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dzrealkiller

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About dzrealkiller

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    Lance Corporal
  1. dzrealkiller

    M.S.K.E. 4 Islands Map Version 2017

    I have an Exile server on this map (The First, Actually) and damn its amazing, Everything is almost ready for me to open the server to the Exile players :) Some really nice work Hotzen, As we wanted the map for Exile and players drive a lot we have added some bridges to connect the islands so now players can cruise around the entire map in vehicle. Somethings I would change are the amount of towns that do not have open buildings. I love that there are so many military areas BUT they did not have much going on at them so I have improved most of those and I must say its looking Amazing and I am looking forward to opening the server to the public soon. :) Hope you add some more cool things to the map. Love It!
  2. Hmm ... what about players select their gear and spawn point and then the image comes up instantly when they have spawned and locks their players position for like 5-10 seconds and then maybe have game sound auto muted then once the image goes the player gets unlocked and the sound comes back? there would be a way to do that right? and it would be easier? The only reason I want to do this is because later I will make more missions in different areas and different maps and would like a custom image for each to show the zones and map they will be playing on and such. just gives a nice touch I think.
  3. Absolutely correct, putting respawnOnStart to -1 did the trick but the issue Is to spawn with a loadout from my kit selection I have to have that turned on "respawnOnStart = 1;" If not it will spawn me as a basic soldier, Anyway to get around this?
  4. Hm any idea on how? Here is my InitServer.sqf: // Loadouts WaitUntil {Sleep 1; Local Player}; _gear = [west, "west1"] call BIS_fnc_addRespawnInventory; //Assault BluFor _gear = [west, "west2"] call BIS_fnc_addRespawnInventory; //Engineer BluFor _gear = [west, "west3"] call BIS_fnc_addRespawnInventory; //Sniper BluFor _gear = [west, "west4"] call BIS_fnc_addRespawnInventory; //Medic BluFor _gear = [west, "west5"] call BIS_fnc_addRespawnInventory; //Support BluFor _gear = [east, "east1"] call BIS_fnc_addRespawnInventory; //Assault OpFor _gear = [east, "east2"] call BIS_fnc_addRespawnInventory; //Engineer OpFor _gear = [east, "east3"] call BIS_fnc_addRespawnInventory; //Sniper OpFor _gear = [east, "east4"] call BIS_fnc_addRespawnInventory; //Medic OpFor _gear = [east, "east5"] call BIS_fnc_addRespawnInventory; //Support OpFor I believe that's what pulls up the menu but I also have respawns that are joint to that menu :S And Description.ext: respawn = "BASE"; // CAN ALSO BE 3 respawnDelay = 10; respawnOnStart = 1; respawnButton = 1; respawnTemplates[] = {"Tickets", "EndMission", "Counter", "MenuPosition", "MenuInventory"}; I think the respawnOnStart = 1; pulls up the menu not 100% though cant remember lol
  5. Ok that worked but it only shows for a second then my loadout selection menu comes up, Not sure if the loadout selection is closing the image or if the image is just closing by its self really fast.
  6. Says it cant load mipmap now any ideas? for testing I am using a .jpg image that's ok for testing right? or does it only work with .paa files?
  7. Close It came up for a split second but gave me an error :S Screen shot of error. https://www.dropbox.com/s/9euykcwo18dei1m/107410_2015-11-13_00001.png?dl=0
  8. Ok just tried a few things and it seems to work as intended. Thought I would post this in case anybody ever want to do the same thing. onPlayerKilled.sqf [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; player removeItem "Medikit"; player removeItem "Toolkit"; onPlayerRespawn.sqf [player, [missionNamespace, "inventory_var"]] BIS_fnc_addRespawnInventory; Also the ToolKit does get deleted and I guess I will see if it get given back once revived later once I find a revive script. Thanks for helping :)
  9. Just tested this and its messed my Inventory selection script. Using the above now makes players spawn with a default loadout and not one they selected, I am guessing thats down to this section "call BIS_fnc_loadInventory;" anyway to avoid losing my custom loadouts? Here is how I use my loadouts: Loadout.sqf class WEST2 { displayName = "Engineer"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_Mk20_GL_F", "launch_RPG32_F", "hgun_ACPC2_F", "Rangefinder" }; Backpack[] = { "B_TacticalPack_blk" }; magazines[] = { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "MiniGrenade", "RPG32_F", "RPG32_F", "RPG32_F" }; items[] = { "ToolKit", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS" }; linkedItems[] = { "V_PlateCarrier2_blk", "G_Combat", "H_Watchcap_blk", "acc_pointer_IR", "optic_Hamr" }; uniformClass = "U_I_G_resistanceLeader_F"; }; And here are the calls used: initServer.sqf: // Loadouts WaitUntil {Sleep 1; Local Player}; _gear = [west, "west1"] call BIS_fnc_addRespawnInventory; //Assault BluFor _gear = [west, "west2"] call BIS_fnc_addRespawnInventory; //Engineer BluFor _gear = [west, "west3"] call BIS_fnc_addRespawnInventory; //Sniper BluFor _gear = [west, "west4"] call BIS_fnc_addRespawnInventory; //Medic BluFor _gear = [west, "west5"] call BIS_fnc_addRespawnInventory; //Support BluFor _gear = [east, "east1"] call BIS_fnc_addRespawnInventory; //Assault OpFor _gear = [east, "east2"] call BIS_fnc_addRespawnInventory; //Engineer OpFor _gear = [east, "east3"] call BIS_fnc_addRespawnInventory; //Sniper OpFor _gear = [east, "east4"] call BIS_fnc_addRespawnInventory; //Medic OpFor _gear = [east, "east5"] call BIS_fnc_addRespawnInventory; //Support OpFor would I just replace call BIS_fnc with mine like "call BIS_fnc_addRespawnInventory;" Or something like that?
  10. Currently non as I cant find any thing thats lightweight and /or working still working on that part but I am planning ahead :)
  11. Ahh ok will have a mess about and see if i cant make something show up, Thanks :)
  12. Ok I made a new file called initPlayerLocal.sqf I then added: disableSerialization; _ctrl = (findDisplay 46) ctrlCreate ["RscPicture", 80001]; _ctrl ctrlSetPosition [safezoneX, safezoneY, safezoneW, safezoneH]; _ctrl ctrlSetText "Testing_Image.jpg"; _ctrl ctrlCommit 0; sleep 5; ctrlDelete _ctrl; and saved it. I then launched the server but no image shows, Am I supposed to do something where it says safezone? Currently I have no safezones setup on the mission. :S Sorry I am kinda learning things as I go. Do I need to call the file or does It read it automatically?
  13. Still no idea how to do this, This is my first time messing with defines and such :S
  14. Hi I have a support class that I want to be able to throw down an ammo create that has no inventory but it replenish players ammo that are standing close to it... I guess a little like battlefield 4 support guy how he places it on the ground and it auto gives ammo to players for their weapons in a set radius. I am looking at it giving: 4x primary weapon (for their current gun) mags 3x secondary mags (for their current gun) If the player has an RPG it will give them x2 ammo for the rpg 1x grenade Wouldn't mind a similar thing for a medic kit but it replenish players health in a radius of the placed item (medikit) For both of these I would want to set it up so if there is already an ammo or medikit dropped by a specific player that when they drop another it destroys the first one. Is this at all doable?
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