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报告翻译问题






Far as i remember you can disarm them, the script places the mines when is executed so if you want them to be placed at certain time you can use an waituntil {}; before the line of the script.
You can do that in init.sqf or another script executed globally
In alias_mines.sqf notice the class "APERSMine" which is the type of mine i create and place where IEDs are, if you want a different mine with different range and effect replace that class with the desired one.
I never used BIS module because in the past they were broken by each update and weren't reliable, maybe that changed and worth taking a look to their minefield module i think they provide more options there.
Looks like is working. The debug part is broken, markers for mines after the first group don't show up. Just take an engineer and you will see the mines in the second marker, just use a small radius so you don't have to move too much. I will fix that marker placement part asap.
Armaholic
Ok mate, i will have a look ASAP, maybe is something broken. Where did you take the script from? Armaholic or STEAM?
null = ["1marker_center1",400,"APERSBoundingMine",10,true,true] execVM "AL_mines\alias_mines.sqf";
null = ["marker_center",400,"IEDUrbanBig_F",10,true,true] execVM "AL_mines\alias_mines.sqf";
Please do so and let me know. Thanks!
Dunno, i didn't have time to check it out, it should've worked because i used it for the exactly same purpose in a MP persistent mission with multiple minefields and i didn't have problems
I have tripled check and only the first marker gets populated.
hmmm, should've worked. I will have a look ASAP.
Make sure the marker name (zaros_marker) is the same with what you placed on the map.
null = ["zaros_marker",400,"IEDUrbanSmall_F",8,false,true] execVM "AL_mines\alias_mines.sqf";
That's what I am using @ALIAS and only the first marker populates, the second will not.
Also make detect_markers false too if you don't plan to use more empty markers to have mines at specific locations, so your lines should look like this
null = ["marker_center",400,"IEDUrbanBig_F",8,false,false] execVM "AL_mines\alias_mines.sqf";
null = ["1marker_center_1",400,"IEDUrbanBig_F",8,false,false] execVM "AL_mines\alias_mines.sqf";
Enable debug and see where the red dots are placed. Based on values you used you should have 16 of them on the map
Example:
null = ["marker_center",400,"IEDUrbanBig_F",8,true,false] execVM "AL_mines\alias_mines.sqf";
null = ["1marker_center_1",400,"IEDUrbanBig_F",8,true,false] execVM "AL_mines\alias_mines.sqf";
Having these two lines in the init and having those two empty markers will only spawn mines for the first in the list.
I have a static mission that runs all the time, and I need about 6 or 7 randomly placed IED's on 8 different markers. How can I do this?
This is not a mod, is a script you use in your mission editing, you should find the demo mission in scenarios menu. For more info about using my scripts check these tutorials
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
Right... i got you point, thanks for clarification, i will have a look and see if i can do something.
Thanks for your input!
Randomness can be achieved in 2 ways (as exemplified in alias_mine_ini.sqf):
* without markers, based on the range you set
* with markers, you place on the map as many empty markers as you want and if the number of mines you want to place is smaller than the number of markers then the mine locations will be randomly picked from markers available
Initially i stored the matkers in an arrays, but if you have many of them and they are named differently can be annoying to write all of them by hand in an array, that's why i chose to to detect them automatically.
More experienced scripters could first place the markers, then run a script to detect and place them in an array, copy to clipboard, then use it as desired, but i don't see the point of doing that.
Maybe i don't understand your suggestion tho, feel free to clarify if my answer doesn't cover your request
Thanks! If i understood your question correctly the answer is that once you have the script files in your mission there is no dependency to workshop.
Merci beaucoup moni ami! :)
@Treendy
This script will fit perfectly in that mission mate :)
Encore bravo pour ton travail et merci pour ta gentillesse :)