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peeps

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Everything posted by peeps

  1. 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
  2. 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.
  3. 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 :)
  4. 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?
  5. 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
  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. #bump please someone help me, im so lost :(((
  8. 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?
  9. thanks guys, works now :)
  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

    Is there anyway to solve the problem that doesn't involve deleting much loved addons. I have tried the swap file but that doesn't sort it. I've also tried lowering the RAM memory in the OPF preferences. please say theres somehting else i can do, i love my addons
  16. peeps

    Cannot memory map

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

    C17, and total addons

    this should be troubleshooting but ill explain anyway. there isn't STRICTLY an addon limit but certain computers can handle varying amounts of addons because of different RAM sizes, opf settings, free hard drive space and swap file size. If you have 2 many addons it opf will crash to the desktop before the splash screens finish and say "cannont memory map O.pbo" or another .pbo file. However i don't think this is your problem as you seem to just have a problem with this one addon so i would guess that you do need resistance for it.
  18. peeps

    New guns along the way!

    to be fair they are both wicked shotguns
  19. its very difficult to reply to that
  20. peeps

    Weapons i would like to see

    if u were in the chinook i don't think u would feel anything, and they sure as hell wouldn't find any body parts
  21. peeps

    New vehicles

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">You better start working on them then <span id='postcolor'> best comment ever keg </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">What is the point of making MLRS or M109 if we can't do proper artillery in OFP?<span id='postcolor'> it could be done the way the mortar works.
  22. peeps

    Sort of a dumb question where do

    wow this is the most off topic offtopic topic ever (that does make sense )
  23. peeps

    Cannot memory map

    i've got 256MB RAM, its the same as i have on the other computer and it works fine on that one
  24. peeps

    Request for a static carrier

    god i hate the guns on battlefield 1942, but thats off topic. You can make the LST static and make it perfectly easy to land on, i got it almost working but for some reason the chopper pad on the back wasn't there, u just went trough it. the rest of it worked tho
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