17.10.2010, 16:46 | #1 (permalink) |
Registriert seit: 29.05.2009
Ort: Berlin
Beiträge: 12
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Anwesenheit (Bedingung)
Hi habe da mal eine frage will ne Mission basteln mit mehreren aufgaben und dazu will ich das feindliche einheiten spawnen wenn ein bestimmtes Ziel erfolgt ist um das erst mal zu testen habe ich 2 feindliche Einheiten auf die Karte gesetzt und die 1 test1 genannt und Einheit 2 soll erst sichtbar sein wenn einheit 1 tot ist dazu habe ich bei einheit 2 bei Anwesenheit (Bedingung) not alive test1 eingetragen hat aber leider nicht geklappt einheit 2 spawnt nicht obwohl einheit1 tot ist wo liegt der Fehler
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17.10.2010, 17:10 | #2 (permalink) |
Registriert seit: 02.04.2003
Ort: San Francisco
Beiträge: 1.919
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Hab mir mal die Mühe gemacht und die fehlenden Satzzeichen in Reihenfolge aufgeschrieben:
, . . , . , . . ? Ist zum Einsetzen an den richtigen Stellen, dann lässt sich der Text auch lesen und verstehen. Ich hoffe, dass ich hab keins übersehen habe. |
17.10.2010, 17:46 | #3 (permalink) |
Registriert seit: 24.12.2008
Beiträge: 424
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Abgesehen von Satzzeichen sollte man auch mal die Suche bemühen.
In diesem Konkreten Fall hätte man einfach mal 10 Themen weiter unten nachsehen sollen. Da findet man das hier "Anwesenheit (Bedingung):" im Fenster "Einheit bearbeiten" In diesem Thema solltest du dem 3.Beitrag besondere Aufmerksamkeit schenken. |
17.10.2010, 18:11 | #4 (permalink) |
Registriert seit: 29.05.2009
Ort: Berlin
Beiträge: 12
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den 3. Beitrag habe ich besondere Aufmerksamkeit geschenkt aber es wurde auch in diesem Thema keine brauchsame Lösung gefunden es muß ja irgendwie funktionieren denn wenn man eine EVO oder Dom spielt kommen ja auch erst die Feinde wenn eine bestimmte City dran ist. |
17.10.2010, 18:12 | #5 (permalink) |
Registriert seit: 12.07.2004
Ort: Wien
Beiträge: 1.917
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Das musst du mit Wegpunkten verwirklichen! Einheiten müssen ja zum Einsatzort geführt werden. In den Wegpunkten ist es möglich, Einheiten nach bestimmten Ereignissen in Marsch zu setzen.
Der Transport bleibt dir überlassen. z.B. mit Hubschraubern und Absprung, oder mit Fahrzeugen. Geht natürlich auch zu Fuß, wenn die Einheiten nicht zu weit entfernt sind. Es ist auch möglich Einheiten mit setPos zu "beamen", oder direkt über Skripte vor Ort zu erstellen. |
17.10.2010, 18:30 | #6 (permalink) |
Registriert seit: 29.05.2009
Ort: Berlin
Beiträge: 12
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Erst mal danke das hier jemand mal antwortet und nicht Deutschlehrer spielt,aber wie meinst du das hier (Es ist auch möglich Einheiten mit setPos zu "beamen" wie muß dann sowas aussehen ? oder hat jemand vieleicht schon ein Skript geschrieben was man benutzen könnte?
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17.10.2010, 18:44 | #7 (permalink) |
Registriert seit: 11.03.2005
Ort: HH
Alter: 53
Beiträge: 1.930
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Solche Kunden wie Du sind mir hier am Liebsten! Zu faul oder nicht intelligent genug eine Suchfunktion zu nutzen und dann noch bei so einem lieblos hingeknallten Text, den man als Normalsterblicher schon zweimal lesen muss damit man überhaupt erahnen kann worum es geht, davon ausgehen, dass sich jemand findet, der einem schööööööön was vorkaut, was man brauchen kann.... Nee is klar... |
17.10.2010, 19:44 | #8 (permalink) |
Registriert seit: 29.05.2009
Ort: Berlin
Beiträge: 12
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Mein Gott bist du arrogant und wenn du richtig lesen könntest würdest du wissen das ich gesucht habe aber das halt auch dort keine Lösung gefunden wurde und meine Frage war halt ob nicht jemand schon ein Script geschrieben hat was man benutzen kann aber wenn du so schlau bist wie du tust kannst du mir sicher weiterhelfen. |
17.10.2010, 22:51 | #10 (permalink) |
Registriert seit: 12.07.2004
Ort: Wien
Beiträge: 1.917
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Kopiere diese Zeile in die Initialisierungszeile des Anführers einer Gruppe:
Start1=false; TempNul = group this spawn {while{true} do {waitUntil{Start1}; {_x setPos position player} forEach units _this; Start1=false}} Immer wenn du die Variable Start1=true setzt, werden alle Soldaten der Gruppe zum Spieler "gebeamt". Im Anhang ein Beispiel, in dem mit Funk die Variable gesetzt wird. |
18.10.2010, 19:50 | #11 (permalink) |
hier dein script, vorbild a'la evo - das was du wolltest:
erst das hier: Code:
// resupplys towns with reinforcments //added with 1.09: _private = ["_actualtown"]; _actualtown = 0; _actualtown = BIS_EVO_MissionProgress; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { _spawn = [0,0,0]; _spawns = []; _radio = objNull; _alist = objNull; _tag = ""; _type = ""; _Allspawns = [["lopatinoref","lopatinorefa","lopatinorefb"],["staryref","staryrefa","staryrefb"],["zelenogorskref","zelenogorskrefa","zelenogorskrefb"],["chernogorskref","chernogorskrefa","chernogorskrefb"],["elektrozavodskref","elektrozavodskrefa","elektrozavodskrefb"],["mstaref","mstarefa","mstarefb"],["khelmref","khelmrefa","khelmrefb"],["krasnostavref","krasnostavrefa","krasnostavrefb"]]; _wtime = 30; _newtown = BIS_EVO_MissionProgress; if (_actualtown != _newtown) exitWith {}; //beendet reinforce wenn neue stadt gestartet _radio = BIS_EVO_radios select BIS_EVO_MissionProgress; _alist = BIS_EVO_DetectWest; _curtownInf = (BIS_EVO_Infantry select BIS_EVO_MissionProgress) select 0; _basetownInf = (BIS_EVO_Infantry select BIS_EVO_MissionProgress) select 1; _curtownMec = (BIS_EVO_Mechanized select BIS_EVO_MissionProgress) select 0; _basetownMec = (BIS_EVO_Mechanized select BIS_EVO_MissionProgress) select 1; //hintSilent format["CI:%1 BI:%2 CM:%3 BM:%4 ",_curtownInf,_basetownInf,_curtownMec,_basetownMec]; //debug, psycho BIS_EVO_mKamazOpen = { _guard = grpNull; _unit = objNull; _pos2 = objNull; _max = objnull; _allunits = ["TK_Commander_EP1","TK_Soldier_MG_EP1","TK_Soldier_EP1","TK_Soldier_GL_EP1","TK_Soldier_AT_EP1","TK_Soldier_Sniper_EP1"]; _max = count _allunits; _guard = createGroup (east); _spawns = _Allspawns select BIS_EVO_MissionProgress; _pos2 = GetMarkerPos (_spawns select (round random 2)); _ural = createVehicle ["V3S_TK_EP1", _pos2, _spawns, 0, "NONE"];[_ural] call EVO_Lock;_ural addEventHandler ["killed", {handle = [_this select 0] execVM "data\scripts\bury.sqf"}]; Sleep 0.2; _unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos2, [], 0, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guard;_unit assignAsDriver _ural;_unit moveInDriver _ural; Sleep 0.2; _unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos2, [], 0, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural; Sleep 0.2; _unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos2, [], 0, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural; Sleep 0.2; _unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos2, [], 0, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural; Sleep 0.2; _unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos2, [], 0, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural; Sleep 0.2; _unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos2, [], 0, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural; Sleep 0.2; [position _alist,_guard,_radio,_alist] call BIS_EVO_Erefway; [_guard, 1] setWaypointType "GETOUT"; {_x addEventHandler ["killed", {handle = [_this select 0,"INF"] execVM "data\scripts\mobjbury.sqf"}]} forEach (units _guard); _recy = [objnull,_guard] execVM "data\scripts\grecycle.sqf"; _guard setFormation "COLUMN"; }; BIS_EVO_MI17support = { _pos = objNull; _unit = objNull; _vec = objNull; _heli = objnull; _max = objnull; _allunits2 = ["TK_Soldier_SL_EP1","TK_Soldier_HAT_EP1","TK_Soldier_GL_EP1","TK_Soldier_AR_AP1","TK_Soldier_Spotter_EP1","TK_Soldier_SniperH_EP1"]; _max = count _allunits2; _pos = position _radio; _posback = getmarkerpos "EnemyAir03"; _pilot = createGroup (east); "TK_Soldier_Pilot_EP1" createUnit [getmarkerpos "centerp", _pilot];Sleep BIS_EVO_GlobalSleep; "TK_Soldier_Pilot_EP1" createUnit [getmarkerpos "centerp", _pilot];Sleep BIS_EVO_GlobalSleep; _pos1 = [(_pos select 0)-1000 -(random 2000),(_pos select 1)+2000 -(random 3000),(200 + random 100)]; _pos2 = [(_pos select 0)+1000 +(random 2000),(_pos select 1)+2000 -(random 3000),(200 + random 100)]; if(floor (random 2) == 1) then { _heli = createVehicle ["Mi17_TK_EP1",_pos1, [], 500, "FLY"];Sleep BIS_EVO_GlobalSleep }else { _heli = createVehicle ["Mi17_TK_EP1",_pos2, [], 500, "FLY"];Sleep BIS_EVO_GlobalSleep }; _heli setpos [getpos _heli select 0, getpos _heli select 1, 200]; _heli setdir (random 359); _heli engineon true; (units _pilot select 0) assignAsDriver _heli; (units _pilot select 1) assignAsGunner _heli; (units _pilot select 0) moveInDriver _heli; (units _pilot select 1) moveInGunner _heli; _sumark = [_heli] execVM "data\scripts\sumarker.sqf"; _wp = _pilot addWaypoint [_pos, 10]; _wp2 = _pilot addWaypoint [_posback, 10]; {_x setBehaviour "careless"} forEach (units _pilot); (driver _heli) commandMove _pos; (driver _heli) doMove _pos; _heli flyInHeight 150; waitUntil {(_heli distance _pos) < (random 200) or not (canmove _heli)}; if (canmove _heli) then { _para = createGroup (east); _count = 6; _i = 0; while {_i <= _count} do //create falschirmspringer { _pos = position _heli; _unit = _para createUnit [_allunits2 select (round random (_max-1)), [0,0,0], [], 300, "NONE"]; _unit setSkill 2+(random 3); _unit addEventHandler ["killed", {handle = [_this select 0,"INF"] execVM "data\scripts\mobjbury.sqf"}]; [_unit] join _para; _vec = createVehicle ["ParachuteEast", _pos, [], 20, 'NONE']; _vec setpos [_pos select 0,_pos select 1,(_pos select 2)- 12]; _unit MoveInDriver _vec; sleep 0.7; _i = _i + 1; }; {_x setBehaviour "combat"} forEach (units _para); [position _alist,_para,_radio,_alist] call BIS_EVO_Erefway; sleep 90; {deleteVehicle _x} forEach ([_heli] + crew _heli); if (!isNull _unit) then {deleteVehicle _unit}; deleteGroup _pilot; } else //edit psycho -- curtowninf löschen die nie kreiert wurde { (BIS_EVO_Infantry select BIS_EVO_MissionProgress) set [0, _curtownInf-6]; }; }; if(_curtownMec <= (_basetownMec) and alive _radio) then { _unit = objNull; _guard = grpNull; _pos = objNull; _vec = objNull; _maxo = 0; _spawns = _Allspawns select BIS_EVO_MissionProgress; _pos = GetMarkerPos (_spawns select (round random 2)); _tag = "MEC"; _allvec = ["BMP2_TK_EP1","M113_TK_EP1","BTR60_TK_EP1","BRDM2_TK_EP1","BRDM2_ATGM_TK_EP1","T72_TK_EP1","T55_TK_GUE_EP1","BTR40_MG_TK_GUE_EP1","LandRover_MG_TK_EP1","UAZ_AGS30_TK_EP1"]; _maxo = (count _allvec)-1; _rds = []; _rds = (_pos nearRoads 10); waitUntil{count _rds > 0}; _cardir = (getdir (_rds select 0)); _degrees = [_pos,position _alist] call BIS_EVO_GetRelDir; _dirdif = (_cardir-_degrees); if((_dirdif > 89) or (_dirdif < -89)) then{_cardir=_cardir-180}; _pos = position (_rds select 0); _array = [_allvec select (round random _maxo),_pos,(east),0,_cardir,20] call BIS_EVO_CreateVehicle; _guard = _array select 0; _vec = _array select 1; (BIS_EVO_Mechanized select BIS_EVO_MissionProgress) set [0, _curtownMec+(count units _guard)]; [position _alist,_guard,_radio,_alist] call BIS_EVO_Erefway; [_guard, 1] setWaypointCombatMode "RED"; {_x addEventHandler ["killed", {handle = [_this select 0,"MEC"] execVM "data\scripts\mobjbury.sqf"}]} forEach (units _guard); _guard setFormation "COLUMN"; }; sleep 3; /* _realcurtownInf = "man" countType (list BIS_EVO_DetectEast); _curtownInf = _realcurtownInf; hint format ["realcurt: %1", _realcurtownInf]; */ if(_curtownInf <= (_basetownInf) and alive _radio) then { _tag = "INF"; sleep 0.2; [] call BIS_EVO_mKamazOpen; [] call BIS_EVO_MI17support; (BIS_EVO_Infantry select BIS_EVO_MissionProgress) set [0, _curtownInf+12]; }; sleep _wtime; }; Code:
// Deletes dead Enemy _unit = _this select 0; _tag = _this select 1; switch (_tag) do //who died where? { case "INF": { _curtownInf = (BIS_EVO_Infantry select BIS_EVO_MissionProgress) select 0; (BIS_EVO_Infantry select BIS_EVO_MissionProgress) set [0, _curtownInf-1]; }; case "MEC": { _curtownMec = (BIS_EVO_Mechanized select BIS_EVO_MissionProgress) select 0; (BIS_EVO_Mechanized select BIS_EVO_MissionProgress) set [0, _curtownMec-1]; }; default { }; }; if (not (_unit isKindOf "Man")) then { {_x setpos position _unit} forEach crew _unit; sleep 300.0; deletevehicle _unit; }; if (_unit isKindOf "Man") then { if(not ((vehicle _unit) isKindOf "Man")) then {_unit setpos (position vehicle _unit)} ; sleep 310.0; hideBody _unit; sleep 4; deleteVehicle _unit; }; und einen initialisator... Code:
// City Setup _radio = objNull; //edit psycho _radio = BIS_EVO_radios select BIS_EVO_MissionProgress; //edit psycho _mkr = (BIS_EVO_MissionTowns select BIS_EVO_MissionProgress); _pos = getMarkerPos _mkr; BIS_EVO_DetectEast = createTrigger ["EmptyDetector", _pos]; BIS_EVO_DetectEast setTriggerActivation ["EAST", "PRESENT", true]; BIS_EVO_DetectEast setTriggerArea [500, 500, 0, true]; BIS_EVO_DetectEast setTriggerTimeout [2, 2, 2, true ]; BIS_EVO_DetectWest = createTrigger ["EmptyDetector", _pos]; BIS_EVO_DetectWest setTriggerActivation ["WEST", "PRESENT", true]; BIS_EVO_DetectWest setTriggerArea [600, 600, 0, true]; BIS_EVO_DetectWest setTriggerTimeout [2, 2, 2, true ]; _count = (count BIS_EVO_MissionTowns); Sleep 2.0; while {BIS_EVO_MissionProgress < _count} do { _mkr = (BIS_EVO_MissionTowns select BIS_EVO_MissionProgress); _pos = getMarkerPos _mkr; BIS_EVO_DetectEast setpos _pos; BIS_EVO_DetectWest setpos _pos; Sleep 2.0; _radio = BIS_EVO_radios select BIS_EVO_MissionProgress; CityClear=false; [_mkr,BIS_EVO_DetectEast,BIS_EVO_DetectWest,BIS_EVO_MissionProgress] call BIS_EVO_Erec; Sleep 10.0; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { if ("Man" countType list BIS_EVO_DetectEast <= 4) then { if ("Tank" countType list BIS_EVO_DetectEast == 0) then { if("Car" countType list BIS_EVO_DetectEast == 0) then { if(not (alive _radio)) then //edit psycho, because reinforce stop to work if town clear before radiotower destroyed { if ("Land" countType list BIS_EVO_DetectWest > 0) then{_loop=1}; CityClear=true; }; }; }; }; Sleep 4; }; {_handle = [_x] execVM "data\scripts\submit.sqf"} forEach list BIS_EVO_DetectEast; {_x addscore 10} forEach list BIS_EVO_DetectWest; BIS_EVO_MissionProgress = BIS_EVO_MissionProgress+1; publicVariable "BIS_EVO_MissionProgress"; //player globalchat format ["debug info: BIS_EVO_MissionProgress: %1",BIS_EVO_MissionProgress]; }; noch was vergessen...? Code:
diag_log format ["########################## %1 ################################", missionName]; enableSaving [false, false]; //_psy = [] execVM "showclass.sqf"; //_psy = [player] execVM "cb_mapswitch.sqf"; spawntype = param1; EVOhour = paramsArray select 2; grasslevel = paramsArray select 3; if (grasslevel == 0) then {setTerrainGrid 50}; if (grasslevel == 1) then {setTerrainGrid 25}; if (grasslevel == 2) then {setTerrainGrid 1}; viewparam = paramsArray select 4; basebeam = paramsArray select 5; lkwbeam = paramsArray select 6; farpbeam = paramsArray select 7; ranklock = paramsArray select 8; diffparam = paramsArray select 9; loadoutparam = paramsArray select 10; townparam = paramsArray select 11; performanceparam = paramsArray select 12; EVO_weathersystem = paramsArray select 13; EVO_contermeassures = paramsArray select 14; // Respawn settings publicVariable "spawntype"; if (spawntype == 0 or spawntype == 1) then {server execVM "revive_init.sqf"}; if (spawntype == 2) then {"Respawn_west" setMarkerPos [(getMarkerPos "base" select 0),(getMarkerPos "base" select 1)]}; //debug=true if (performanceparam == 1) then {enableEnvironment true}; if (performanceparam == 2) then {enableEnvironment false}; [] execVM "Briefing.sqf"; // Score required to attain each rank. BIS_EVO_rank1 = 10; BIS_EVO_rank2 = 20; BIS_EVO_rank3 = 40; BIS_EVO_rank4 = 80; BIS_EVO_rank5 = 125; BIS_EVO_rank6 = 200; BIS_EVO_GlobalSleep = 0.1; // Global sleep is used after spawning a unit. if (townparam == 1) then { BIS_EVO_MissionProgress = 0;}; if (townparam == 2) then { BIS_EVO_MissionProgress = 1;}; if (townparam == 3) then { BIS_EVO_MissionProgress = 2;}; if (townparam == 4) then { BIS_EVO_MissionProgress = 3;}; if (townparam == 5) then { BIS_EVO_MissionProgress = 4;}; if (townparam == 6) then { BIS_EVO_MissionProgress = 5;}; if (townparam == 7) then { BIS_EVO_MissionProgress = 6;}; if (townparam == 8) then { BIS_EVO_MissionProgress = 7;}; // Sub mission conditions BIS_EVO_Onmission=false; BIS_EVO_sobj1=false; BIS_EVO_radios = [parso1,somso1,cayso1,dolso1,ortso1,corso1,obrso1,bagso1]; // Each radio in each town BIS_EVO_MissionTowns = ["mobj1","mobj2","mobj3","mobj4","mobj5","mobj6","mobj7","mobj8"];// Each mission objectives town marker. // Set difficulty // Easy if (diffparam == 60) then { BIS_EVO_Infantry = [[3,6],[4,8],[5,10],[6,12],[7,14],[8,16],[9,18],[10,20]];//[Actual number of groups,Base number of groups] BIS_EVO_Mechanized = [[3,4],[4,5],[5,6],[6,7],[7,7],[7,8],[8,9],[8,10]];//[Actual number of groups,Base number of groups] }; // Normal if (diffparam == 30) then { BIS_EVO_Infantry = [[6,12],[8,16],[10,20],[12,24],[14,28],[16,32],[18,36],[20,40]];//[Actual number of groups,Base number of groups]//Razor BIS_EVO_Mechanized = [[4,5],[5,6],[6,8],[8,10],[10,12],[12,14],[15,16],[16,18]];//[Actual number of groups,Base number of groups]//Razor }; // Hard if (diffparam == 10) then { BIS_EVO_Infantry = [[10,20],[15,30],[20,40],[25,50],[30,60],[35,70],[40,80],[45,90]];//[Actual number of groups,Base number of groups];//[Actual number of groups,Base number of groups] BIS_EVO_Mechanized = [[8,10],[10,12],[12,14],[14,16],[16,18],[18,20],[20,22],[22,24]];//[Actual number of groups,Base number of groups] }; // Extreme if (diffparam == 5) then { BIS_EVO_Infantry = [[20,40],[25,50],[30,60],[35,70],[40,80],[45,90],[50,100],[55,110]];//[Actual number of groups,Base number of groups];//[Actual number of groups,Base number of groups] BIS_EVO_Mechanized = [[10,20],[12,24],[14,28],[16,32],[18,36],[20,40],[22,44],[24,48]];//[Actual number of groups,Base number of groups] }; // The actual amount of infantry and mechanized enemy groups in a city.|When this number falls lower the the base amount, reinforcements are sent. // The base amount of infantry and mechanized enemy groups in a city|If all of a group die the number is decremented. BIS_EVO_CivCount = 0; // Number of civilians spawned BIS_EVO_vdist=viewparam; // clients saved view distance BIS_EVO_avdist=viewparam+1000; // clients saved air vehicle view distance BIS_EVO_gdate = [2007,7,4,EVOhour,59]; // Current date and time BIS_EVO_Playerlist = []; // List of player names. BIS_EVO_Playercount = 0; // Amount of players in the game BIS_EVO_lives=500; // Amount of deaths allowed in a game before it ends when paarm is active BIS_EVO_PlayerSkill = 0.0; BIS_EVO_allvar_packed = ""; // String transmitted to JIP clients containing all vars. BIS_EVO_end=false; // Used to trigger the end of the game BIS_EVO_sop=objNull; // Sub objective player BIS_EVO_sot=objNull; // Sub objective target (radio or officer) BIS_EVO_sor=0; // Sub objective reward BIS_EVO_sup=objNull; // Player calling support CB_sup=objNull; // by psycho BIS_EVO_sut=""; // Type of support called BIS_EVO_sur=""; BIS_EVO_fattack=false; // detects if the player was attacked by the enemy for medic rewards. BIS_EVO_mpoint=objNull; // Player eligible for a medic reward. BIS_EVO_epoint=objNull; // Player eligible for a repair reward. BIS_EVO_dunit="none"; // Name of disconnection player. BIS_EVO_runit=objNull; // Player who requires an AI recruit BIS_EVO_rtype="none"; // Type of AI to be delivered BIS_EVO_tunit=objNull; // Target player for a join group request BIS_EVO_junit = objNull; // Player who wishes to join the group BIS_EVO_jgroup=grpNull; // group junit wants to join BIS_EVO_lunit = objNull; // Laser target near the bomb site for shared point laser designation BIS_EVO_lpoint = 1; // Points the designator will receive. BIS_EVO_punit=objNull; // Player requesting submission. BIS_EVO_prew=0; // reward score for mission. BIS_EVO_aunit=objNull; // Player who will be promoted BIS_EVO_arank="NULL"; // New rank the player will get BIS_EVO_EngZone = objNull; //Engineer zone BIS_EVO_elock = 0; // Remembers if the engineer has his truck locked BIS_EVO_ltrk = objNull; // The truck that is locked BIS_EVO_mtar=objNull; // the target that the missile is attacking in AA warning BIS_EVO_fmission=false; // Limits support to one request at a time. BIS_EVO_latk=objNull; // Person attacking a radio tower 10 setRadioMsg "NULL"; BIS_EVO_Objective0 = taskNull; // Idol objective BIS_EVO_Objective1 = taskNull; //City 1 to BIS_EVO_Objective2 = taskNull; BIS_EVO_Objective3 = taskNull; BIS_EVO_Objective4 = taskNull; BIS_EVO_Objective5 = taskNull; BIS_EVO_Objective6 = taskNull; BIS_EVO_Objective7 = taskNull; BIS_EVO_Objective8 = taskNull; //City 8 BIS_EVO_Objective9 = taskNull; // // Common function to lock vehicles. //BIS_EVO_Lock = //{ // _vec = _this select 0; // if(Param1 == 7) then {_vec lock true} else {_vec lock false}; //}; // Detects empty enemy vehicles and deletes them. BIS_EVO_IdelSVEC = { _svec = _this select 0; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { if(not alive _svec or count units _svec == 0) then {_loop=1}; Sleep 4.0; }; sleep 2.0; if(not alive _svec) exitWith {}; sleep 300; if(count units _svec == 0) then { {_x setpos position _svec} forEach crew _svec; sleep 1.0; deletevehicle _svec }; }; BIS_EVO_aaweapons = ["M_Sidewinder_AA","M_R73_AA","M_Strela_AA","M_Stinger_AA"]; // All ammo that will set off a missile warning BIS_EVO_pallammo = ["30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","Laserbatteries","MAAWS_HEAT","MAAWS_HEAT","MAAWS_HEAT","17Rnd_9x19_glock17","17Rnd_9x19_glock17","17Rnd_9x19_glock17","17Rnd_9x19_glock17"];// The players default load out BIS_EVO_pweapons = ["SCAR_L_STD_HOLO","MAAWS","glock17_EP1","Binocular_Vector","Laserdesignator"]; // The players default load out BIS_EVO_PlayerModel = "US_Soldier_EP1"; // The players default Model "0" objstatus "Active"; "1" objstatus "Active"; "2" objstatus "Active"; "3" objstatus "Active"; "4" objstatus "Active"; "5" objstatus "Active"; "6" objstatus "Active"; "7" objstatus "Active"; "8" objstatus "Active"; setDate BIS_EVO_gdate; _base = [] execVM "data\scripts\BIS_EVO_GetRelDir.sqf"; _spawnv = [] execVM "data\scripts\BIS_EVO_CreateVehicle.sqf"; if (isServer) then { {_x addEventHandler ["hit", {if((_this select 1) != BIS_EVO_latk) then {(_this select 0) setdamage 0}}]} forEach BIS_EVO_radios; onplayerconnected "[server] exec ""data\scripts\update.sqf"";if(BIS_EVO_dunit == _name) then {BIS_EVO_dunit = ""none""}"; onPlayerDisconnected " BIS_EVO_dunit = _name; _mark = format[""%1mash"",BIS_EVO_dunit]; deleteMarker _mark; _mark = format[""%1farp"",BIS_EVO_dunit]; deleteMarker _mark; [] execVM ""data\scripts\noplayermove.sqf""; "; }; execVM "R3F_ARTY_AND_LOG\init.sqf"; XGreyText = {"<t color='#f0bfbfbf'>" + _this + "</t>"}; XRedText = {"<t color='#f0ff0000'>" + _this + "</t>"}; XBlueText = {"<t color='#f07f7f00'>" + _this + "</t>"}; if (isServer and not (local player)) exitWith {}; // Large marker seen over occupied cites BIS_EVO_MainObjective = createMarkerLocal ["MainObj", getMarkerPos "mobj1"]; BIS_EVO_MainObjective setMarkerColorLocal "ColorBlack"; BIS_EVO_MainObjective setMarkerShapeLocal "ELLIPSE"; BIS_EVO_MainObjective setMarkerSizeLocal [500, 500]; // For jip, client waits for server to run update.sqf waitUntil {BIS_EVO_allvar_packed != ""}; _temp = compile BIS_EVO_allvar_packed; _vars = call _temp; BIS_EVO_end = _vars select 0; BIS_EVO_MissionProgress = _vars select 1; BIS_EVO_lives = _vars select 2; /* mando_hitch_no_check_for_drop = true; mando_hitch_types = ["Landvehicle", "ReammoBox", "StaticWeapon"]; [12] execVM "mando_hitch\mando_hitch.sqf"; [["CH_47F_EP1","UH60M_EP1","UH60M_MEV_EP1"]] execVM "mando_hitch\mando_add_hitch.sqf"; */ // ----------below this line edit by psycho---------- setfire = true; //CB_uav_ready = true; conter_hint = false; publicVariable "conter_hint"; titleCut ["","black faded", 0]; //code original from doolitle - matched by psycho if (local player) then { _myIn = { private ["_return"]; _return = false; { if (_x == _this select 0) exitWith {_return = true}; } forEach (_this select 1); _return; }; _cfg = configFile/"CfgPatches"; for [{_i = 0}, {_i < count _cfg}, {_i = _i + 1}] do { if (isClass (_cfg select _i) and [configName (_cfg select _i), ["ACE_Main"]] call _myIn) then { diag_log format ["Initialisation for %1 stoped! ---- Reason: ACE-Mod is not allowed in this Mission. Please disable this Mod for playing %1. --------------------------", missionName]; _trg = createTrigger ["EmptyDetector", [0,0]]; _trg setTriggerStatements ["true", "", ""]; _trg setTriggerType "END6"; }; }; Mod_Check_done = true; }; waitUntil {not isNil "Mod_check_done"}; if (local player) then {[] spawn {sleep 10; hintSilent "Modcheck Succeeded --- all your Mods are allowed...";}}; ////////////////////////////////////////// ...wenn du wiedermal ein script benötigst, melde dich einfach wieder. lol
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Niemand hat die Absicht eine Tüte zu bauen! ___<<<A3 Wounding System>>>___ |
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18.10.2010, 19:59 | #13 (permalink) |
ka, glaub schon. das is aus arma1 importiert. da wurde immer nur dazu geschrieben
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Niemand hat die Absicht eine Tüte zu bauen! ___<<<A3 Wounding System>>>___ |
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18.10.2010, 21:15 | #15 (permalink) |
als ich die a2 evo das erstemal in die hand nahm, war aufjedenfall alles voller vars die eindeutig auf arma1 hinwiesen. ist die paradrop nicht auch aus a1?
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Niemand hat die Absicht eine Tüte zu bauen! ___<<<A3 Wounding System>>>___ |
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18.10.2010, 21:41 | #16 (permalink) |
Registriert seit: 03.01.2008
Alter: 84
Beiträge: 6.552
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*deleted* Xeno
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In arma everything is made of refined explodium, armored with wet paper towels. Geändert von Xeno (03.01.2014 um 09:15 Uhr). |
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