-
Posts
7 -
Joined
-
Last visited
-
Donations
0.00 GBP
Content Type
Articles
Forums
Events
Gallery
Posts posted by arma3my
-
-
Default is 12 minutes + random 8 minutes.
Spoiler[_targetStartText] remoteExec ["AW_fnc_globalHint",0,false];
[west,["SubAoTask"],["OPFOR have setup a radio communications tower in the AO. Take it out quickly or else they will use it to call in air strikes.","Radio Tower","radioCircle"],(getMarkerPos "radioCircle"),"Created",0,true,"destroy",true] call BIS_fnc_taskCreate;
[] spawn {
sleep (30 + (random 180));
if (alive radioTower) then {
while {(alive radioTower)} do {
if (jetCounter < 3) then {
[] call AW_fnc_airfieldJet;
sleep (720 + (random 480));
};
};
};
};Edited to 5 minutes + random 3 minutes. What is sleep (30 + (random 180)); and if (jetCounter < 3) then { do?
Spoiler[_targetStartText] remoteExec ["AW_fnc_globalHint",0,false];
[west,["SubAoTask"],["OPFOR have setup a radio communications tower in the AO. Take it out quickly or else they will use it to call in air strikes.","Radio Tower","radioCircle"],(getMarkerPos "radioCircle"),"Created",0,true,"destroy",true] call BIS_fnc_taskCreate;
[] spawn {
sleep (30 + (random 180));
if (alive radioTower) then {
while {(alive radioTower)} do {
if (jetCounter < 3) then {
[] call AW_fnc_airfieldJet;
sleep (300 + (random 180));
};
};
};
};
For the Jet type this:SpoilerjetCounter = jetCounter + 1;
_accepted = false;
_casType = ["airfieldSpawn","gunStrike"];
_casCase = selectRandom _casType;
_jetlist = ["O_Plane_CAS_02_F","O_Plane_CAS_02_F","O_Plane_Fighter_02_F","O_Plane_Fighter_02_Stealth_F","I_Plane_Fighter_04_F","I_Plane_Fighter_04_F"];
_jettype = selectRandom _jetlist;That's for the Jet to spawn base on SubObj. How to create a random Attack Chopper or Jets that isn't base on that. For example, the jet spawn from any airfield except base.
-
@Stanhope thanks for the guide so far.
How can i make the enemy Jet or Attack Chopper to spawn more often. Especially in Main AO's and Randomly spawn every 15-20 minutes. -
14 hours ago, Stanhope said:
Now just grab the view distance one, rewrite it to only have local effect instead of global and put it in the initplayer.sqf. I'm about 95% sure that that will work, haven't tested it tho.
You mean like this,
this addAction ["View Distance Settings", CHVD_fnc_openDialog, [], -99, false, true]] remoteExec ["addAction", -2, true];
-
4 hours ago, Stanhope said:
Easiest way i can think of is grab the code from the addaction on the arsenals and put an addaction on the player himself. So probably in the initplayer.sqf
I don't get this one. Can you show me the code?
-
Thanks for the reply Stanhope. Need help on next task.
Here's the current Task that I want to accomplish:
- CHVD can be access anywhere instead of Quartermaster.
- Remove all derp script without breaking the mission.
Here's the mission file:
-
Hi,
I need help on editing I&A 3.2.9 by installing ACE on it. I'm not good with coding or scripting.
So far, I just edited the Arsenal Gear Limitation and Restrict TFAR Items and Backpacks with success.
Plan:
- Use most of ACE Modules
- Remove I&A Revive System
- Remove I&A Earplug Script
My intention for this purpose is to host the mission as private for my community to play.
Be advise, all the credits are unedited and it always goes to those who deserved it respectfully.
With this, I attached a file for anyone who's willing to assist/help.
I&A 3.2.9 with ACE and TFAR
in Modding / Help & Support
Posted
What am i doing wrong here. The jet still not spawn randomly in the air as time set.
fn_airfieldJet.sqf
/*
Author: BACONMOP
Spawns CSAT JET to CAS strike
O_Plane_CAS_02_F
LaserTargetE
_laser = "LaserTargetE" createVehicle (getPos player);
_laser attachTo [player,[0,0,0]];
plane doTarget Player;
Last modified:
19/08/2017 by stanhope, AW-member
Modified:
updated some code, added a name to the jet group
*/
jetCounter = jetCounter + 1;
_accepted = false;
_casType = ["airfieldSpawn","gunStrike"];
_casCase = selectRandom _casType;
_jetlist = ["O_Plane_CAS_02_F","O_Plane_CAS_02_F","O_Plane_Fighter_02_F","O_Plane_Fighter_02_Stealth_F","I_Plane_Fighter_04_F","I_Plane_Fighter_04_F"];
_jettype = selectRandom _jetlist;
switch (_casCase) do {
case "airfieldSpawn":{
private ["_jet"];
_airField = [
"AAC_CAS_Spawn",
"Airbase_CAS_Spawn",
"SaltLake_CAS_Spawn",
"Molos_CAS_Spawn"
];
if ("AAC_Airfield" in controlledZones) then {
_airField = _airField - ["AAC_CAS_Spawn"];
};
if ("Central_Airfield" in controlledZones) then {
_airField = _airField - ["Airbase_CAS_Spawn"];
};
if ("Almyra_Saltflats" in controlledZones) then {
_airField = _airField - ["SaltLake_CAS_Spawn"];
};
if ("Molos_Airfield" in controlledZones) then {
_airField = _airField - ["Molos_CAS_Spawn"];
};
_jetGrp = createGroup east;
_jetGrp setGroupIdGlobal [format ['RT-Jet-%1', jetCounter]];
if ((count _airField) > 0) then {
_jetSpawn = selectRandom _airField;
_jet = _jettype createVehicle (getMarkerPos _jetSpawn);
_jet setDir markerDir _jetSpawn;
_jet flyInHeight 1000;
_jet lock 2;
[_jet,_jetGrp] call BIS_fnc_spawnCrew;
{_x addCuratorEditableObjects [[_jet]+ (units _jetGrp), false];} foreach adminCurators;
};
if ((count _airField) <= 0) then {
_spawnPos = [(random 30000),(random 30000),3000];
_jet = _jettype createVehicle (getMarkerPos _spawnPos);
waitUntil {!isNull _jet};
[_jet,_jetGrp] call BIS_fnc_spawnCrew;
_jet engineOn TRUE;
_jet allowCrewInImmobile TRUE;
_jet flyInHeight 1000;
_jet lock 2;
{_x addCuratorEditableObjects [[_jet]+ (units _jetGrp), false];} foreach adminCurators;
};
_jetWp = _jetGrp addWaypoint [getMArkerPos currentAO,0];
_jetWp setWaypointType "LOITER";
_jetWp setWaypointLoiterRadius 2000;
_jetWp setWaypointCompletionRadius 50;
_accepted = false;
while {!_accepted} do {
_target = objNull;
_targetPos = [0,0,0];
_playerCount = count playableUnits;
if (_playerCount > 0) then {
if (isMultiplayer) then {
_target = playableUnits select (floor (random (count playableUnits)));
} else {
_target = switchableUnits select (floor (random (count switchableUnits)));
};
};
if ((!isNull _target) && (_target distance (getMarkerPos currentAO)) < 1500 && (_target isKindOf "Man")) then {
_laser = "LaserTargetE" createVehicle (getPos _target);
_laser attachTo [_target,[0,0,0]];
_accepted = true;
};
sleep 3;
if ((_playerCount == 0) || !alive _jet) then {
_accepted = true;
};
};
hint str _jet;
waitUntil {sleep 5; !alive _jet};
};
case "gunStrike":{
_accepted = false;
while {!_accepted} do {
_target = objNull;
_targetPos = [0,0,0];
_playerCount = count playableUnits;
if (_playerCount > 0) then {
if (isMultiplayer) then {
_target = playableUnits select (floor (random (count playableUnits)));
};
};
if ((!isNull _target)) then {
if ((_target distance (getMarkerPos currentAO)) < 1500) then {
if (_target isKindOf "Man") then {
_targetPos = getPos _target;
_dir = random 360;
_strikeType = [0,1,2];
_run = _strikeType call BIS_fnc_selectRandom;
_randomPos = [[[_targetPos, 10],[]],[]] call BIS_fnc_randomPos;
_redSmoke = "SmokeShellRed" createVehicle _randomPos;
[_targetPos,_dir,_jettype,_run] call AW_fnc_createCas;
_accepted = true;
};
sleep 3;
};
};
};
};
};
jetCounter = jetCounter + 1;