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donavlad

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  1. You do you mean the IgorId and not the ScriptId I assume? However the problem occurs independently of using a text editor. That is only to verify the problem. And if the ScriptId is changed manually all the scripting references hidden under the <ScriptCompiled> and <ScriptSource> don't match and Igor crashes again.
  2. Does anyone here know of a way to manually override the numeric value of the "ScriptId" values generated by Igor? Experiencing several very annoying instances of Igor assigning a ScriptId which is already in use by another component. E.g. when creating a new plan it is given a unique IgorId together with a ScriptId already in use (by a zone etc.). While this does not seem to crash the game it does cause Igor to crash at times making it almost impossible to finish scripting the mission. Have run into this problem a number of times now, usually with missions using imported gtf scripts so there might be a connection. Anyone familiar with this issue? And are there steps to take to get around it?
  3. Another idea, how about making the invisible actors AA1-AA4 teleport all over the map BEFORE the flag is set. Something like this: Group: <Default> Comment: *Set Player Company to Variable Player Company Trigger Event: The simulation is starting. Responses: Set Platoon - Player to (The player-controlled platoon). Set Timer - reinforce attackers to expire in 60 second(s). Hide Reinforcement - attacker from the game world. Group: <Default> Comment: Spawn away Trigger Event: An actor in Player Company is within 100 meter(s) of AA1. Responses: Allow this block to be reactivated. Display "DEBUG - Too close to actor " to all players. Set counter - reinforce attackers location to (A random integer between 1 and 2). If ((The value of counter - reinforce attackers location) is equal to 1), stop and queue a call to Group Spawn 1. If ((The value of counter - reinforce attackers location) is equal to 2), stop and queue a call to Group spawn 2. Group: <Default> Comment: Spawn attacker - TIMER Trigger Event: Timer - reinforce attackers has expired. Responses: Set Flag - reinforce attackers to true. Prevent this block from being reactivated. Display "DEBUG - Flagset true" to all players. Group: Group Spawn 1 Comment: Spawn 1 Trigger Event: This block has been called directly from the script. Responses: Teleport AA1 to Zone - reinforce attackers 1. Display "DEBUG - Spawn 1" to all players. Continue executing responses if (The state of Flag - reinforce attackers). Make Reinforcement - attacker visible to the game world. Display "DEBUG - Show spawn 1" to all players. Set Flag - reinforce attackers to false. Prevent this block from being reactivated. Group: Group spawn 2 Comment: Spawn 2 Trigger Event: This block has been called directly from the script. Responses: Teleport AA1 to Zone - reinforce attackers 2. Display "DEBUG - Spawn 2" to all players. Continue executing responses if (The state of Flag - reinforce attackers). Display "DEBUG - Spawn 2 show" to all players. Make AA1 visible to the game world. Set Flag - reinforce attackers to false. Prevent this block from being reactivated. Never mind this doesnt work either... I tried it with visibility and without. It seems the proximity on player and actor isnt working. Any suggestions? I think I might have a solution... it seems that if I check proximity on player platoon, it doesn't work, BUT if I change it to friendly, it does! gonna work on it again!
  4. So is it possible to put a reference point in the spawn zone to relate? It would be something like this: Group: Group Spawn 1 Comment: TEST Spawn 1 availability Trigger Event: This block has been called directly from the script. Responses: Display "DEBUG Spawn 1" to all players. If ((The number of members of Platoon - Player within 100000 meter(s) of ***PUT REFERENCE HERE***) is greater than or equal to 1), stop and queue a call to Group spawn 2. Display "DEBUG Spawn 1 player gone" to all players. Teleport AA1 to Zone - reinforce attackers 1. Teleport AA2 to Zone - reinforce attackers 1. Teleport AA3 to Zone - reinforce attackers 1. Teleport AA4 to Zone - reinforce attackers 1. Make Reinforcement - attacker visible to the game world. Set Flag - reinforce attackers to false. Group: Group spawn 2 Comment: TEST Spawn 2 availability Trigger Event: This block has been called directly from the script. Responses: Display "DEBUG Spawn 2" to all players. Teleport AA1 to Zone - reinforce attackers 2. Teleport AA2 to Zone - reinforce attackers 2. Teleport AA3 to Zone - reinforce attackers 2. Teleport AA4 to Zone - reinforce attackers 2. Make Reinforcement - attacker visible to the game world. Set Flag - reinforce attackers to false. But what can I set as a reference point that will relate to the players platoon? AKA if The range parameter is not applied to zone objects then what reference will?
  5. I tried, for all I know, every possibility there is, the problem I see is that somehow it is not registering where player platoon is. For example, If I set it up like my original post, but with the 2nd spawn location without rules (no proximity or anything) and I set the counter to be 1. In this scenario I tested if it would register enemy forces. So I set up a proximity to the enemy platoon and the spawn location 1. This was the outcome: REDIRECTING SPAWN 1 SPAWN 1 player gone SPAWNED... It is not locating the enemy forces aswell... weird... Regards...
  6. Sorry I had to clarify, the distance was just to try. They keep spawning regardless. I set the first to 10000000m and the 2nd without any rules so it could go to the 2nd. I varied the distance to 10-20-50 and 100000000m. FYI, the spawns appear without bouncing... Thats why I set up the debug messages. Regards, donavlad
  7. Hello people, I have another question. I searched the forum allready and I can't seem to find what I'm looking for. I want to randomly spawn enemy's in a zone, BUT away from the player so they dont see him spawn. This is what I have so far but the stopif and continue if and redirectif arent working according to the proximity.... Group: <Default> Comment: Setup Trigger Event: The simulation is starting. Responses: Set Platoon - Player to (The player-controlled platoon). Set Timer - reinforce attackers to expire in 30 second(s). Group: <Default> Comment: reinforce attackers; timer Trigger Event: Timer - reinforce attackers has expired. Responses: Set Flag - reinforce attackers to true. Display "reinforce attack - timer" to all players. Prevent this block from being reactivated. Group: <Default> Comment: TEST Check Location random spawn attacker reinforcement Trigger Event: 10 second(s) elapsed. Responses: Allow this block to be reactivated. Continue executing responses if (The state of Flag - reinforce attackers). Display "DEBUG REDIRECTING" to all players. Set counter - reinforce attackers location to (A random integer between 1 and 2). If ((The value of counter - reinforce attackers location) is equal to 1), stop and queue a call to Group Spawn 1. If ((The value of counter - reinforce attackers location) is equal to 2), stop and queue a call to Group spawn 2. Group: Group Spawn 1 Comment: TEST Spawn 1 availability Trigger Event: This block has been called directly from the script. Responses: Display "DEBUG Spawn 1" to all players. If ((The number of members of Platoon - Player within 100000 meter(s) of Zone - reinforce attackers 1) is greater than or equal to 1), stop and queue a call to Group spawn 2. Display "DEBUG Spawn 1 player gone" to all players. Teleport AA1 to Zone - reinforce attackers 1. Teleport AA2 to Zone - reinforce attackers 1. Teleport AA3 to Zone - reinforce attackers 1. Teleport AA4 to Zone - reinforce attackers 1. Make Reinforcement - attacker visible to the game world. Set Flag - reinforce attackers to false. Group: Group spawn 2 Comment: TEST Spawn 2 availability Trigger Event: This block has been called directly from the script. Responses: Display "DEBUG Spawn 2" to all players. If ((The number of members of Platoon - Player within 100000 meter(s) of Zone - reinforce attackers 1) is greater than or equal to 1), stop and queue a call to Group spawn 2. Display "DEBUG Spawn 2 player gone" to all players. Teleport AA1 to Zone - reinforce attackers 2. Teleport AA2 to Zone - reinforce attackers 2. Teleport AA3 to Zone - reinforce attackers 2. Teleport AA4 to Zone - reinforce attackers 2. Make Reinforcement - attacker visible to the game world. Set Flag - reinforce attackers to false. This is just a random test for the spawns, and it is very rough... But the random spawns are working great, only it isnt reading the proximity to the player... So the appear in front of me sometimes....... Anyone has a solution?
  8. Thnx Riley, Now you wrote it, I have to say, it makes sense and I could have known it. Thanks, Ill keep you posted on progress and problems!
  9. Thank you so much Riley! This is exactly what I wanted to script. No need to fully work it out, this makes sense. Once the mission is completed, Ill post it up here, somewhere, for you guys to give it a shot. This will be a rough version. What I noticed by the way is enemy's shooting at walls to enemy's on the other side. They can see eachother, but can't shoot eachother. so the look kinda stupid shooting up walls all the time. Any chance of you guys to have a solution for this problem? Or is it a poorly made map problem? Regards!
  10. Hello forum, Me and a friend are new in this area and we were scrolling trough the forum looking for our anwser but we couldn't seem to find it. We were wondering if: * it is possible to make a hostage shoot enemy's after they have been rescued? * is it possible to set the hostage to a plan and to set it to follow after the plan (trigger) is executed? We gave the hostage an ak allready, after he is rescued, and he can follow us, BUT we want him to help us defend a zone first and then follow us, while he is able to kill enemy's. Response would be much appriciated. Regards, Dona & Vlad
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