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JetlinerX

Drastic help wanted! :(

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Hello all-

So, I was stupid, and tried to jump right into the editor. Let me describe my problems:

So, 2 friends and I are trying to play "Chernarus Apocalypse Part 1" and we constantly died because of the lack of decent weapons. So I decided to do some research, and found the basic scripting for adding weapons on start. This is what I am using: 0=[this,["G36C",2]] execVM "cly_addweapon.sqf"

(By: Celery)

I gave each person one of these scripts, and a different weapon. After that, we went in to test it, and who ever hosts the game, their gun always works. The second person, they work the first time, but if we all die and restart on the map, their gun defaults back to the gun that was provided in the original, as for me, EVERY TIME I get into the game, I have the default weapon that came with the mod. My newly scripted gun never comes up!

Let me know what I need to provide, and what things I should test, I am desperate for a solution! :confused::confused::confused::mad::mad::mad:

Thanks in advance-

Slade

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Slade a good idea would be to ask in the thread of the mission.

The author, Celery, would be able to help you best.

The basic story is that you need to find the respawn script/respawn handling system.

So in other words probably there is a second part you need to modify.

That said it might not have one and therefore uses the game's own system.

In this case you need to add a custom respawn handling system yourself.

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The player gear is added in init.sqs. If you comment out the relevant lines there, they won't interfere with your init line executions.

Some questions that may help solve the bug in the future:

Were you playing Combined Operations or Arma 2 (Free)?

Which version of the mission were you playing?

Which mods were you using?

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Due to the fact this is my first time scripting, what in the init file do I do? Thanks a million guys!!

?{typeOf player in _x} count CLY_playerstates==0:_addweapon execVM "cly_addweapon.sqf"

to

;?{typeOf player in _x} count CLY_playerstates==0:_addweapon execVM "cly_addweapon.sqf"

- Not the free demo

Arma 2 or Combined Ops?

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Just ArmA 2

PS: I also cant find the line: ?{typeOf player in _x} count CLY_playerstates==0:_addweapon execVM "cly_addweapon.sqf"

Edited by JetlinerX

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Just ArmA 2

PS: I also cant find the line: ?{typeOf player in _x} count CLY_playerstates==0:_addweapon execVM "cly_addweapon.sqf"

It's under ;Character specific equipment.

I think the problem will be fixed in the next version I'll release. Vanilla Arma 2 seems to have a bug that prevents the addweapon script from working if executed right at the start of the mission.

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Oh, I was looking in the sqf, oops! XD

---------- Post added at 05:59 PM ---------- Previous post was at 04:58 PM ----------

So, I edited the line, then went into ArmA 2, exported as a multiplayer .pbo, and then sent it to my friend, I hosted, my gun worked, his didnt. Still confused whats going wrong! D:

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Oh right, add sleep 0.01; in cly_addweapon.sqf before the //switchMove PVEH line.

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Op can I just point out next time you need help write an informative heading, not omg help!!! ;) then we know if we can help without ppl bypassing thread cos it means nothing

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Oh, my apologies, thank you for the tip kind sir :)

Celery- I am testing it now.

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