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AdirB

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Everything posted by AdirB

  1. Well, hm it's about the mission and I don't want the mission to publish until its done XD But first I need to make the script working. Do you know why it's not working? :( EDIT: I just made it working. I missed three brrackets semicolon at the end of the script ><
  2. No, he has nothing. No vest, Helmet , Weapon, nothing.
  3. It's not like this in my script. I did it here because I don't want to publish the uniform I'm using :)
  4. Thank you! I found this very useful! Is that script is right? Edit: I tested it now and the "B_officer_F" units are completely "naked". private ["_unit", "_type", "_side"]; _unit = _this select 0; _type = (typeOf _unit); _side = (side _unit); // Remove Starting Items removeAllWeapons _unit; removeAllItems _unit; removeAllAssignedItems _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; removeHeadgear _unit; removeGoggles _unit; // Common Items _unit addWeapon "ItemMap"; _unit addWeapon "ItemCompass"; _unit addWeapon "ItemWatch"; _unit linkItem "tf_anprc152"; _unit addItemToUniform "ACE_EarPlugs"; for "_i" from 1 to 3 do {_unit addItemToUniform "ACE_fieldDressing";}; // Start Gear Assignment switch (_side) do { // Blufor Loadout case west: { // Common WEST Gear _unit forceAddUniform "***"; _unit unassignItem "NVGoggles"; // Common Ammo/Items/etc here if needed. switch (_type) do { //Officer case "B_officer_F": { //Uniform/Vest/Headgear & etc. _unit addVest "***"; _unit addHeadgear "***"; // Weapons _unit addWeapon "RH_M16A2"; _unit addWeapon "hgun_Rook40_F"; // Ammo for "_i" from 1 to 3 do {_unit addItemToUniform "16Rnd_9x21_Mag";}; for "_i" from 1 to 4 do {_unit addItemToVest "RH_30Rnd_556x45_M855A1";}; for "_i" from 1 to 3 do {_unit addItemToVest "HandGrenade";}; for "_i" from 1 to 2 do {_unit addItemToVest "Chemlight_red";}; for "_i" from 1 to 3 do {_unit addItemToVest "rhs_mag_mk84";}; for "_i" from 1 to 2 do {_unit addItemToVest "SmokeShell";}; };
  5. Hello, I've tried to give gear for specific unit classname but it didn't work. I did this: if ((typeOf player) isEqualTo 'B_officer_F') then { removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; for "_i" from 1 to 3 do {this addItemToUniform "ACE_fieldDressing";}; this addItemToUniform "ACE_EarPlugs"; for "_i" from 1 to 3 do {this addItemToUniform "16Rnd_9x21_Mag";}; this addItemToUniform "RH_30Rnd_556x45_M855A1"; for "_i" from 1 to 4 do {this addItemToVest "RH_30Rnd_556x45_M855A1";}; for "_i" from 1 to 3 do {this addItemToVest "HandGrenade";}; for "_i" from 1 to 2 do {this addItemToVest "Chemlight_red";}; for "_i" from 1 to 3 do {this addItemToVest "rhs_mag_mk84";}; for "_i" from 1 to 2 do {this addItemToVest "SmokeShell";}; this addWeapon "RH_M16A2"; this addWeapon "hgun_Rook40_F"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "tf_microdagr"; this linkItem "tf_anprc152_2"; }; Please, someone can tell me the right way to do that?
  6. if the file initPlayerLocal.sqf can be executed in multiplayer then I guess it's ok. because if the players are not conntected there's no point to make the server execut the gear that not in use.
  7. I think I understand. 'Player' variable works only on units that are in use by clients, I got it right? Is there another way to write this script to make in MP?
  8. Thank you all :) is there something I can do to make 'player' work on server side? Maybe if I add "if(Isserver)"?
  9. Hello, I have a problem activating a radio trigger. It happens only with a commander unit, the "support" option in the command menu is disabled. Please, someone help me to solve this one. Thank! :)
  10. Sorry, here's a picture:
  11. Hello, I have a radio activation trigger in my mission, I noticed that the "support" menu enabled only for unit that is not a commander. Is there a way to enable the "support" menu to a commander unit?
  12. Try to group the trigger with the aircraft you want - (the three people sign in the toolbox). Drag the line just like you do with the sync tool. :)
  13. Hello, Is there a way to run a script from a trigger only in a specific in-game time? For example I want a bomb to explode at 15:30 excatly.
  14. There's no way to make it the "old fashion" way, with a trigger timeout? daytime >= 15.5 - 15.5 means 15:05 O'clock? I'm trying this, I'll update. Edit: It works thanks alot :D
  15. I did the thing you said with the trigger, the timer works fine, but I changed the activation to BLUFOR and there's only civilians and OPFORs in the area and the trigger automatically activates itself. Is it about the condition true?
  16. Thank you, do I need to set the trigger's settings as "bull_a" said? If the time isn't synced it wont work. Thank you anyway :) Thank you, do I need to set the trigger's settings as you said to set the timeout? Thank you I'll try it aswell. :)
  17. It's working now. The thing I've done is I resized the picture to a squarted resolution (512X512) and converted it to a '.paa' file. Then in the code line I changed the size to 200X200. That is what @lala14 told me to do but for some reason the color just turned upside down. Thank you all! :)
  18. Hello, I made a briefing and put in three images, the two of them are working fine but the third seems like its opacity is very low. I've tried to put one of the other images and it worked great but the specific image is not working. I'm using the "Briefing Manager" by alimag. Please help me :)
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