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zikofrap

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About zikofrap

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  1. Oh. Forgot. You still need to include this function in description.ext Create in the mission folder "description.ext" and paste there: class CfgFunctions { class mis { class Main { file="mis_funcs"; class preinit { preInit=1; postInit=0; }; }; }; };
  2. Hello. I have a great inventory respawn system and it works great in MP. 1. In the mission folder create a folder "mis_funcs" 2. Create a file there "fn_preinit.sqf" and add this: Serp_unitprocessor = compileFinal preprocessFileLineNumbers "Equipment\unitprocessor.sqf"; 3. In the mission folder create a folder "Equipment" 4. Create a file there "unitprocessor.sqf" and add this: _unit = _this select 0; _faction = _this select 1; _loadout = _this select 2; _item_processor = { removeAllItems _this; removeAllWeapons _this; removeAllItemsWithMagazines _this; removeAllAssignedItems _this; removeUniform _this; removeBackpack _this; removeGoggles _this; removeHeadgear _this; removeVest _this; }; _unit call _item_processor; _svn = format ["SerP_equipment_codes_%1_%2",_faction, _loadout]; if (isNil _svn) then { missionNamespace setVariable [_svn, compile preprocessFileLineNumbers format ["Equipment\%1\%2.sqf", _faction, _loadout]]; }; [_unit] call (missionNamespace getVariable [_svn, {}]); 5. In the "Equipment" folder create two folders, "opfor" and "blufor" 6. Now, you can create a file, for example in the opfor folder, with the name "MyOpforUnit.sqf" and put there what you would like to see in the inventory. For example: comment "Add Items, map, compass, watch and walkie-talkie"; _unit linkItem "ItemMap"; _unit linkItem "ItemCompass"; _unit linkItem "ItemWatch"; _unit linkItem "ItemRadio"; comment "Adding a uniform"; _unit forceAddUniform "RM_SWAT_Uniform_02"; _unit addGoggles "G_RM_SWAT_Bandana"; _unit addHeadgear "RM_SWAT_Helmet_01"; _unit addVest "RM_SWAT_Vest_01"; comment "Adding Items to the Uniform"; _unit addItemToUniform "ACE_epinephrine"; _unit addItemToUniform "ACE_EarPlugs"; _unit addItemToUniform "ACE_tourniquet"; for "_i" from 1 to 2 do {_unit addItemToUniform "ACE_morphine"; }; for "_i" from 1 to 2 do {_unit addItemToUniform "ACE_fieldDressing"; }; _unit addItemToUniform "ACE_elasticBandage"; _unit addItemToUniform "ACE_quikclot"; _unit addItemToUniform "ACE_packingBandage"; comment "Adding items to the backpack"; for "_i" from 1 to 5 do {_unit addItemToVest "rhs_mag_30Rnd_556x45_M855A1_Stanag"; }; for "_i" from 1 to 3 do {_unit addItemToVest "rhsusf_mag_17Rnd_9x19_JHP"; }; for "_i" from 1 to 2 do {_unit addItemToVest "ACE_M84"; }; _unit addItemToVest "SmokeShell"; _unit addItemToVest "rhs_mag_m67"; _unit addItemToVest "rhsusf_acc_nt4_black"; comment "Adding the main weapon and accessories to it"; _unit addWeapon "rhs_weap_m4a1_carryhandle"; comment "Adding secondary weapons and accessories to it"; _unit addWeapon "rhsusf_weap_glock17g4"; _unit addHandgunItem "rhsusf_acc_omega9k"; Ready. In the init of the unit we write: call{if ( local this ) then { [this,"opfor","MyOpforUnit"] call SerP_unitprocessor; }; if ( isServer ) then { this addMPEventHandler ["MPRespawn", { params ["_unit", "_corpse"]; [_unit, "opfor", "MyOpforUnit"] call SerP_unitprocessor; }]; };
  3. Hello. I want to change the armor for all RHS body armor, can you tell me if I can do it without affecting the entire texture code and so on, but using only "class HitpointsProtectionInfo"? At the moment, the script does not give errors, but the armor still does not change its values. (Armor set to 1 unit is just a test) class cfgWeapons { class ItemCore; // External class reference class InventoryItem_Base_F; // External class reference class HeadgearItem; class Uniform_Base; class UniformItem; class Vest_Camo_Base; class Vest_NoCamo_Base; class VestItem; class ItemInfo; class rhs_6b13: Vest_Camo_Base { /* other properties */ class ItemInfo: ItemInfo { /* other properties */ class HitpointsProtectionInfo { class Neck { hitpointName = "HitNeck"; armor = 8; // 16 passThrough = 0.5; }; class Chest { hitpointName = "HitChest"; armor = 1; // 28 passThrough = 0.1; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 1; // 28 passThrough = 0.1; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 1; // 22 passThrough = 0.1; }; class Body { hitpointName = "HitBody"; passThrough = 0.1; }; }; }; }; };
  4. Hello. Already tired, I hope for your help. In short, I'll tell you what I want to get in the end. And so: I'm doing the first mission, which I want to saturate with the atmosphere, with my own sounds, all sorts of little things like the sounds of waves near the beach, the sounds of high winds in the mountains, the singing of birds in the forests, light gusts of winds in different areas, and so on. Suppose: I have 2 mountains, entering which players (multiplayer mission) will hear the sound of increased wind. What do I have: //Description.ext class CfgSounds { sounds[] = {}; class Wind { name = "Wind"; sound[] = {"sound\wind.ogg", db+10, 1, 30}; titles[] = {}; }; } 2 triggers, on one mountain and the second. I tried to turn on my sound in the "effects" section, and when I entered the trigger, the sound of the wind began. BUT. As soon as I tried to get out of it, the sound of the wind did not fade, but abruptly interrupted. I realized that I need the "fadesound" command. But, it refuses to work correctly because I am using the ACE mod. I cannot refuse it, it is part of the project and the idea, it should be on my project. fter reading the forums, I seem to have found a solution using the "ace_hearing_disableVolumeUpdate = true;" command, but it does not help me. The sound still does not fade, but abruptly interrupts. I thought it was due to the fact that I turned on the sound and the "effects" trigger tabs, and decided to do it differently: //On Activations ace_hearing_disableVolumeUpdate = true; //Tried pasting it here thisTrigger spawn { if !(player inArea _this) exitwith{}; while {player inArea _this}do { //Tried pasting it here ace_hearing_disableVolumeUpdate = true playSound "wind"; sleep 140; }; }; //Please check if it will work correctly in multiplayer because I haven't tested it. //Deactivation 10 fadeSound 0; //0 fadeSound 10; - The result is the same ace_hearing_disableVolumeUpdate = false; And all in vain. The sound doesn't want to fade out, and besides, it doesn't turn off when I exit the trigger if I do it with a script without an effects tab. Tried to do the same ace_hearing_disableVolumeUpdate = true in the console, it doesn't work. In the editor, in the settings of the mod ACE, I tried to turn off the stun, and noticed that there is a difference: the sound starts to disappear, but the volume abruptly restores. Who faced it, I ask for help. I would also like to add that I tried to use say2d, so that the sound would be emitted by an invisible logic object on the mountain, but for some reason the sound spreads throughout the map, regardless of the distance. Say2d Parameters: from: Object - Origin of the sound sound: String - Class name of the sound to be played. Defined in CfgSounds including Description.ext maxTitlesDistance: Number (Optional, default 100) - Max. distance in meters at which the sound can be heard speed: Number (Optional, default 1) - Pitch of the sound
  5. Thanks, I'll check that out today.
  6. Hello. Unfortunately, I'm not strong in scripts, so I turn to you for help. I need a script that will check if a person has connected to our Team Speak channel, otherwise - a kick from the server. I need it to be with warnings, with a pop-up window in the middle (standard bis), and with text, of course. I found several scripts on your forum, they are 2017 and unfortunately they give an error when launched and do not work. I am hope for your help. If you want to do it for me and you are really interested, write, I will tell you in detail how I would like to see it. (I've done this topic before, but it doesn't seem to be in the right topic)
  7. Hello. I would like to protect myself from dishonest players. On my project, the server will run 24/7, missions will last from half an hour to two hours. I would like that the players, choosing the side of the "red" until the end of the mission, could not change the side to the "blue", but I do not know how to do this, so I hope for your help.
  8. Hello. Unfortunately, I'm not strong in scripts, so I turn to you for help. I need a script that will check if a person has connected to our Team Speak channel, otherwise - a kick from the server. I need it to be with warnings, with a pop-up window in the middle (standard bis), and with text, of course. I found several scripts on your forum, they are 2017 and unfortunately they give an error when launched and do not work. I am hope for your help. If you want to do it for me and you are really interested, write, I will tell you in detail how I would like to see it.
  9. Hello. I got one problem. I need all the players who play on my server or use my build of the mod to have the "Particles" setting in the graphics at a high level and that it would not be possible to change it. Also, in the RHS mod there is a function for 2D, 3D and PiP sights, I would also like to set one parameter for all. Tell me how can this be done?
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