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Antman2o1o

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About Antman2o1o

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    http://marinesof.com
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    antman2o1o

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    Male
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    TEXAS
  • Interests
    Arma3 PVP Game Mode: "A3 Wasteland, Capture The Flag, Attack and Defend" None PVP "Escape Missions and Siege Missions"

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  1. H that did not work either its like the script doesnt run not sure if it should be triggered from the main mission init?
  2. What i have now is that does not work ...when i try in multiplayer...not sure if it is triggered from the main mission init. emp.sqf _AOE = _this select 0; _Drones = nearestObjects [_AOE , ["B_UAV_01_F", "I_UAV_01_F","O_UAV_01_F"], 150]; _DamageOFF = 0.95; _DamageON = 0.00; _Vehicles = nearestObjects [(getpos _AOE), ["Car", "UAV"], 150]; _CountLights = count _Lights; (_Lights select 0) say3D "electricity_loop"; sleep (floor(random 3) +2); for "_i" from 0 to _CountLights do //this will run 1 extra time //replace 0 with 1 or _CountLights with (_CountLights - 1) { if (getDammage (_Lights select _i) < 0.90) then { (_Lights select _i) setDamage _DamageOFF; sleep 0.1; (_Lights select _i) setDamage _DamageON; sleep 0.1; (_Lights select _i) setDamage _DamageOFF; sleep 0.1; }; }; { if (isEngineOn _x) then {_x setHit ["motor", 1]} } foreach _Vehicles; main mission init.sqf player addEventHandler ["Fired", { if (_this select 5 == "B_IR_Grenade") then { _this spawn { _bullet = _this select 6; _newpos = getPosATL _bullet; while {(_newpos select 2) > .1} do { _newpos = getPos _bullet; sleep 0.1; }; [_bullet] execVM "addons\scripts\emp.sqf"; }; }; }]; Any Help Appreciated Ant
  3. Hey guys still lost here H had a good idea about draining the fuel. I am still not sure how the parts of code tie together. Ant
  4. Thank You Mr. H for trying to help. Ant
  5. Sorry for the typo's earlier now i am way lost from your last post? I have not been able to find the demining drone class name.... i come up with the backpack in which you assemble the drone from so not sure. I know the class names for the regular drones i believe they are ["B_UAV_01_F", "I_UAV_01_F","O_UAV_01_F"] I guess if we could make it work for one of the regular drones then adding the class name later would be simple. Still not sure on your code reference and how that goes together... I am an extreme noob to coding and dont know all the snytax. Ant
  6. Hey Wogz thanks for taking time out of your day. Quick question is the code you provided be the entire script once the drone names are added or does it need to be added to the original script i provided? Sorry to ask I am not that good at coding but trying to figure it out. Any insight or appreciated Ant
  7. Little help If I can get it. Hey folks i am trying to put together an EMP Script that is assigned to the NATO I.R. Grenade. With little to no luck. Not sure if I am on the right track here at all. Maybe someone with more skill can help guide this to become something. Got Idea from HallyG's post The goal of the script is to toss a NATO IR grenade out to help combat the Drone Kiddies who sit with de-mining drones limiting everyone's ability to move anywhere on the map. I could not find the de-mining drone class name so not sure about that either. The script needs to work in a multi-player environment. So here goes. emp.sqf AOE = _this select 0; _Drones = nearestObjects [_AOE , ["B_UAV_01_F", "I_UAV_01_F","O_UAV_01_F"], 50]; _DamageOFF = 0.95; _DamageON = 0.00; _Vehicles = nearestObjects [(getpos _AOE), ["Car", "Drones"], 50]; _CountLights = count _Lights; (_Lights select 0) say3D "electricity_loop"; sleep (floor(random 3) +2); for "_i" from 0 to _CountLights do //this will run 1 extra time //replace 0 with 1 or _CountLights with (_CountLights - 1) { if (getDammage (_Lights select _i) < 0.90) then { (_Lights select _i) setDamage _DamageOFF; sleep 0.1; (_Lights select _i) setDamage _DamageON; sleep 0.1; (_Lights select _i) setDamage _DamageOFF; sleep 0.1; }; }; { if (isEngineOn _x) then {_x setHit ["motor", 1]} } foreach _Vehicles; main mission init.sqf player addEventHandler ["Fired", { if (_this select 5 == "B_IR_Grenade") then { _this spawn { _bullet = _this select 6; _newpos = getPosATL _bullet; while {(_newpos select 2) > .1} do { _newpos = getPos _bullet; sleep 0.1; }; [_bullet] execVM "addons\scripts\emp.sqf"; }; }; }]; Any Help Appreciated Ant
  8. Does anyone know of a script for a an EMP grenade that is associated to the IR grenade that would take out a demining drone flying above? Any ideas or suggestions appreciated Ant.
  9. Larrow, quick question. What code am I missing below to repeatedly check every 10 minutes or so for the lead player in a multiplayer persistent game like A3 wasteland.
    I am not sure if the code below checks against real player kills + AI. Also how would I go about making it loop / sleep and recheck every 10 minutes or so to display the lead top 5 players in a hint. 

     

    Hint Example 

    TOP 5 CURRENT PLAYERS
    *************************************

    1st Lead Player Information with Score

    2nd Lead Player Information with Score

    3rd Lead Player Information with Score

    4rth Lead Player Information with Score

    5th Lead Player Information with Score

     

    Also would that be triggered from the init.sqf in the root mission folder

     

    Code Below for score.sqf

    _scores = allPlayers apply{ [ getPlayerScores _x param[5,0], name _x ] }; _scores sort true; hint format[ "%1 has the highest score of %2", _scores #0#1, _scores #0#0 ];

     

    As always any help or suggestions highly appreciated.

     

    ant.png

     

     

  10. Hey Rock thanks for responding. I have the @mod folders in the root server directory and the keys copied and pasted in the keys folder in the root directory. So not sure what i am doing wrong. The server is on 24/7 as well Ant
  11. Hello Arma3 TADST users. I have an issue running TADST with mods on a dedicated server. I would like to authorize the server for only three mods: JRS Sound Mod, War FX blast and Virtual Projectile Sound mod Thus far i can launch the server fine with TADST in Vanilla mode no mods If I put the mods on.... in order from them to work.... i have to take Verify Signatures Off.... which leads to hackers. So i don't want to do that. 1. What I have done thus far is copied each of the @<mod name> folders into the root Arma directory along with the server exe and TADST 2. I also copied the server key for each mod and the optional/allowed mods keys into the keys folder and turned on signing, in TADST. When i launch the game with TADST, with Verify Signatures on, the server launches fine, but no one can connect if you have the three mods selected in your Arma game. Its says these mods are not authorized and signed Any ideas or suggestions appreciated.
  12. Antman2o1o

    Join MSOF TODAY

    Join MSOF today and play with our team of like minded players who enjoy a great place to build friendships and play Arma3. We offer the general public and our team members a drama free environment to play A3 Wasteland and other PVP game modes. We invite everyone who checks out our community to become a new member. Have fun playing on our servers and get to know some of our team players. If you feel like it’s a place you would like to spend your gaming time then join us at MSOF today. We offer fast servers, fun times, good gaming, with various gaming mode maps in rotations. ” OOH-RAH “ MSOF AKA "Marine Special Operation Forces" or MSOF SKA "Majestic Sausage Of Fury" Wasteland Server Name: MSOF RULE THE WASTELAND $20,000 Dollar Starts Additional info can be found here MSOF Rule The Wasteland Server Direct connect to the server is: 68.203.6.236:2302 http://marinesof.com/
  13. Antman2o1o

    [Event] 70v70 PvP Event

    Hey Anthrax, how is your PVP game recruitment going? Is there any additional information or updates. I have a small group who enjoys playing PVP. I also have a bunch of PVP maps that are super flushed out. Maybe between your group and ours we can coordinate some scrim matches that are open to the public to attract more people. Let me know what ya think.
  14. PIERRE, THANK YOU!!!! YOU ARE AWESOME!!!!! I GOT IT TO WORK!!!!! and yes I am shouting with thankful praise for you. I could of never figured this out on my own and had no idea where to start so SUPER BIG Thank You for taking time out of your day to help me. I really appreciate it.
  15. Pierre again Thank You for your reply a little lost. Here is what i tried thus far with no success Created Flags.sqf with this code below MGI_stdFlags = [ ["OPF_F","\A3\Data_F\Flags\Flag_CSAT_CO.paa"], ["OPF_T_F","\A3\Data_F\Flags\Flag_CSAT_CO.paa"], ["IND_G_F","\A3\Data_F\Flags\Flag_FIA_CO.paa"], ["OPF_G_F","\A3\Data_F\Flags\Flag_FIA_CO.paa"], ["Guerilla","\A3\Data_F\Flags\Flag_FIA_CO.paa"], ["IND_C_F","\A3\Data_F_Exp\Flags\flag_SYND_CO.paa"], ["IND_F","\A3\Data_F\Flags\Flag_AAF_CO.paa"], ["BLU_CTRG_F","\A3\Data_F_Exp\Flags\flag_CTRG_CO.paa"], ["BLU_F","\A3\Data_F\Flags\Flag_nato_CO.paa"], ["BLU_T_F","\A3\Data_F\Flags\Flag_nato_CO.paa"], ["BLU_GEN_F","\A3\Data_F_Exp\Flags\flag_GEN_CO.paa"] ]; lightMilitaryVehicles addEventHandler ["GetInMan", { params ["_veh","_role","_unit","_turret"]; if (_role == "driver") then { _faction = getText (configFile >> "cfgVehicles" >> typeOf _unit >> "faction"); _flag = ""; _factions = MGI_stdFlags apply {_x #0}; _flags = MGI_stdFlags apply {_x #1}; _flagIdx = _factions findIf {faction _unit == _x}; if (_flagIdx >-1) then { _flag = _flags select _flagIdx; } else { call { if (side _unit == WEST) exitWith {_flag = "\A3\Data_F\Flags\Flag_blue_CO.paa"}; if (side _unit == EAST) exitWith {_flag = "\A3\Data_F\Flags\Flag_red_CO.paa"}; if (side _unit == INDEPENDENT) exitWith {_flag = "\A3\Data_F\Flags\Flag_green_CO.paa"}; } }; _veh forceFlagTexture _flag}; }]; lightMilitaryVehicles addEventHandler ["GetOutMan", { params ["_veh","_role","_unit","_turret"]; if (_role == "driver") then {_veh forceFlagTexture ""}; }]; I ran the code above from my init.sqf with [] execVM "addons\scripts\flags.sqf"; For the instance above I am trying to effect the vehicles spawned via the wasteland code below //Light Military Vehicle List - Random Spawns lightMilitaryVehicles = [ ["I_G_Offroad_01_F", "I_G_Offroad_01_armed_F"] ]; I changed the code you provided from car1 to lightMilitaryVehicles to call that vehicle class. Nothing worked thus far. I even tried running the code from the initPlayerLocal. Any ideas?
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