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peeps

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About peeps

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    Staff Sergeant

core_pfieldgroups_3

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    operation flashpoint, thats why im here ;)
  1. Thanks for that sel. The reason i use it is actually not related to the alphabet, i simply used that as my example because I needed it to work with strings (as opposed to numeric values) and the alphabet was the easiest set of strings for the sake of showing me the methodology. Thanks for your solutions, they look perfect :)
  2. Hi folks, I've got a quick question on arrays. How do I go about applying a unique variable to each element in an array. So for example if I wanted to give each unit in the array 'allunits' a unique letter of the alphabet from an array I'd called 'alphaarray' how would i do that?
  3. Hey folks, Can anyone point in the right direction for creating a hud element using cutrsc that follows a unit around (ie. like how wasteland has those little squares for allies). I've tried unpacking the pbo of wasteland but I can't figure it out.
  4. Hi folks, Can anyone tell me if it is possible to remove only the magazines usable by a particular weapon from a players inventory on an automated basis. I have a ui to let players pick their weapon but im struggling with how to remove the magazines from a players inventory when the weapon is removed before the new one is added. At the moment im using for loops to readd ammunition such as hand grenades and smoke grenades that gets removed but this method is going to get ridiculously convoluted. Does anyone have a smarter solution? Thanks, Sam
  5. #bump please someone help me, im so lost :(((
  6. having another issue :D Feels like i've been spamming these forums for the past few days, apolagies for that. can someone explain to me what im doing wrong please. I've looked around and from what I can tell everything is correct. Ok so the server is running this: for [{}, {(cs_roundtime != 0) AND (!CS_bombplanted)}, {cs_roundtime = cs_roundtime - 1}] do { publicvariable "cs_roundtime"; if !(isdedicated) then {call cs_fnc_showroundtime}; sleep 1; }; As you can see it is counting down and broadcasting the number to the clients. There is an addaction on the mission that executes the following: if (_canplant) then { CS_bombplanted = true; publicvariable "cs_bombplanted"; }; The problem im having is that the loop running on the server isn't ending when a client presses the addaction. From my understanding shouldn't the client be telling everyone that cs_bombplanted has changed to true and as such the condition in the for loop should be true? Thanks for any help you guys can give. PS bonus points if you can guess what im trying to make :D
  7. having another issue :D Feels like i've been spamming these forums for the past few days, apolagies for that. can someone explain to me what im doing wrong please. I've looked around and from what I can tell everything is correct. Ok so the server is running this: for [{}, {(cs_roundtime != 0) AND (!CS_bombplanted)}, {cs_roundtime = cs_roundtime - 1}] do { publicvariable "cs_roundtime"; if !(isdedicated) then {call cs_fnc_showroundtime}; sleep 1; }; As you can see it is counting down and broadcasting the number to the clients. There is an addaction on the mission that executes the following: if (_canplant) then { CS_bombplanted = true; publicvariable "cs_bombplanted"; }; The problem im having is that the loop running on the server isn't ending when a client presses the addaction. From my understanding shouldn't the client be telling everyone that cs_bombplanted has changed to true and as such the condition in the for loop should be true? Thanks for any help you guys can give. PS bonus points if you can guess what im trying to make :D
  8. thanks guys, works now :)
  9. Hey guys. Im really struggling to create a variable on each player on a server. I've used this command : player setvariable ["hasbomb", false, false]; which I think creates a bool value on the player called hasbomb and sets it to false. I then try to retrieve the value later using : _canplant = _playertoplant getvariable "hasbomb"; (_playertoplant is referring to a player). I then attempt to use _canplant in an if statement.. if (_canplant = true) then { //blahblahblah }; However I get an error saying a bool was expected but an array was given. Can someone explain what im doing wrong here?
  10. peeps

    =BTC= Revive

    That appears to do the job! There are still some peculiar things going on though they are by no means game breaking. When the player dies he has a brief image of the sky (or under the map?) Also when the timer ends, it remains at 1 for a 3/4 seconds and other players on the server hear a very strange noise almost like a train running along tracks in the distance.. I dunno how to explain it better then that, its very odd :D Anyway, when the player respawns it ends. I dont expect you to fix these things though buddy, i've already taken more then enough of your time. Just giving you a heads up incase you use this method in your next version. Thanks for helping me with this.
  11. peeps

    =BTC= Revive

    Yeah the countdown is what I want, the problem is the player is alive again, just blind for 2 minutes :D
  12. peeps

    =BTC= Revive

    Hey. No joy im afraid. Some very odd behaviour. I can immediately press respawn and i come back to life, however my screen goes black and I get a respawn countdown although im alive as i can hear my footsteps as I move. Any ideas?
  13. peeps

    =BTC= Revive

    Can't test it until tonight as im at work but even if it doesn't work thanks for taking the time Giallustio, its massively appreciated! Ill get back to you when i've tried it.
  14. peeps

    =BTC= Revive

    Giallustio can you help me. Im trying to make it so the player can be revived upon being downed but cannot respawn at the base marker for 2 minutes. I thought the BTC_revive_time_min & max would do this but it doesn't seem to be working, am i correct in assuming that these should do what I want?
  15. peeps

    Cannot memory map

    so no way without getting rid of addons or buying new stuff?
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