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IGD Big Steve

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About IGD Big Steve

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  1. IGD Big Steve

    Timer within trigger activation

    The script will not run, the trigger doesn't like running a script and gives errors.
  2. IGD Big Steve

    Timer within trigger activation

    I got it working but I'm trying to make the activation pause briefly. This script functions and I believe should be working on MP as well. The trigger processes the script so fast that the player drives right through (simulation is set to false then true very quickly). I'm trying to pause the activation for a couple seconds so the vehicle can stop and the player can turn the vehicle around around. Basically I want to pause it so the player doesn't crash. //condition allplayers in thisList || vehicle player in thisList; //on activation hint format["You entered the Service Staion"]; { publicVariable "serviceVehicle"; serviceVehicle = nearestObject [thisTrigger, "car"]; publicVariable "servicePlayer"; servicePlayer = _x; }forEach thisList; if ( ((serviceVehicle distance2D thisTrigger) < 15) && ((servicePlayer distance2D thisTrigger) < 15) ) then{ serviceVehicle enableSimulation false; servicePlayer enableSimulation false; disableUserInput true; serviceVehicle setVelocity [0,0,0]; serviceVehicle setvehicleAmmo 1; serviceVehicle setDamage 0; servicevehicle setfuel 1; // delay excecution here hint format["Your vehicle has been repaired, refuled and rearmed"]; serviceVehicle enableSimulation true; servicePlayer enableSimulation true; disableuserInput false; };
  3. Hi all, I am working on a script for a dedicated server that will add an action to a player, while inside a trigger area, to repair their vehicle/reload vehicle ammo. I am looking for help with the "cars" portion of the script. The player will enter the trigger area on a vehicle, the vehicle will be forced to freeze/stop, an addaction will appear or the player will be forced to exit before the addaction appears. I have tried numerous different methods of trying to call a remote function or running a script but have yet to find the perfect fit for the code. I've been posting a lot recently but I am trying hard to learn what I can by myself and give an indication of effort before asking for help. As of now, I am trying to do everything within the trigger as a last resort, fortunately it helps show what I am trying to accomplish. //trigger options name: serviceTrigger_1 Activation: no type, anybody present, repeatable //anyone inside the trigger Expression: Condition: (vehicle player) in thisList; //vehicle/player is inside trigger is still true On Act: { if (_x in thisList) then { missionNamespace setvariable ["servicePlayer", _x]; } }forEach allplayers; //if the player is inside area, make it a variable moveOut servicePlayer; //get out of the car missionameSpace setvariable ["serviceVehicle", (nearestObject [thisTrigger, "car"])]; //set a variable = the closest vehicle to the trigger serviceVehicle setvelocity [0,0,0]; //stop car serviceVehicle setpos (getpos thisTrigger); //make sure it doesn't roll away from lag servicePlayer addaction ["Refresh Vehicle Ammo", serviceVehicle setvehicleAmmo 1]; servicePlayer addAction ["Repair Vehicle", serviceVehicle setDamage 0]; hint format["You are inside the service station, please select from the scroll-wheel options"]; On De-act: removeAllActions player; hint format["You left the service station"]
  4. IGD Big Steve

    onKeyDown script help (Resolved)

    Works now with some modifications. Thanks a ton! The script must be inside initPlayerLocal.sqf and run before any execVM scripts/functions for some reason.
  5. IGD Big Steve

    onKeyDown script help (Resolved)

    I tried this with mild success. The script is constantly hinting the pressed key. I removed all my old scripts and I believe I still need the top line in initServer to have it function correctly.
  6. I have been trying to get this script to work for a while now. I am trying to make a keypress (ideally "O", key# 39 I think), that will call a script to toggle between different "fadesound" commands on a DEDICATED server. I'm not looking for anything fancy, just the basics. There's 100% an error in my logic and any help would be appreciated. // line in initServer.sqf earplugDisplayHandle = (findDisplay 46) displayAddEventHandler ["KeyDown", [] remoteExec ["dokeyPress_fnc", _this select 0]]; //fnc in initPlayerLocal.sqf dokeyPress_fnc = { switch (_this) do { //key case 39: { nul = [] execVM "earplugs.sqf"; }; }; }; //earplugs.sqf _plugNum = 0; if (_plugNum == 0) then { 1 fadeSound 1; hint format["earplugs removed"]; _plugNum = _plugNum + 1}; if (_plugNum == 1) then { 1 fadeSound 0.5; hint format["earplugs 50%"]; _plugNum = _plugNum + 1}; if (_plugNum == 2) then { 1 fadeSound 0.2; hint format["earplugs 80%"]; _plugNum = 0};
  7. You're right. I hosted your mission and I receive money for capturing the small objectives. Despite this, if I leave the objective and come back, it gives me money when I enter the sector while it is not captured. I can also not see the capture progress on sectors A and B, not sure why, I looked at your mission in the editor and it looks spotless, although the ones in my mission work fine so I'm not worried. Is the script not working for me because I have an init.Sqf and an initServer.Sqf? I will try just pasting your files into my mission to see what happens. EDIT: The script works on my server, I had originally cut off the portion of your script that you commented, not sure why it didn't work. I will be testing it further and probably adding to it. I will let you know the results but thanks for all your help and not yelling at me for not knowing different scopes haha.
  8. The script I use is much more clunky than yours but it gets the job done. Mine just makes some simple checks. I am trying to repurpose your script combined with the help from Larrow to work with the sector execution. I'm still trying to figure out how everything comes together. addMissionEventHandler ["EntityKilled", { params ["_killed","_killer","_instigator"]; if ((name player isEqualTo name _instigator) && (name _killer != name _killed) && (side _killed != side _killer)) then { hint format ["+500 Points for killing %1", name _killed]; pointsPlayer = pointsPlayer +500; }; }];
  9. Thanks of your feedback. I am pretty confident I can get this block to work. I realize my error in explaining now, yes I want it to give them points regardless of their location. I will test both scripts and tell you the results. EDIT: Tried this script with no success on the server, I tried running it from the expression field in a script also. I think the script gives 4000 points upon the capture of only 1 sector (4 sectors total * 1000 points) when run from the editor. I feel like the server isn't calling the function or isn't reading the initServer/event handler. Would using RemoteExecCall or making the added event handler a variable work? You could possibly use the getplayerUID command.
  10. So I would need to run this command for each unit inside the server? I have a 16 player cap and for Blufor I have BL_1 as the variable name for the first unit inside the editor. Would this work or some form? _unit1 = BL_1; _unit2 = BL_2; ... if ( _owner isEqualTo (side _unit1)) then { pointsPlayer = pointsPlayer .... ... if ( _owner isEqualTo (side _unit2)) then { pointsPlayer = pointsPlayer .... or something like for (_x in allplayers) do. this is the script that works for my kills in my init.sqf: addMissionEventHandler ["EntityKilled", { params ["_killed","_killer","_instigator"]; if ((name player isEqualTo name _instigator) && (name _killer != name _killed) && (side _killed != side _killer)) then {hint format ["+500 Points for killing %1", name _killed]; pointsPlayer = pointsPlayer +500;}; }]; EDIT: Tried this combination of expression and script with success on singleplayer. I though running the script for allplayers would work. https://gyazo.com/0f1d21b4aed835fdde159c3856667afb
  11. I am making a Team vs Team multiplayer mission to help my team practice PvP. This mission is hosted dedicated on my server. Players can choose from multiple sectors to capture. I am trying to give the team who captured the sector points for doing so. I have tried using the "Expression" field of the sector, with working results when testing in singleplayer and multiplayer from within the editor, but never works when hosted on my server. I have tried using the Expression field to do even just hint a message, for which it seems like it will not work if the server is dedicated. I currently am using an event handler to give money to players for killing each other, which works similar to the one below, with no issues. This is the latest version of my script: I have tried using this script, or variations of it in the expression field: I tried scripts similar to this, with area being defined in the init.sqf file (this is the captureMoney.sqf file): I need help with a script to give money to all players, when a sector owner changes, and the player is part of that side. These scripts, and the ones I wrote for my server are the extent of my SQF knowledge so any help would be awesome.
  12. IGD Big Steve

    Need Help Making Simple Money System

    Old thread, but I have implemented a system similar to this, but am unable to stop the variable value from going below 0.I am doing everything through addaction commands in the editor, nothing fancy. Say I have 500$ and a gun costs 1000$, I can purchase it and my cash will be -500$. Need something like: if pointsPlayer >= *cost* then give weapon; remove cash; else dont
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