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Burbonizer

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About Burbonizer

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  1. Burbonizer

    Release Trench digging script

    Hi, not sure if a mod if stopping this working for me, but i have followed the instructions above and i get no addaction to build a trench. No errors, no nothing. When i start my mission i noticed the it says trench started in the bottom right, but other than that nothing. Any ideas?
  2. Burbonizer

    Vehicle Init

    yeah I saw the expression field and thought hang on....read all of the above post and thought "oh dear, I have been a complete n00b" Sorry for wasting all your time going through it over and over again. I will learn from my mistakes (I hope)
  3. Burbonizer

    Vehicle Init

    Ok guys thank you so much for you help but I have finally cracked it. Seems I was putting the code that I needed in the init field. It works if you put it in the expression field of the vehicle. Thanks again for your help.
  4. Burbonizer

    Vehicle Init

    Thanks davidoss but still when the vehicle respawns the menu action is not there. I have created a little test here. If you can take a look and see if you can get it to work. The campfire will teleport you to the quad and the quad back to the campfire. Destroy the quad and the addaction menu goes from the quad. I have tried everything now and I cannot get this working. https://drive.google.com/open?id=1CfloiuV1bpSpXDgY0w4cuyFUSScpOsZg
  5. Burbonizer

    Vehicle Init

    Thanks davidoss, unfortunately the add action is still not showing in the menu. So I have this in the init of the vehicles that I want the add action to appear on: this = execVM "vehiclerespawn.sqf"; then in the vehiclerespawn.sqf I now have: while {true} do { sleep 1; { if ((typeOf _x) in ["rhsusf_m113d_usarmy_medical", "RHS_CH_47F_10", "RHS_UH60M_MEV2_d"]) then { if (!(_x getVariable ["isSetup", false])) then { _x setVariable ["isSetup", true]; //here's where you put your code: _x addaction ["Teleport to Main Area","teleportbase.sqf", "telepoint"]; _x addaction ["<t color='#ff1111'>Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal}]; }; }; } forEach vehicles; }; This works but still when the vehicle is destroyed and respawns the addactions are gone. I thought this would of worked considering I am not trying to get the name given but rather the vehicle type. Still nothing though. It is though it is only running when the mission starts. Am I not putting things in the rights places?
  6. Burbonizer

    Vehicle Init

    ok so I have managed to get everything working now trying a different way of teleport. But now I have another issue. I am trying to add the addaction to the vehicle and only a specific range of vehicles. Can some one point out what I am missing with this code as it just errors. I know it is a syntax issue but I am not sure where. if (type of vehicle == ["rhsusf_m113d_usarmy_medical", "RHS_CH_47F_10", "RHS_UH60M_MEV2_d"]) then { vehicle addaction ["Teleport to Main Area","teleportbase.sqf", "telepoint"]; vehicle addaction ["<t color='#ff1111'>Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal}]; };
  7. Burbonizer

    Vehicle Init

    ok so the code on the pole is (pole name is btc_gear_object) this addAction ["Teleport to Medivac Vehicle","teleport.sqf",[btc_veh_38]]; the code on the medivac respawn module is (medivac vehicle is btc_veh_38) (_this select 0) addAction ["<t color='#ff1111'>Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal}]; (_this select 0) addAction ["Teleport to Main Area","teleport.sqf",[btc_gear_object]]; Teleport script called in above code: //this addAction ["Teleport -destinationName","teleport.sqf",[objectName]]; // Get the destination. _dest = (_this select 3) select 0; // Get a random direction _dir = random 359; // Move the person a few meters away from the destination (in the direction of _dir) player SetPos [(getPos _dest select 0)-10*sin(_dir),(getPos _dest select 1)-10*cos(_dir)]; neither seem to work after the vehicle respawns but works fine when the server is first started.
  8. Burbonizer

    Vehicle Init

    Ok it does work, just takes a while after the vehicle has respawned for the add action items to appear in the menu. But.....now when I use the teleport option on my flagpole to teleport back to the medivac it puts me in the corner of the map. Its doesn't do this if the vehicle has never been destroyed and had to respawn. Here is my teleport script, can you see anything wrong with it? //this addAction ["Teleport -destinationName","teleport.sqf",[objectName]]; // Get the destination. _dest = (_this select 3) select 0; // Get a random direction _dir = random 359; // Move the person a few meters away from the destination (in the direction of _dir) player SetPos [(getPos _dest select 0)-10*sin(_dir),(getPos _dest select 1)-10*cos(_dir)];
  9. Burbonizer

    Vehicle Init

    lol Its been annoying for me too.
  10. Burbonizer

    Vehicle Init

    Ok tried that on the respawn module and it still didn't work. I am running out of ideas here.
  11. Hi Guys, I am running a hearts and minds server with some friends and I need some help with a little bit of code. I have placed this code on the init of some vehicles and all works fine. this addAction ["<t color='#ff1111'>Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal}]; this addAction ["Teleport to Main Area","teleport.sqf",[btc_gear_object]]; When the vehicle gets destroyed however and respawns back at base, these options are no longer available on the vehicle. How do I make them respawn with the vehicle. I know it is some server side script of some sort but I am not sure how to write it. Thanks
  12. Burbonizer

    Bon's Infantry Recruitment Redux

    Hi, I am not sure if you are still working on this at all but I have just used your script and it works great. I have however found one small bug. I have added a Halo script to my mission and when I use it the AI get deleted. It is though they think I have left the server. Do you know of any way round this? Can be quite annoying when you get shot but your AI I still there. I respawn and they are still under my hot bar. When I hit halo and land they are gone. I am not sure where to look to fix this.
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