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dzrealkiller

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Everything posted by dzrealkiller

  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. Hi I am trying to make a pretty cool mod but I need some assistance. I am looking to either create or find something that I can use to allow players to gain experience and level up from 1 - 100 on each level up they get a point or some credits that they can then press a keybind in game to open a dialog where they can spend their points/credits to unlock attachments and such for their weapons after spending points on attachments or buying a new gun it will save to a database so they don't need to ever rebuy it and it will just save to their player id or something. Basically I am trying to make a Battlefield type thing and want to have a level system and points players can spend to unlock items and once they start unlocking items they can open a loadout screen once they deploy to select guns and attachments they own. I think this will be an extremely hard task to achieve but would be epic. Any ideas?
  3. Hello, I am working on a cool little mission and I am trying to stop players dropping items such as "ToolKit","MediKit" and also want to stop players looting these items from dead players.. How can I do this? Any help Is appreciated.
  4. 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?
  5. 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.
  6. This may sound extremely weird but its just for looks and feel.. I would like to do some sort of script that when a player joins the server an image pops up and fills the screen with a custom image that says "loading..." and after say 5-10 seconds the image goes and they can then play.. its cosmetic only for looks and feel... any ideas? Also want to add some quiet background music while the image is on the screen and when the image leave the screen the music stops.
  7. 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?
  8. 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
  9. 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.
  10. 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?
  11. 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
  12. 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 :)
  13. 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?
  14. Currently non as I cant find any thing thats lightweight and /or working still working on that part but I am planning ahead :)
  15. Ahh ok will have a mess about and see if i cant make something show up, Thanks :)
  16. 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?
  17. Still no idea how to do this, This is my first time messing with defines and such :S
  18. I need something like this but for dead players... Basically I want to make something so when a player die they keep there Items on their body but players cant access the gear of the dead body.. The reason for this Is because I am making a mod that has medic classes that use MediKits to revive and heal players but I dont want players to loot dead players and pick it up... I also dont want the item to be deleted incase another medic revives the dead medic... cant have them medikits been deleted :S
  19. Anyway to modify this to instead of repairing vehicles with a toolkit you could heal players with MediKit so when a player has the MediKit they could look at an injured player and scroll heal but takes like 5 seconds for a full heal but cancelled when the medikit player moves from his position. Is that doable?
  20. LOL I can imagine the site struggled with that post :P Not sure I understand the following part. You can then create the dialogue via createDialog "NAMEOFYOURDIALOG"
  21. I'm sorry not sure what I'm looking at their I see you're post but looking through defines.hpp there's a lot of stuff in there is all of it for the image? I seen something about safezones in there also, I'm pretty new to all this I have basic understanding but Im not a genius lol could you throw a little guidance my way please... unless the entire thing is for the images then i know what to do.
  22. Hmm sounds promising but thinking about it, wouldn't that delete the item? but if the dead player gets revived they wont no longer have their toolkit or medikit :S maybe a way to stop players looting bodies full stop?
  23. This may sound extremely weird but its just for looks and feel.. I would like to do some sort of script that when a player joins the server an image pops up and fills the screen with a custom image that says "loading..." and after say 5-10 seconds the image goes and they can then play.. its cosmetic only for looks and feel... any ideas? Also want to add some quiet background music while the image is on the screen and when the image leave the screen the music stops.
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