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JIMMI DEE BILLY BOB

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Everything posted by JIMMI DEE BILLY BOB

  1. JIMMI DEE BILLY BOB

    Jebus - Just Editor Based Unit Spawning

    Hi 🙂 The script has given me more than my wildest fantasies could imagine, I've done missions that were so addictive that my wife is considering leaving me, that does not matter 🙂 Could someone help me further my dreams even further:D 1 -- This one will Delay respawn Call a sqf.file for the vehicle and the group indside vehicle. will save 1 waypoint. 0 = [this,"DELAY=",1800, "INIT=", "[vehicle _proxyThis] execVM 'Csorcher1.sqf' "] spawn jebus_fnc_main; 2 -- this will Delay respawn Call a sqf.file for the group indside vehicle ore not. Radomly follow the named markers ["82","83","84","85","86","87","88","89", "90","91","92","93","94","95","96","97"]] will save 1 waypoint. 0 = [this, "DELAY=", 90, "INIT=", "{[_x] execVM 'Ticket2.sqf'} forEach units (group _proxyThis);","GAIA_NOFOLLOW=", ["82","83","84","85","86","87","88","89", "90","91","92","93","94","95","96","97"]] spawn jebus_fnc_main; 3 -- this will Delay respawn Spawn on markers[ "9","10","11","12"] Call a sqf.file for the group indside vehicle ore not. Radomly follow the named markers ["82","83","84","85","86","87","88","89"]] will save 1 waypoint. 0 = [this,"DELAY=", 90,"PAUSE=", 1800,"RESPAWNMARKERS=",[ "9","10","11","12"],"INIT=", "{[_x] execVM 'Ticket1r.sqf'} forEach units (group _proxyThis);","GAIA_FORTIFY=", ["82","83","84","85","86","87","88","89"]] spawn jebus_fnc_main; --------------------------------------------------------------------------------------------------------------------------------------------------- What i realy want is to combine 1&2, so i can have edibility for every unit and vehicles ❤️ Delay respawn Call a sqf.file for the vehicle and the group indside vehicle. Radomly follow the named markers ["82","83","84","85","86","87","88","89", "90","91","92","93","94","95","96","97"]] will save 1 waypoint. The only thing that a get is that ","GAIA_FORTIFY/GAIA_NOFOLLOW=", ["82","83","84","85","86","87","88","89"]] spawn jebus_fnc_main; has to be last. I even want 1-3 but it is not that important 😄
  2. thank you, I don't know what I'm doing, I only write in here when I'm desperate, I'm just picking parts out of people's script and being hopeful 😄 but the Much easier to write dont work, but the first one does.
  3. How do i use this in a sqf.file? Dear pierremgi 🍀 0 = { this addMagazineTurret ["12Rnd_230mm_rockets",[0]] } count [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60]; my sqf.file The problem //???? Czamak1.sqf if (!isServer) exitWith {}; _veh = _this #0; _veh addEventHandler ["Fired", {_this execVM "trackShell.sqf";}]; _veh = _this #0; _veh setObjectTextureGlobal [0,'\A3\soft_f_beta\Truck_02\Data\Truck_02_kab_OPFOR_co.paa']; _veh = _this #0; _veh setObjectTextureGlobal [2,'\A3\Static_F_Sams\Radar_System_02\Data\Radar_system_02_mat_02_CO.paa']; //???? 0 = { this addMagazineTurret ["12Rnd_230mm_rockets",[0]] } count [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60]; _veh = _this #0; _veh allowCrewInImmobile true; I use a jebus respawn script. vehicle init. 0 = [this,"DELAY=",1800, "INIT=", "[vehicle _proxyThis] execVM 'Czamak1.sqf' "] spawn jebus_fnc_main; You've helped me before, so you're a natural victim 🤩
  4. JIMMI DEE BILLY BOB

    Darter/UAV Limitions

    Hi, 2022 🙂 How do i make this work, in any way, where do I but usage? I'm very bad at these scripts, I copy paste most of the time, often there is a step by step guide :D I would like it to work on all darts. I use respawn vechicle module, I want to be able to throw the code in Expression field, and use it in a sgf file. I hope u can help me 🙂
  5. JIMMI DEE BILLY BOB

    Keep INIT after Respawn

    Thank you pierremgi you just solved hundreds of hours of headaches with no result ❤️ And of course it works. I've looked through the AI VEHICLE RESPAWN script many times, but I've never been able to figure it out, my feeble mind can't handle all the symbols, I get the feel of the vomit feeling after looking at the scripts for too long, I think that means I'm dyslexic too. feeble minded 😄
  6. JIMMI DEE BILLY BOB

    Keep INIT after Respawn

    82/5000 hi, i have a problem repeating other than the first part of the script in the respawn module script, Original in the vehicle init, and i works. 0 = this setPylonLoadOut[3, "PylonRack_Missile_HARM_x1", true]; 0 = this setPylonLoadOut[4, "PylonRack_Missile_HARM_x1", true]; 0 = this setPylonLoadOut[1, "PylonMissile_Missile_BIM9X_x1", true]; 0 = this setPylonLoadOut[2, "PylonMissile_Missile_BIM9X_x1", true]; 0 = this setPylonLoadOut[5, "", true]; 0 = this setPylonLoadOut[6, "", true]; result = [this, "CamoGrey", []] call BIS_fnc_initVehicle; this addEventHandler ["Fired", {_this execVM "trackShell.sqf";}]; But in the expression field there I come _this select 0 setPylonLoadOut[3, "PylonRack_Missile_HARM_x1", true]; _this select 0 setPylonLoadOut[4, "PylonRack_Missile_HARM_x1", true]; _this select 0 setPylonLoadOut[1, "PylonMissile_Missile_BIM9X_x1", true]; _this select 0 setPylonLoadOut[2, "PylonMissile_Missile_BIM9X_x1", true]; _this select 0 setPylonLoadOut[5, "", true]; _this select 0 setPylonLoadOut[6, "", true]; result = [this, "CamoGrey", []] call BIS_fnc_initVehicle; _this select 0 addEventHandler ["Fired", {_this execVM "trackShell.sqf";}]; On respawn, only pylan 3 with a PylonRack_Missile_HARM_x1 has been changed, thus the first part of the script. Please help me pierremg, practically all the script I use comes from you 😄 I beg you
  7. JIMMI DEE BILLY BOB

    Alter artillery settings

    pierremgi :D I use this script, the last one, it is very good I love it, but I would like to have Ai in my PvP mission, but you can request artillery of Ai and they shoot where you want, I would like to disable the possibility for players requesting artillery from the Ai group units I know this script does this, but then the players can't use the artillery computer :( what do i do ? enableEngineArtillery true;
  8. JIMMI DEE BILLY BOB

    Sector Control Mission Won't End After Win In MP

    Looking for a solution to this problem but don't know where to put this script? init ore description, and is it all the text I need? If I can't solve the problem, players will have to restart the game themselves and it's not duable
  9. JIMMI DEE BILLY BOB

    [Release] GOM - Aircraft Loadout V1.35

    Is there a way that you can do so you can use the resurse trucks on other than those aircrafts .. I would like the opportunity to repair and so on with tanks and apc's on the field, like ind af game mode like Warlords.... this script is af game changer, but not if it prevents other features of the game.
  10. JIMMI DEE BILLY BOB

    Protection zone with a trigger

    I've made one, I'll just figure out how to make it run optimally on a dedicated server ... it takes a long time to learn something as complex as scripts ...
  11. JIMMI DEE BILLY BOB

    Protection zone with a trigger

    I want to be honest and say I do not know what I'm doing. Your script is the only one I use without a longer guide, so I had to ask you, otherwise I would hit the wall with my project. I'm newbie here, but I've noticed that you add help to almost all threads I have seen here .... And I am very grateful for your answer ... thank you... Your script works great, but it does not stop MLRS, but it's okay, it's to OP anyway :D I use 6 safe zones and they all work well, you've described everything so well in this thread, so it was quite easy to get to work. I just dont understand server side, that's my problem :D
  12. JIMMI DEE BILLY BOB

    Protection zone with a trigger

    How do i make this script work on a dedicated server ? sir its the best safe zone script i have tested <3
  13. JIMMI DEE BILLY BOB

    Jets DLC Encore Update.

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