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#1 Posted at 2013-07-23 23:29        
     
hey guys, first time poster, noob mission maker.

i know what i'm trying to do, but i'm having an issue implementing it. Making a route securing/clearance mission. I'm trying to get the BTC Revive, VAS, and roadside IED scripts to work. The most I can do, sometimes, is get VAS to work.

I think there's conflict in the init and description files.

My question is, do there need to be separate inits and description files per script or... how do I get them all to play nicely together?


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In-game name: austinXmedic

 
#2 Posted at 2013-07-24 14:29        
     
# spoondaddy : hey guys, first time poster, noob mission maker.

i know what i'm trying to do, but i'm having an issue implementing it. Making a route securing/clearance mission. I'm trying to get the BTC Revive, VAS, and roadside IED scripts to work. The most I can do, sometimes, is get VAS to work.

I think there's conflict in the init and description files.

My question is, do there need to be separate inits and description files per script or... how do I get them all to play nicely together?
You can put them in seperate scripts if you want, but I don't think that is required. they CANNOT be in seperate description files. There will almost NEVER be any conflict in either of these files. BTC Revive and VAS I know work together, roadsideIED script i could never even get to work myself ^^.

Send me your mission and let me see...

Some of my work:
http://steamcommunity.com/sharedfiles/filedetails/?id=287343671 -- Unit Play/ Unit Capture Functions Guide
http://steamcommunity.com/sharedfiles/filedetails/?id=265454265 -- Zeus Guide
add me on steam: austin_medic

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In-game name: maximumvmo

 
#3 Posted at 2013-07-24 15:30        
     
You can run an IED without a script...

For example, place an IED or car or object of your choice (sometimes I'll place a can). You must name it (I'll use "can1").

Place a trigger near the object. I often use a 5 m radius (or less), activated by Bluefor, count down set to 0.

In the condition field of the trigger, type: this or !alive can1

In the on action field type: _bomb = "Bo_Mk82" createVehicle getPos can1

You can place the object and trigger together or separately. If you want to have a specific vehicle (or unit) set it off, you can press F2 in the editor (group) and drag from the vehicle to the trigger (group them together), then select vehicle (or appropriate unit) in the activation drop down menu in the trigger.

You can select different sized explosions (I like the gbu_12) and put them where I've listed a Mk82.

Note that the "this or !alive" condition allows you to destroy the ied as well.


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#4 Posted at 2013-07-24 23:27        
     
# maximumvmo : You can run an IED without a script...

For example, place an IED or car or object of your choice (sometimes I'll place a can). You must name it (I'll use "can1").

Place a trigger near the object. I often use a 5 m radius (or less), activated by Bluefor, count down set to 0.

In the condition field of the trigger, type: this or !alive can1

In the on action field type: _bomb = "Bo_Mk82" createVehicle getPos can1

You can place the object and trigger together or separately. If you want to have a specific vehicle (or unit) set it off, you can press F2 in the editor (group) and drag from the vehicle to the trigger (group them together), then select vehicle (or appropriate unit) in the activation drop down menu in the trigger.

You can select different sized explosions (I like the gbu_12) and put them where I've listed a Mk82.

Note that the "this or !alive" condition allows you to destroy the ied as well.

thanks for the response buddy! i know how to do the trigger IED, the problem is that I want to be able to defuse those IEDs on the route. Playing with a realism clan, it's a patrol/clearance type mission. is there something i can script into the trigger toa dd the ability to defuse?

Added 26 seconds later:

# austin(medic) : You can put them in seperate scripts if you want, but I don't think that is required. they CANNOT be in seperate description files. There will almost NEVER be any conflict in either of these files. BTC Revive and VAS I know work together, roadsideIED script i could never even get to work myself ^^.

Send me your mission and let me see...

# austin(medic) : You can put them in seperate scripts if you want, but I don't think that is required. they CANNOT be in seperate description files. There will almost NEVER be any conflict in either of these files. BTC Revive and VAS I know work together, roadsideIED script i could never even get to work myself ^^.

Send me your mission and let me see...

here's everything in description:
OnLoadMission = "Virtual Ammobox System";
respawn = BASE;
respawndelay = 10;
disabledAI = true;

#include "VAS\menu.hpp"

class CfgFunctions
{
#include "VAS\cfgfunctions.hpp"
};

onLoadIntroTime=false;
onLoadMissionTime=false;
debriefing=1;
showGPS=1;
RespawnDialog = 0;

class Header
{
gameType = COOP;
minPlayers = 1;
maxPlayers = 8;
};

#include "=BTC=_revive\=BTC=_respawn.h"

and the init:

iedcounter = 0;


Disarm = {
_unit = _this select 0;
_b = _this select 1;
_unit addAction ["Disarm", "IED\Disarm.sqf", ( _b), 0, false, true, "", "(_target distance _this) < 3"];

};

removeAct = {
_unit = _this select 0;
_unit removeaction 0;
};

[] execvm "eos\eos_openMe.sqf";

call compile preprocessFile "=BTC=_revive\=BTC=_revive_init.sqf";


i have made several changes trying to fix it. so it's definitely way hacked to pieces at the moment.