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JIMMI DEE BILLY BOB

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About JIMMI DEE BILLY BOB

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  1. JIMMI DEE BILLY BOB

    SQF files don't work on dedicated server/server.

    if (!isServer) exitWith {}; _veh = _this #0; _veh lockCargo true; _veh = _this #0; _veh removeWeaponTurret ["LMG_RCWS", [0]]; _veh = _this #0; _veh lockturret [[0,0],true]; _veh = _this #0; _veh lockturret [[0],true]; _veh = _this #0; _veh animate ["HideTurret", 1]; _veh = _this #0; _veh allowCrewInImmobile true; _veh = _this #0; _veh removeWeaponTurret ["SmokeLauncher",[0,0]]; //dont work _veh = _this #0; _veh addAction [ "Dispense AT mines : Fire slugs in driver seat,and to the right side of vehicle, mines will be covering a 40m radius 65 meters out ", {}]; // _veh = _this #0; _veh addWeaponTurret ["sgun_HunterShotgun_01_sawedoff_F",[-1]]; { _veh addMagazineTurret ["2Rnd_12Gauge_Slug",[-1]] } count [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20]; //dont work _veh = _this #0; _veh addEventHandler ["Fired", { flareN = "AT_Mine_155mm_AMOS_range" createvehicle ((player) ModelToWorld [65,0,150]); flareN setVelocity [0,0,-01]; }]; // //dont work _veh = _this #0; _veh addEventHandler ["killed",{ _bomb="ammo_Missile_Cruise_01" createVehicle (getPos (_this select 0)); (_this select 0)}]; // //dont work _veh = _this #0; call compile preprocessFileLineNumbers "plank\plank_init.sqf"; [_veh, [0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 40, 0, 0, 0, 0, 0, 0]] call plank_api_fnc_forceAddFortifications; // [West, -24] call BIS_fnc_respawnTickets; east addScoreSide 2; I know it can work on the server, I've tried using vehicle init, but there's something I'm doing wrong, I have a not a chance to figure it out, I'm bad at scripting.
  2. JIMMI DEE BILLY BOB

    SQF files don't work on dedicated server/server.

    the Object this addaction["------------------------------------------------------", ""]; this addAction ["Buy 3x Cruise missiles", "NuCruiserM1.sqf"]; this addaction["------------------------------------------------------", ""]; this addAction ["Buy one 0,3kt nuclear howitzer shell", "NukeWar1.sqf"]; ///this on, they are all the same this addAction ["Buy one 3kt nuclear Cruise missile", "NukeWar11.sqf"]; ---------------------------------------------------------------------------------------------------------------------- //dont work, it works the sekund time a try to addaction, and then I would have used 2x the tickets NnukeArt1 setVehicleAmmo 0.0313; // "Instructions" hintC [ "You can only buy one nuclear howitzer shell at a time.", "Trying to buy more will only cost your team more tickets.", "Nuclear howitzer shell has been armed in Hammer cannon on destroyer.", "Use UAV terminal to control Hammer." ]; hintC_EH = findDisplay 72 displayAddEventHandler ["Unload", { _this spawn { _this select 0 displayRemoveEventHandler ["Unload", hintC_EH]; hintSilent ""; }; }]; [west, -50] call BIS_fnc_respawnTickets;
  3. JIMMI DEE BILLY BOB

    SQF files don't work on dedicated server/server.

    the Object this addaction["------------------------------------------------------", ""]; this addAction ["Buy F/A-181 Black Wasp Stealth", "buyAir\BlackWaspStealth1.sqf"]; this addAction ["Buy F/A-181 Black Wasp", "buyAir\BlackWasp1.sqf"]; this addAction ["Buy A-149 Gryphon", "buyAir\Gryphon1.sqf"]; this addAction ["Buy A-143 Buzzard", "buyAir\Buzzard1.sqf"]; this addAction ["Buy A-164 Wipeout", "buyAir\Wipeout1.sqf"]; this addaction["------------------------------------------------------", ""]; this addAction ["Buy AH-99 blackfoot", "buyAir\blackfoot1.sqf"]; ///this on, they are all the same this addAction ["Buy WY-55 hellcat", "buyAir\hellcat1.sqf"]; this addAction ["Buy AH-9 Pawnee", "buyAir\pawnee1.sqf"]; ---------------------------------------------------------------------------------------------------------------------- "Instructions" hintC [ "You have bought the AH-99 blackfoot, it is unlocked now.", "Dont pay for it again!" ]; hintC_EH = findDisplay 72 displayAddEventHandler ["Unload", { _this spawn { _this select 0 displayRemoveEventHandler ["Unload", hintC_EH]; hintSilent ""; }; }]; [West, -80] call BIS_fnc_respawnTickets; //dont work Natohelipilot2 moveInGunner blackfoot1; // //dont work blackfoot1 setVehicleLock "UNLOCKED"; //
  4. I have just recently finished making a lot of missions for my server, have tested them in single player and multi player, they work there, but when I test them on my nitrado server, they do not work according to the script. I have written on the codes what does not work, will someone help me, I am desperate. I really want it to work so I could invite strangers into a game, I have spent 2 years to this date to make the missions, it would really hurt if I wasted my time, only by playing with myself. https://youtu.be/wv3S-cGHJpU?si=FGikttrppBPPH9bH
  5. I'm trying to make killer drones/suicide drones, the AR-2 Darter's waypont dont work when i spawn it star mission and respawn it with respawn vehicle module, but AL-6/AL-6 (medical) does, the issue is that it does not have thermal vision or night vision, does anyone know if it can be added easy with script in the objet init? The AL-6/AL-6 (medical) only have driver seat that can be controled.
  6. I've made the Jamming vehicle (NatoEW)a bit better, with more depth, not perfect, but still fun. 3800m from EW will setAutonomous FALSE; drone wil stop flying, just hover. 2500m from EW will setDamage 1; it will destroy the drone. Init.sqf ------------ //// EW Nato nul = [] spawn { while {true} do { sleep 15; {_x setAutonomous FALSE;} forEach (nearestObjects [NatoEW, ["O_UAV_01_F","O_Static_Designator_02_F","O_UAV_06_medical_F","O_UAV_06_F"], 3800]); }; }; nul = [] spawn { while {true} do { sleep 15; {_x setDamage 1;} forEach (nearestObjects [NatoEW, ["O_UAV_01_F","O_Static_Designator_02_F","O_UAV_06_medical_F","O_UAV_06_F"], 2500]); }; };
  7. //// EW Nato nul = [] spawn { while {true} do { sleep 15; {deleteVehicle _x} forEach nearestObjects [NatoEW, ["O_UAV_01_F","O_Static_Designator_02_F","O_UAV_06_medical_F","O_UAV_06_F"], 3000]; }; }; I got it ❤️
  8. It dont work, I have done as you showed me. regarding the impact on performance, I have noticed that when you just make the time between searches longer, you can't notice anything. I have the script i shared running 4 x every 15 sek, I dont feel it
  9. JIMMI DEE BILLY BOB

    Createvehicle and AttachTO projectile and rotor vehicle it.

    My biggest problems are the language in these scripts themselves, I'm a bit dyslexic, I am use to collect all the scrips I get in missions so I can reuse them or manipulate them, I spell badly in English, I use Google to check typos 😄 i dont have a chance to learn this, it gives me a headache 😄
  10. Im trying to make a simple electronic warfare vehicle to jam drones, i have a script that works for markers, but i dont know to make it work with vehicles, I imagine it's pretty simple, but I can't figure it out. The idea is that all drones that come within a range of 3.5 km of vehicle will get destroyed, now here in this case deleted, a simple way to defend against drones. this works for markers in the INIT.sqf file // Clean Drones nul = [] spawn { private _pos = markerPos "EWvehicle"; while {true} do { sleep 15; {deleteVehicle _x} forEach nearestObjects [_pos, ["O_UAV_01_F","O_Static_Designator_02_F","O_UAV_06_medical_F","O_UAV_06_F"], 3500]; }; };
  11. JIMMI DEE BILLY BOB

    Teleport ai that enters a trigger

    For player with veh ------------ condition this && player in thislist || vehicle player in thislist Activation if (vehicle player != player) then { (vehicle player) setposatl [81.384,16777.488,211.453]; }else{ player setposatl [81.384,16777.488,211.453]; }
  12. JIMMI DEE BILLY BOB

    Createvehicle and AttachTO projectile and rotor vehicle it.

    _veh = _this #0; _veh addAction [ "Dispense AT/AP mines : Fire slugs in driver seat, to the right side of vehicle, mines will be covering a 40m radius 65 meters out ", {}]; _veh = _this #0; _veh removeWeaponTurret ["SmokeLauncher",[0,0]]; _veh = _this #0; _veh addWeaponTurret ["sgun_HunterShotgun_01_sawedoff_F",[-1]]; { _veh addMagazineTurret ["2Rnd_12Gauge_Slug",[-1]] } count [1,2,3,4,5,6,7,8,9,10]; _veh = _this #0; _veh addEventHandler ["Fired", { flareN = "AT_Mine_155mm_AMOS_range" createvehicle ((player) ModelToWorld [65,0,150]); flareN setVelocity [0,0,-01]; flareNE = "Mine_155mm_AMOS_range" createvehicle ((player) ModelToWorld [65,0,150]); flareNE setVelocity [0,0,-01]; }]; I wanted to reply to you a little earlier, something got in the way, I figured out how to get the mines in the right direction, I still don't understand the system of Y X Z.
  13. JIMMI DEE BILLY BOB

    Createvehicle and AttachTO projectile and rotor vehicle it.

    if (!isServer) exitWith {}; _veh = _this #0; _veh lockCargo true; _veh = _this #0; _veh removeWeaponTurret ["LMG_RCWS", [0]]; _veh = _this #0; _veh lockturret [[0,0],true]; _veh = _this #0; _veh lockturret [[0],true]; _veh = _this #0; _veh animate ["HideTurret", 1]; _veh = _this #0; _veh allowCrewInImmobile true; _veh = _this #0; _veh addAction [ "Dispense mines :Fire slugs in driver,and 110m south from vehicle AP/AT mines will be covering a radius of 40m ", //The shell will only fly in one direction, not in the vehicles direction, but it is much better than before 😄 {}]; _veh = _this #0; _veh addWeaponTurret ["sgun_HunterShotgun_01_sawedoff_F",[-1]]; { _veh addMagazineTurret ["2Rnd_12Gauge_Slug",[-1]] } count [1,2,3,4,5,6,7,8,9,10]; _veh = _this #0; _veh addEventHandler ["Fired", { flareN = "AT_Mine_155mm_AMOS_range" createvehicle ((player) ModelToWorld [0,0,100]); flareN setVelocity [0,25,-5]; flareNE = "Mine_155mm_AMOS_range" createvehicle ((player) ModelToWorld [0,0,100]); flareNE setVelocity [0,25,-5]; }]; nul = _veh spawn { while {alive _this} do { _this setVehicleAmmo 1; sleep 1200} }; _veh = _this #0; call compile preprocessFileLineNumbers "plank\plank_init.sqf"; [_veh, [0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 40, 0, 0, 0, 0, 0, 0]] call plank_api_fnc_forceAddFortifications; [West, -24] call BIS_fnc_respawnTickets; east addScoreSide 2;
  14. JIMMI DEE BILLY BOB

    Createvehicle and AttachTO projectile and rotor vehicle it.

    I read in another thread that you couldn't because the projectile moved so fast that it wouldn't work, I've used attachTO where my game has shut itself down, doesn't say that they will do it 🙂
  15. JIMMI DEE BILLY BOB

    Createvehicle and AttachTO projectile and rotor vehicle it.

    I think it will definitely be useful, I will try to make it work with event handler, or add action. Thank you very much, I will share the result when I succeeded
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