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Wiket

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  1. Achived it with a very different solution, and never ended up using it so not sure if it would even work in practice.
  2. How can I increase respawn time based off of how many players have died on a team? This is for a server than runs both Blufor and Opfor. Here is what I have so far but its not working. addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer", "_instigator"]; if (isPlayer _killed) then { switch (side _killed) do { case west: { WEST_deaths = WEST_deaths + 1; }; case east: { EAST_deaths = EAST_deaths + 1; }; }; }; }]; player addEventHandler ["Killed", { params ["_unit", "_killer", "_instigator", "_useEffects"]; setPlayerRespawnTime (playerRespawnTime + WEST_deaths); }];
  3. How can I get addWeapon to work with an infantry launcher? I can get it to work with anything else.
  4. Anyone know how I could temp ban, kick, or otherwise disable a player from playing for a certain ammount of time after they die in game? Goal is to make people scared to die, encourage saving people, and overall slow down the game. This is for a mission that runs over a couple day period for my PvP community. Very open to ideas on how to achive this. Thanks!
  5. Thanks for the ideas guys! Talking with CUP now!
  6. So I have actually determined that CUP Units is breaking sectors, not sure why, but it causes Blufor to win a sector every time. I have submitted a ticket with CUP, but its odd that this mod alone breaks sectors.
  7. Just tested as me being opfor, same result. Bluefor even wins if the numbers are not even (more opfor than blue)
  8. How come if I have only 1 bluefor and 1 opfor AI in a sector the sector is always captured by bluefor? Its almost as if the game favors bluefor when it comes to sectors. If there are = numbers bluefor always captures the sector, just sometimes really slowly. Anyone know whats going on here?
  9. I think I got it working, gotta do a dedicated test soon
  10. Does this look right? "ar_things_key_chain" in items player && {cursorObject == testdoor1};
  11. I have a ton of doors on my map that I want to be locked unless someone has a specific item. A mod I am using adds several types of keys so that's the class name you see in the script. Is there any way for this to work on dedicated, and only allow people with the key to open the door? Or will this work already how it is? Ty all! If its easier it could just work if people are in the trigger area, but I was hoping there was a better way. https://gyazo.com/cc495d1624a7229995c6abd0a9ba6b10
  12. I am a VERY novice scripter and I normally wouldn't ask for help but I cant figure out how to pull a variable name from an array in this instance (the classnames are from a mod I have on) scrap = ["ar_scrap_airfilter","ar_scrap_old_cartridges","ar_things_weapon_parts_low","ar_things_weapon_parts_med","ar_things_weapon_parts_high","ar_scrap_electronic","ar_scrap_can_empty","ar_scrap_scrapmetal","ar_scrap_rustymetal","ar_scrap_rustycomponent","ar_scrap_gasmask","ar_scrap_rubbertube","ar_things_boards","ar_things_bottle_plastic_empty”,ar_things_rope_old","ar_things_hook","ar_things_bottle_glass_empty","ar_scrap_assaultrifle","ar_scrap_submachinegub","ar_scrap_pistol","ar_scrap_rifle","ar_garbage_tatteredpaper","ar_clothes_bundle_small","ar_clothes_diverpack","ar_clothes_oldrubberboots","ar_clothes_olduniform","ar_clothes_oldleatherbag","ar_containers_machineparts","ToolKit"]; private _box1 = ["scraplo", "scraplo_1", "scraplo_2", "scraplo_3"]; [SelectRandom _box1] addItemCargo [select Random scrap,1]; or instead could I do it using thisList in a trigger area? Still causes same issue though
  13. How are you going to tell him what he needs and does not. This mod is awesome, don't use it if you hate CBA.
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