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gokitty1199

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Everything posted by gokitty1199

  1. ill give that a try and see if i have any luck. im trying to make it from scratch, thank you
  2. i just noticed that. after everything i googled it only now came up -_- thank you
  3. im stuck here, i could not find anything inside the configs that would help me tell the difference between items, for example if this item is a backpack then do this if a vest then do this if a item such as map/gps or whatever do this i cant find what to use to differentiate them
  4. a thought but doubt it will work, create a new opfor unit on a east group and switch the player to it. delete the players unit after he is switched _gear = getUnitLoadout player; _grp = createGroup east; _newUnit = _grp createUnit [ “O_G_Survivor_F”, position player, [], 0, "FORM"]; _newUnit setUnitLoadout _gear; selectPlayer _newUnit;
  5. everytime you click the action the variable goes up by 1, once you click it the 10th time the action is no longer there player setVariable ["actionUsed", 0, false]; object addAction ["Click me", { params ["_object", "_me"]; _count = _me getVariable ["actionUsed", 0]; if (_count <= 10) then { _me setVariable ["actionUsed", _count + 1, false]; //put script to do the magazine thing here(didnt read rest of thread) }; if (_count isEqualTo 10) then {removeAllActions _object}; }];
  6. gokitty1199

    [SP/COOP-(1-4)] Defying the Odds

    had me scratching my head as to what i was tagged in lol but thanks for the credits, so far it looks good man we cant wait to see it!
  7. thats actually really neat my initial plan was to auto zero rifles for the target their aiming at
  8. i see i can get the current zero, but how do i go about forcing/setting the zero for the weapons? im assuming there is not a command for that but i figured id ask anyways incase someone has something.
  9. like dat? while {BUF_cursor_showRange} do { if (cursorTarget isKindOf "Man" && (side cursorTarget) != (side player) && alive cursorTarget && round (cursorTarget distance player) < 801) then { _str = format ["Enemy is %1m away", round (cursorTarget distance player)]; [_str, xOutput, yOutput, 5, 0, 0, outputLayer] spawn BIS_fnc_dynamicText }; };
  10. darn, ive already done this in the configs before, was really hoping there was a way to change the zero of a rifle depending on what the player is looking at
  11. gokitty1199

    Campfire hot again ?

    just throwing this out there, are you sure your arma just isnt bugged? verify your game cache and see if something changes.
  12. in my mission i have 2 sides, blufor/opfor and they each have their own base and map markers to show themselves on the map via this but randomly when testing with a friend my marker color went to yellow, and so did the area that i captured(i also have it going by BIS_fnc_sideColor). it also wouldnt let me teleport back to the marker with an addaction that has a side check. it makes no sense why this happened. i have allowDamage set to false and am using a handleDamage EH to detect hits but nothing to cause changing sides anywhere. _unit addAction ["Return to base", { _unit = (_this select 0); _unit setVariable ["isHit", false, true]; switch ((side _unit)) do { case WEST: {_unit setPos getMarkerPos "bluforBase";}; case EAST: {_unit setPos getMarkerPos "opforBase";}; }; removeAllActions _unit; }];
  13. nope thats the strange part, literally nothing is getting destroyed and nothing killed lol. thats alright ill find it eventually, thanks for the help
  14. not reliably for testing as it requires my mod. its a no limit mission right now thats just free to do what you want for as long as you want, ive played it before for about 40 minutes without that issue happening, then i played it again for 20 minutes and it happened, and another time i played for awhile and it didnt happen so idk yet. ill have the debug console on for the mission next time my friend want to play incase it happens to see what it returns
  15. the holdSide variable is only on the flags, not the unit as its just used as a comparison for the action conditions. i need to be able to reproduce this issue with the debugger on so i can see because yellow is just an object isnt it? purple is civ and green is indi and so on.
  16. isHit is set to the unit when they load into the mission beforehand and is set to false by default. isHit only toggles when the player is hit by a bullet, once he is hit then it changes to true until the player hits the addAction to return to base where isHit is set to false.
  17. ill share some things heres the handleDamage eh takenHit function serverAward public event handler gotAward doesnt do anything but increment a variable, heres the flag capture. the issue happened randomly, i had captured and shot my friend a few times as well as being shot, then it just randomly happened.
  18. no killing, just detecting hits and then going from there and no captive states either. the first loop is to detect if the player has the map open, if he does have the map open then it creates a marker and jumps into the second loop which keeps updating the markers position until the player closes the map.
  19. gokitty1199

    Campfire hot again ?

    maybe make an eventhandler HandleDamage and check if the damage is from a fireplace, if it is then check the distance of it, if the distance is greater than x then set your dammage back to what it was before you took damage
  20. oops sorry thats because of using allUnits. change allUnits to thisList like {alive _x AND (side _x) isEqualTo EAST} count thisList isEqualTo 1 as for making the player drop the weapon do this. params ["_unit"]; _unit action ["DropWeapon", _itemBox, currentWeapon _unit]; _unit setCaptive true; _unit playmove "AmovPercMstpSsurWnonDnon"; you can make the unit have a random chance of having intel by doing something similar to this in the same .sqf file as well params ["_unit"]; _unit action ["DropWeapon", _itemBox, currentWeapon _unit]; _unit setCaptive true; _unit playmove "AmovPercMstpSsurWnonDnon"; _unit addAction ["Search", { if (40 > random 100) then { hint "something found"; } else { hint "nothing found"; }; }, [], 6, false, true, "", "", 3];
  21. trigger condition(also make it not repeatable) {alive _x AND (side _x) isEqualTo EAST} count allUnits isEqualTo 1 activation set opfor present then just execVM a .sqf file passing in the units like null = [thisList select 0] execVM "test.sqf"; for one of the opfor units inside said .sqf file params ["_unit"]; _unit setCaptive true; _unit playmove "AmovPercMstpSsurWnonDnon";
  22. edit: just tested with adding the default scope to the compatibleItems array and had the same result, looking to see what im missing. the problem i am trying to fix is that when using optics(including irons) with the ammo having more friction and gravity and a slower velocity, when you shoot the bullet comes out of the 3rd vertical marker below the center of the crosshair in the MOS scope. if you have an optic with a zero that goes from 100+ such as the DMS, it shoots way high when you have it zeroed at 100, but way low when you zero it at 200. if you go higher than 200 there is no visible change in where the bullet goes height wise in the crosshair. if anyone has a possible solution to this please state it. currently as a test just to get everything working before i start tinkering with them, im trying to get *my* variation of the MOS scope to work on a modified M302 rifle and i cannot figure out why the optic wont appear on the scope. screenshot heres part of the cfgWeapons //the scope class BUF_SOS: optic_SOS { displayName = "BUF TEST"; }; //the rifle class srifle_BUF_M320_Airsoft : srifle_LRR_F { magazines[] = {"BUF_LRR_Airsoft_mag"}; displayName = "BUF Airsoft M320"; baseWeapon = ""; initSpeed = 135; recoil = airsoft_Sniper; class WeaponSlotsInfo : WeaponSlotsInfo { class CowsSlot { compatibleItems[] = {"BUF_SOS"}; }; }; class Single: Mode_SemiAuto { reloadTime = 1.2; sounds[] = {Semi}; class Semi { begin1[] = {"sub\boltShot", db0, 1,500}; soundBegin[] = {"begin1",1}; }; }; };
  23. gokitty1199

    Question about List Boxes

    i fill mine with forEach and arrays { _wepName = getText (configFile >> "cfgWeapons" >> _x >> "displayname"); lbAdd [1500, _wepName]; lbSetData [1500, _forEachIndex, _x]; } forEach _rifles; _slot = lbCurSel 1500; selWeapon = lbData [1500, _slot];
  24. gokitty1199

    Question about List Boxes

    https://community.bistudio.com/wiki/lbCurSel if you have a string in the lb https://community.bistudio.com/wiki/lbData or with the lb int https://community.bistudio.com/wiki/lbValue
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