Jump to content

Curatalo

Member
  • Content Count

    139
  • Joined

  • Last visited

  • Medals

Everything posted by Curatalo

  1. So, I made a "Detain Civilian" script on my own. And it works great on SP. But on Multiplayer, only the person who triggered the "Detain Civilian" Action can se it. And on MP the Civilian can still run around, even while doing the animation. Heres what I have: a1 switchmove"ActsPercMstpSnonWnonDnon_ArrestingMan"; sleep 17; a1 switchmove"ActsPercMstpSnonWnonDnon_ArrestingManLoop"; sleep 1; [a1, 15] execVM "freeze.sqf"; sleep 15; The Freeze.sqf script it uses was not made by me! But the code for that is private ["_man", "_retro", "_tempo","_pos","_dir","_mov"]; _man = _this select 0; _retro = _this select 1; _pos = position _man; _dir = direction _man; _mov = animationState _man; _tempo = (time + _retro); while {alive _man && time < _tempo} do { _man setpos _pos; _man setdir _dir; _man switchmove _mov; sleep 0.01; }; If somebody would like to help me get it MP Freindly. Keep it mind this is the first "script" I have ever even thought of making. Thanks for you're time. Sorry Ive been posting so much here! Im just goin all out for a big mission. *EDIT* I think these anims require QG. Just keep that in mind.
  2. Curatalo

    Detain Script (Stuck!)

    Thanks for that detain example mission, thats pretty much exactly what I had except for the ending up the distance line in the Condition. I just really need the MP to get working. Its for an Afghan based BlackWater-ish RPG mission. I'd imagine alot of other missions will use it also. Thanks for all you're help, truly. I owe you somthing.
  3. Curatalo

    Detain Script (Stuck!)

    No, its not working online still. Only the person that used the 'Detain Civilian' action can se it. the civilian and others around him cannot.
  4. So here's a script a dug up from a very old post that somebody helped me with. POW, and I cant get it to work. There's an error in the "rescue.sqf". If somebody could take a look at it. Its very small, and I se no problems with it! vip removeAction rescueAction; rescueAction = -1; vip joinSilent player; Thats all there is in the SQF, and I'm getting an error just infront of the "joinSilent player". Thanks for you're time!
  5. Make a Trigger- Activation: None, Repeatedly (i think), Present Condition: ( { ( _x distance vip )<4 }count( units group player ) )>0 OnActivation : rescueAction = vip addAction[ "Follow Me!","rescue.sqf" ]; Deactiv: if( rescueAction != -1 )then{vip removeAction rescueAction; } Then create an .SQF file and put this in it : vip removeAction rescueAction; rescueAction = -1; [vip] joinSilent player; Then create the unit in game which you want to be the "POW", and at the top right when you are creating him, there is a little place that says "name", write "vip" in there. Be sure to place the .sqf into the mission folder. im not sure if this work's in MP. But there you go. All this does is make the "vip" unit join you're group.
  6. So, I tryed making an SQF file, with this in it p5 say ["Allahuakbar.ogg",5] Which of course the units name was P5. It come's up with a "missing file" when it is excuted though. Is there a specific place i need the "allahuakbar.ogg" file? Please help with this. I'd like to get this working.
  7. how I would do this is 1. Create a parachute in empty, make it flying ,and in name put "chute1"(without quotes). Then go to the unit you want to be in the parachute and put this in his init. "This moveindriver chute1;" (without quotes). Then to set the heighth of the parachute, in the init put "this setpos [getpos this select 0,getpos this select 1,50];" (without quotes) the last number in the line for the parachute, the 50, can be changed to the height you want. That is atleast how I would do it. Although I dont know if it would work in a dedicated. (im sure it would) Im sure theres better ways to it, but thats how I would.
  8. I've noticed alot more lagg on Avgani 1.5, and even Afghan 1.0 But the main bugg Im going to bring up, are the buildings on Avgani that you can walk straight through. I think its the Asylum, but the walls you can walk straight through, and the white fences bullets can go sraight through, like theyre not even there. Im pretty sure there's other buildings that you can walk clean through. Just thought I'd report this.
  9. Curatalo

    Detain Script (Stuck!)

    EDIT* Thank you so much! Im pretty sure its working!Ill find out tomorrow when I test it online. Thanks alot SNKMAN!* -Old Post below- So here is my setup. Trigger- On Activation : None, Present, Once Condition: playerside == west && ( { ( _x distance a1 )<2 }count( units group player ) )>0 On Activation : detain1 = a1 addAction[ "Detain Civilian","detaina1.sqf" ]; On Deact: (blank) [This trigger is so that only US can activate the script via action menu.] Then I have a civilian named "a1"; Then in the "detaina1.sqf", I have this : a1 switchmove"ActsPercMstpSnonWnonDnon_ArrestingMan"; sleep 17; a1 switchmove"ActsPercMstpSnonWnonDnon_ArrestingManLoop"; sleep 1; [a1, 15] execVM "freeze.sqf"; sleep 15; a1 switchmove"Normal"; Which you told me to replace with this: _man = _this select 0; _man switchmove"ActsPercMstpSnonWnonDnon_ArrestingMan"; sleep 17; _man switchmove"ActsPercMstpSnonWnonDnon_ArrestingManLo op"; sleep 1; [_man, 15] execVM "freeze.sqf"; sleep 15; I did this for 10 units. (a1,a2,a3,a4,a5,a6,etc.) So to have near that exact steup (so i know how to do it on my own), could you just give me an example of what to do, just for 1 unit? Im not getting exactly how "_man" can exec it at different times for all the units i want. P.S- I Really couldnt thank you enough.
  10. Curatalo

    Detain Script (Stuck!)

    Thank you so much SNKMAN! Question: on the _man = _this select 0; _man switchmove"ActsPercMstpSnonWnonDnon_ArrestingMan"; sleep 17; _man switchmove"ActsPercMstpSnonWnonDnon_ArrestingManLo op"; sleep 1; [_man, 15] execVM "freeze.sqf"; sleep 15; is the name of the unit _man? I dont exactly get this.
  11. That worked! Thanks SNKMAN, you're helping me on multiple threads. keep it up! lol
  12. Curatalo

    prevent movement

    Thanks for the quik response. it works! Much thanks!
  13. Curatalo

    prevent movement

    I checked this script out, and it worked, except for the fact that if the unit dies, he is still standing up completely still. Is there a simple way to change that? I made this "detain" civilian script in sqs, and now that i ported it over to sqf, specificly for this script to work with it, I would like for this script to work well with it. So please help me out. Thanks. Good script.
  14. Curatalo

    SPON Workplace

    Hey, Im trying to use this script with the SPON Money, and I'm getting 3 errors with it. 1. First error shows this as I'm starting up the mission , top left of loading screen. '|#|}' Error Missing { 2. Second error is this. Top left at loading screne, just before mission. '|#|Sleep 4;' Error generic in Expression 3. Third, I believe it's tied to the other 2. When the mission starts up a hint at the top left says- "bonus of $scalar bool array string 0xe0ffffef for working at Job1. You now have $scalar." Please help me out with this. Thanks!
  15. Idea This mod is going to be based on the American Civil War, Between the North and the South. I am in need of Texturers and modelers mainly.    To start we need just the basics - a few muskets(.5 8 caliber Springfield musket and the .69 caliber Harpers Ferry Rifle, both muzzleloading arms that fired the deadly mini ball.) -A few handguns for officers (revolvers and muzzle loaded handguns.)               Eventually     When all the tools come out 1. A hole map based around the time of the Civil War( farms, trenches, churches, Forts) 2. Many different classes( Sharpshooter, Artillery crewman) 3.-"Edged Weapons"( Bayonets, sabers, swords, short swords, cutlasses, Bowie knives, pikes, and lances) 4. A few vehicles(Iron Plad ships, fairys, maybe even a carriadge.) 5.A decent sized community that enjoys all the hardwork+detication put into it all. 6. Gattling guns and Cannons. GIME FEEDBACK PEOPLE!! is this the right forum to be talking about this? or am i in the rong place....? If you have any interest in participating, please contact me on Xfire : easycompanykerry
  16. Hey everyone This is my first try at making a town. but Ive been working on a town in the Afghanistan Island for a while now using the Editor Update v1.02. So here it is, its a Mission for multiplayer with Insurgents, and USA soldiers. The Soldiers need to go into the town and secure a downed UH-60. So i hope you guys enjoy s much as i did and do =) Required Addons: EDitor Update V102, and the Afghanistan Island! (its all with the mission in the RAR pack tho! Here yah go! http://rapidshare.com/files/35096498/Curatalos_Afghanistan_Mission.rar if theres any problems or Bugs please post right back to me! AND leave me some comments -whether u think its a good idea or not =) Thanks!!!!
  17. Curatalo

    AAN - ArmA Navy

    Any idea Abooouttt when these weill be released?? by the way, theyre lookn great
  18. hahaha...i get that alot
  19. il;l just give you the same useless post that everyone else gives me when I ask fro somthing. "Why dont you just wait for the tools and do it yourself?" .....WHY DONT U GO DIE!!!! u know?
  20. Has anybody done this, know how to do this, or planning on it?
  21. Curatalo

    Police Units needs a good config

    When about will these be released??? Any idea?
  22. Curatalo

    New Racs - Lite Version

    I agree Skaven! And keep up the totaslly awesome work! =D!!!!
  23. 1.How do I make players spawn unarmed? (please say it step by step). 2. How do I put weapons/ ammo into crates?
  24. Curatalo

    Make Players spawn unarmed?

    Thank yoU!!!! =) Iforgot 2 say thanksl ike am onth ago =/
  25. Is there a script that allows you to set a marker down, then whovere leaves that marker will die? If so, please tell me the name or give me the link! Thanks!
×