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Play3r

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About Play3r

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  1. Play3r

    RYD_Projectile_Spectator Script

    Great script G & R. Can any of you help me set it up so if a player has a Special rifle the script will work for that player. like if he uses the M320, can't remember the classname.
  2. Play3r

    Forum has died

    No just off for the weekend, just like me away from work..
  3. Hi @pierre MGI Yes did a check before posting, when i go inside the Trigger it do fire. This is from the HVT_SetUp,sqf //make trigger for capture trg_capture = createTrigger ["EmptyDetector", getPosatl _this,false]; trg_capture setTriggerArea [2.0, 2.0, 0, false,1]; trg_capture setTriggerActivation ["anyplayer", "PRESENT", false]; trg_capture setTriggerStatements ["this", "[format ['%1 Captured the HVT', name (thislist select 0)]] remoteExec ['hintsilent',[0,-2] select isDedicated];", ""];//_this execVM 'hvtcaptured.sqf'; from my trigger i now have this Detach HVT; [HVT] join grpNull; deleteVehicle trg_capture; 0 Spawn { [format ["%1", format ["%1",name player]], "We Found him!!"] remoteExec ["BIS_fnc_showSubtitle",[0,-2] select isDedicated]; Sleep 5; private _handle = ["Smith", "Thanks, We will take it from here.!!!!"] remoteExec ["BIS_fnc_showSubtitle",[0,-2] select isDedicated]; }; I found out that the Trigger that is created on the HVT if i delete that one, it works fine when it is deleted.
  4. HI sorry to bump up a old tread. I want to use this HVT_SetUp.sqf so that i can drop of the HVT when i get inside at trigger. I have tried with a Detach HVT and [HVT] Join GrpNull, but he is still in my group and he is still attached to the player. So i want to know what i have to type inside the On Activation field in the trigger to let him leave my player and he is no longer my prisoner // Play3r what is inside the trigger
  5. Play3r

    Mission Intro text and audio

    Maybe you can use one of them for your briefing.
  6. Thanks Pierre. That did it, but when my friends and i are inside Arsenal it disappears from our uniforms, when we close the Arsenal. and it never comes back, not even on respawn. Any idea @pierre MGI I have this in my initPlayerLocal.sqf // Insignia [missionNamespace, "arsenalClosed", { _insignia = [player] call BIS_fnc_getUnitInsignia; player setVariable ['sign', _insignia]; }] call BIS_fnc_addScriptedEventHandler;
  7. class CfgUnitInsignia // [this,"WolfPack"] call BIS_fnc_setUnitInsignia; <-- this is inside the Init of the Unit { class WolfPack { displayName = "WolfPack 11"; // Name displayed in Arsenal author = "Play3r"; // Author displayed in Arsenal texture = "pictures\ulven.paa"; // Image path material = ""; // .rvmat path textureVehicle = ""; // Does nothing, reserved for future use }; }; I have this in my description.ext and this in the unit init [this,"WolfPack"] call BIS_fnc_setUnitInsignia; But is does not show up on my units. i'm using the SOG:PF Cdlc and it is for a MP game. i did read about the config.cpp, but i do understand that it is not a good idea to use. in my InitLocalPlayer.sqf i have this. So i get it back on ReSpawn. params ["_player"]; _player addMPEventHandler ["MPRespawn", { params ["_unit", "_corpse"]; private _insignia = [_corpse] call BIS_fnc_getUnitInsignia; [_unit, _insignia] spawn { params ["_unit", "_insignia"]; sleep 1; isNil { _unit setVariable ["BIS_fnc_setUnitInsignia_class", nil]; // you can also do [_unit, ""] call BIS_fnc_setUnitInsignia, but this way is faster (plus no network traffic) [_unit, _insignia] call BIS_fnc_setUnitInsignia; }; }; }]; Does anyone know why they don't show up on my units? Cheers Play3r
  8. Does anyone have problems when you have setup the game so you lose when you kill a civilian, i can play for like 3 min and then i have the Mission Fail, but all i have done is fly from base to my first task. it has all started when i started to use this script, if i remove the #include "L_ambiCivs\init.sqf" from my InitServer.sqf i don't fail. does anyone know a work around? // Play3r
  9. if i use the Praetorian 1C in a Hosted game and i want it to be on the Opfor side, how can that be done? all units are placed in editor.
  10. I have this line i play on screen when a COND is true, but it only shows to the one who triggers is. How do i make is so all player on the server sees it? [format ["%1", format ["%1",name player]], "Downloading!!"] spawn BIS_fnc_showSubtitle ;
  11. Just change this line player groupChat (format ["Town:%4 .Civilians:%1 .Vehicles:%2 .Parked:%3",_GHint,_ghint1,_ghint2, _ghint3]); To this player groupChat (format ["Town:%4]); I think that will do it unless you found another way to do it.
  12. what does not work don't the group spawn, don't the heli spawn, don't you not get a player in the group?
  13. Have you tried to give the missionmarker a name and then delete it when mission is done?
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