select 0; _obj = _this select 0; _box addAction ["Spawn Quadbike", "vehicleSpawn.sqf", "quadbikeb",true,true,"","AllowAction"]; _box addAction ["Spawn AMV-7 Marshall", "vehicleSpawn.sqf", "ltankb"]; _box addAction ["Spawn IFV-6c Panther", "vehicleSpawn.sqf", "apcb"]; _box addAction ["Spawn M2A1 Slammer", "vehicleSpawn.sqf", "htankb"];
  6. Hm, ok, so the allowaction = false is defiantly working, cause I can't see the options anymore, but either it is counting down the timer at the start of the mission, or I did something wrong in the init.sqf, either way something is wrong XD. Here are all the scripts involved spawnvehicleact.sqf I'm testing the timer on the quadbike first, ignore the other lines for now. set allowaction = false sleep 50 set allowaction = true private ["_box"]; _box = _this select 0; _box addAction ["Spawn Quadbike", "vehicleSpawn.sqf", "quadbikeb",true,true,"","AllowAction"]; _box addAction ["Spawn AMV-7 Marshall", "vehicleSpawn.sqf", "ltankb"]; _box addAction ["Spawn IFV-6c Panther", "vehicleSpawn.sqf", "apcb"]; _box addAction ["Spawn M2A1 Slammer", "vehicleSpawn.sqf", "htankb"]; init.sqf Everything below the set allowaction = true is for the respawn inventory, I don't think that is an issue. set allowaction = true [west, "WEST1"] call BIS_fnc_addRespawnInventory; [west, "WEST2"] call BIS_fnc_addRespawnInventory; [west, "WEST3"] call BIS_fnc_addRespawnInventory; [west, "WEST4"] call BIS_fnc_addRespawnInventory; [west, "WEST5"] call BIS_fnc_addRespawnInventory; [east, "EAST1"] call BIS_fnc_addRespawnInventory; [east, "EAST2"] call BIS_fnc_addRespawnInventory; [east, "EAST3"] call BIS_fnc_addRespawnInventory; [east, "EAST4"] call BIS_fnc_addRespawnInventory; [east, "EAST5"] call BIS_fnc_addRespawnInventory;
  7. Ok, I'm back after a few days. I can't seem to find any "deleteAction" command on the wiki could you possibly give an example on how I would disable the action for a time?
  8. @Gamer222 This would be better discussed in a private conversation, feel free to PM me if you need any help with respawns :) @Dan Thanks! I'll see what I can do!
  9. Updated the main thread with some more questions that I need to know!
  10. @KevsnoTrev Your script works great! Thanks a lot! Well, all the basics are in place at this point, I think it is time for a small closed alpha. Here are a few things I need before releasing an open beta. The resource system I mentioned early, alternately, a timer can be put on the action when you select it so that you cannot select it for a certain time (e.x. If I spawn an ATV, I won't be able to spawn on for another 5 minutes). I'm sure that would be much simpler then the resource system. On the flipside, it really takes out a lot of the tactics of capturing certain areas to get their resource benefits. Annnd, yea, that's all I can think of right now. The mission is actually coming along very smoothly, so cool to see everything come together! Again, thank you everyone for helping me out, none of this would've happened had you just ignored this, and I've learnt a great deal about scripting that will defiantly benefit future missions!
  11. Hate to bring bad news, but that only broke the script, nothing happens when I select an action :(
  12. @Reaper, Thanks! It worked like a charm. The next thing probably goes hand-in-hand with my respawn question, but 10 times harder. MHQs that aren't on the map to begin with. My plan is to have the tracked APC on each team act as a mobile respawn, so players can continue an assault without flying back and forth. While I could probably implement an MHQ but myself, the problem I have here is that there are no pre-existing APCs on the map, and vehicle is spawned by the player. I am pretty sure there is a way to add code to a vehicle's description when it spawns, but to add a marker (or respawn point) that will follow the APC when it is spawned is a different story. My guess is that I would put a respawn point at the edge of the map that is disabled until an action (like "Deploy MHQ") is selected. When the respawn point/marker detects that action is select, it attaches itself to the APC with the getPos command, and when the APC is destroyed, the respawn point/marker is disabled again until a new APC spawns (my guess is to have the respawn point/marker check if the vehicle is alive, with an if statement saying that if it is not alive, the module is disabled). I do not know how to disable modules via command however, so any tips would be nice. Also, this would probably mean a one MHQ limit, but that is the only way I can think of right now.
  13. Ok, a few more questions. How do I get respawns to only work for the side who controls the sector? A.K.A If BLUFOR owns sector A, they can respawn there. I've tried to sync a trigger with the "Seized by BLUFOR" activation, but when I sync it to the sector module and the respawn point, the game freezes on the loading screen when I start up the mission. Also, I tired to create a single vehicle creation script based off of Reaper's script...it didn't work XD Here is the script I typed up before I gave up, it probably isn't what I originally typed up, since I know this won't work just by looking, I was probably just trying out a new combination. I simply gave up after awhile and quit without saving. private ["_vehiclespawn"]; _vehiclespawn = "B_Quadbike_01_F" createVehicle (getMarkerPos "vspawn"); cutText ["","BLACK", 0.3]; sleep 1; player moveInDriver "B_Quadbike_01_F"; cutText ["","BLACK IN", 5]; case "quadbike": { vehicle = "B_Quadbike_01_F"; (_vehiclespawn) do; }; case "ltank": { _vehicle = "B_APC_Wheeled_01_cannon_F" }; Any suggestions/corrects?
  14. @Dan Thanks! That helped out a lot! @Iceman Thanks for cleaning up the code! Well, the loadouts are complete, respawnloadouts are working, sectors are working, this is moving along nicely :).
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