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dachevs

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Everything posted by dachevs

  1. dachevs

    Squad based respawn

    ok I'm not quite sure if this will work but you could try it. place a marker in the editor and leave everything blank open a new text document and put this in it-- <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Spawn { "Respawn" setmarkertype "pick-Up" }; if group (!alive)) : goto "respawn" #respawn player setPos [(getMarkerPos "respawn") select 0, (getMarkerPos "respawn") select 1, 0] save it as respawn.sqs, make sure the file type is set to all files. then in the editor place-- this exec "respawn.sqs" under where it says Initialization. I am not sure if this will work at all. I'm not the greatest at scripting, but I know how to do some stuff, just not sure it will work because it is mixing many different kinds of scripts.
  2. dachevs

    Squad based respawn

    ok I'm not quite sure if this will work but you could try it. place a marker in the editor and leave everything blank open a new text document and put this in it-- <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Spawn { "Respawn" setmarkertype "pick-Up" }; if group (!alive)) : goto "respawn" #respawn player setPos [(getMarkerPos "respawn") select 0, (getMarkerPos "respawn") select 1, 0] save it as respawn.sqs, make sure the file type is set to all files. then in the editor place-- this exec "respawn.sqs" under where it says Initialization. I am not sure if this will work at all. I'm not the greatest at scripting, but I know how to do some stuff, just not sure it will work because it is mixing many different kinds of scripts.
  3. dachevs

    Earnings script

    Maybe with the licensing you could use Roleplay OBjects, I was gonna go this for my mod The City Life, but I'm not sure if I am going to make it because I'm not very good, and Sahraniville will kicks it's a$$. But with the Roleplay Objects--there are actual passports, so you could put them in the shop, and use this-- checklicense.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (("" in weapons player) || ("RPO_obj12" in magazines player)) then { player groupchat "I can buy a gun now."; GunLicenseBuilding addaction ["Buy Firearm", "Whatever.sqs']; }else{ player groupchat "I don't have a Firearm License."; }; Then a trigger around the Shop--Init-"name" exec "checklicense.sqs"' This will check if the player has the passport, and if the player does then the action to buy a gun will be added to the building or whatever. Hopefully this helps, it should work. Also might I suggest for some flavor in the new version-- Car1 Car2 Car3 Car4 ----------------------------------------- The Class names for the DodgeViper: Viper or Viper 1 = Red viper2 = black Cobra Shelby Classname = Cobra Skoda felicia classname = ffs_felicia or ffs_felicia_tun for the tuned one
  4. Get the same error . I'll have a look in the Config and see if I can find anything out Ok fixed it Tested and works. now question--Do you have Kegety's PBO packer/unpacker, you will need it to fix this. If you have it---go to the file wherever it may be and double click or right click on the MP5_Special_SD and click Extract, it will create a folder named MP5_Special_SD. Open the folder and open the Config.cpp Scroll down until you get to the title Class Single: Mode_SemiAuto -it will look like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Single: Mode_SemiAuto { sound[] = {"\MP5SpecialSD\sounds\MP5_SD_Single", 0.010000, 1}; reloadTime = 0.070000; recoil = "subMachineGunBase"; recoilProne = "subMachineGunBase"; dispersion = 0.006000; minRange = 2; minRangeProbab = 0.100000; midRange = 40; midRangeProbab = 0.700000; maxRange = 200; maxRangeProbab = 0.050000; }; Under the sound[] = {"\MP5SpecialSD\sounds\MP5_SD_Single", 0.010000, 1}; add in <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">soundContinuous = 0; and Save It So now the file should look like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Single: Mode_SemiAuto { sound[] = {"\MP5SpecialSD\sounds\MP5_SD_Single", 0.010000, 1}; soundContinuous = 0; reloadTime = 0.070000; recoil = "subMachineGunBase"; recoilProne = "subMachineGunBase"; dispersion = 0.006000; minRange = 2; minRangeProbab = 0.100000; midRange = 40; midRangeProbab = 0.700000; maxRange = 200; maxRangeProbab = 0.050000; }; Now you'll be able to use the gun
  5. dachevs

    The City Life

    Heh Yeah I was gonna have about 5 SWAT, because they will be called usually by the Police to large problems like bank robberies and Drug busts. I'm also gonna have two roles for protecting the president and 22 or 24 Civs in total. Ok now the vote Which SWAT does everyone want here are the choices SWAT 1 SWAT 2 SWAT 3 pick 1 or the 2 u wouldnt mind. --
  6. dachevs

    Earnings script

    ETA on the new version Somerville? @nuxil ah ok no wonder I always crashed Thanks.
  7. dachevs

    Earnings script

    no Do you need to have goto commands in sqs only? what happens for me say I have this ?(Side == Civilian) goto "Side1" in an sqf, when I preview the mission my game crashes and I get an error message like somethin something error number 7.
  8. In my mission I have around 30 playable units, but when you spawn they are all standing near you, how to I make it to where I can place the units somewhere and when someone becomes that player they are sent somewhere? with this? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">OnPlayerConnected: unit setPos [(getMarkerPos "markername") select 0, (getMarkerPos "markername") select 1, 0] placed in the Init of each unit I want it to happen to?
  9. dachevs

    SetPos/OnPlayerConnected?

    Thanks. Exactly what I needed.
  10. dachevs

    The City Life

    Yeah I think I could get used to it. But others, but still two versions is possible. So do you think it would be better to just have everyone choose a role at the beginning or have the switch unit command cuz it gets real complicated with Switch unit because the first unit stays where you originally were and people can shoot it and all.
  11. dachevs

    Earnings script

    I always CTD when I try and use a goto command
  12. dachevs

    Gear loadout

    probably made a mistake in your file. Save this as your Description.ext or check it with yours to see where and if you went wrong <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// BAS f - Gear Snippets // Version: 0-0-1 (2007-01-01) // Author(s): Fer // Note: Thanks to Biki contributors for compiling the ArmA core information. class Weapons { // ArmA - Weapons PBO - West and Resistance Weapons class M16A2 {count = 24;}; class M16A2GL {count = 24;}; class M16A4 {count = 24;}; class M16A4_GL {count = 24;}; class M16A4_ACG {count = 24;}; class M16A4_ACG_GL {count = 24;}; class M4 {count = 24;}; class M4GL {count = 24;}; class M4AIM {count = 24;}; class M4A1SD {count = 24;}; class M4SPR {count = 24;}; class M4A1 {count = 24;}; class M4A1GL {count = 24;}; class G36K {count = 24;}; class G36C {count = 24;}; class G36A {count = 24;}; class MP5A5 {count = 24;}; class MP5SD {count = 24;}; class M249 {count = 24;}; class M240 {count = 24;}; class M24 {count = 24;}; class M107 {count = 24;}; class M9 {count = 24;}; class M9SD {count = 24;}; class M136 {count = 24;}; class JAVELIN {count = 24;}; class STINGER {count = 24;}; // ArmA - Weapons PBO - East Weapons class AK74 {count = 24;}; class AK74GL {count = 24;}; class AKS74U {count = 24;}; class AKS74UN {count = 24;}; class AKS74PSO {count = 24;}; class PK {count = 24;}; class SVD {count = 24;}; class KSVK {count = 24;}; class Makarov {count = 24;}; class MakarovSD {count = 24;}; class RPG7V {count = 24;}; class STRELA {count = 24;}; // ArmA - Weapons PBO - Misc. class Laserdesignator {count = 24;}; class NVGoggles {count = 24;}; class Binocular {count = 24;}; }; class Magazines { // ArmA - Weapons PBO - West and Resistance Magazines class 30Rnd_556x45_Stanag {count = 24;}; class 20Rnd_556x45_Stanag {count = 24;}; class 30Rnd_556x45_StanagSD {count = 24;}; class 30Rnd_556x45_G36 {count = 24;}; class 30Rnd_9x19_MP5 {count = 24;}; class 30Rnd_9x19_MP5SD {count = 24;}; class 200Rnd_556x45_M249 {count = 24;}; class 100Rnd_762x51_M240 {count = 24;}; class 5Rnd_762x51_M24 {count = 24;}; class 10Rnd_127x99_M107 {count = 24;}; class 15Rnd_9x19_M9 {count = 24;}; class 15Rnd_9x19_M9SD {count = 24;}; class M136 {count = 24;}; class JAVELIN {count = 24;}; class STINGER {count = 24;}; class FlareWhite_M203 {count = 24;}; class FlareGreen_M203 {count = 24;}; class FlareRed_M203 {count = 24;}; class FlareYellow_M203 {count = 24;}; class 1Rnd_HE_M203 {count = 24;}; // ArmA - Weapons PBO - East Magazines class 30Rnd_545x39_AK {count = 24;}; class 30Rnd_545x39_AKSD {count = 24;}; class 100Rnd_762x54_PK {count = 24;}; class 10Rnd_762x54_SVD {count = 24;}; class 5Rnd_127x108_KSVK {count = 24;}; class 8Rnd_9x18_Makarov {count = 24;}; class 8Rnd_9x18_MakarovSD {count = 24;}; class PG7V {count = 24;}; class PG7VR {count = 24;}; class FlareWhite_GP25 {count = 24;}; class FlareGreen_GP25 {count = 24;}; class FlareRed_GP25 {count = 24;}; class FlareYellow_GP25 {count = 24;}; class 1Rnd_HE_GP25 {count = 24;}; // ArmA - Weapons PBO - Misc. class HandGrenade {count = 24;}; class HandGrenadeTimed {count = 24;}; class SmokeShell {count = 24;}; class SmokeShellRed {count = 24;}; class SmokeShellGreen {count = 24;}; class PipeBomb {count = 24;}; class TimeBomb {count = 24;}; class Mine {count = 24;}; class MineE {count = 24;}; class Laserbatteries {count = 24;}; };
  13. dachevs

    The City Life

    I will probably allow changing with personal use. I'll try the SWAT guys again. See if it works for me without QG. --EDIT-- Get error message with SWAT---SWAT requires addon dbe1 AH OK but it does still work--Cool. THERE so BEAUTIFUL I think I must add them in. Or maybe two versions.
  14. dachevs

    Earnings script

    What Spooner said @Spooner--No Problem--I got it all set up and everything just I couldn't get paychecks to work---but hey---here it is lol. Plus when I first used it I was a n00b at scripting. Now I have much broader (if thats how u spell it) knowledge of scripting and might give it another go. Your script is awesome either way Spooner, I'm just a n00b
  15. dachevs

    The City Life

    Was going to use these <s>SWAT</s> only because I don't have Queen's Gambit and also only people with Queen's Gambit could play the mod. I have a special MP5 for the SWAT and will add special M4's and Pistols for them to select. I was also thinking I might just make different units and bases to start for SWAT, CIA, President, Cops and Civs, first come first serve. Glad you're looking forward to it.
  16. dachevs

    Earnings script

    hmmm... I'm not quite sure. I'm very very shortly familiarized with scripting but today I put a script in a mission I am making with groupchat, I know you have probably done this, because Sahraniville has many many scripts and you know tons and tons more than I will ever. BUT did you try putting player groupchat instead of _player groupchat? this maybe way off and sorry if it doesn't help what so ever , but hell I tried In fact just stop here. SCROLL down to Spooner he truly knows what he is talking about. maybe this -------------------------------- and add if you don't already- a marker named fish, factory or whatever then add this in a script or something Not sure if this works or helps but hopefully it does ----------------------------------- Again I'm truly sorry if this was a waste of time reading Looking forward to the new release. PS: SPON_money is awesome but confused the hell out of me, have you guys tried the Roleplay Objects, I'm assuming you have cuz the Sahraniville team was mentioned in the ReadMe for testing.
  17. dachevs

    The City Life

    Alright I still check for some more units. I have the switchunits working (sort of) kind of a beta stage of it. BUT I GOT THE BUY SCRIPT TO WORK. First Version Should be released in the next few Days!!!!
  18. dachevs

    Inventory

    Thanks!! Yeah I just put that script together with reference from another script, wasn't actually sure it was going to work. Thank you both! Very much. The objects are already created, it is money from Roleplay Objects by Al Simmons and Tiger *EDIT* THIS IS EXACTLY WHAT I NEEDED THANK YOU!!!!!!! IT WORKS PERFECT!
  19. dachevs

    Sunglasses!

    Easiest way is using the custom face template. Download one here Face 1 or Face 2 and mess around with it, right click the pic and save as. They aren't the best but I can't find the actual one. Use it in a picture editing program like Paint or Photoshop, Photoshop has many many more features but you can use anything really. When you finish editing the face save it as Face.jpg (select JPEG in file type) and place it in you ArmA Other Profiles folder, then in game click on your profile name and click Edit, then select Custom Face.
  20. dachevs

    Damn triggers

    No problem.
  21. dachevs

    Damn triggers

    another easy way is to place you where you want on the map. Then place the unit you want to move on the map, click on him once then click the waypoints tab, and place a waypoint next to him, put in the waypoint <s>Init field</s> Condition something like BlueMove, then place another waypoint where you want the unit to move and in the activation of that waypoint put BlueMove=true --EDIT-- Just to make sure its right. Here is how I learned it from a text document of different script related things. ------------------------------------------------------------------------------------------ ------------------- Make a unit move after trigger is activated: Unit will move to first waypoint always Put a waypoint close to the unit and type in condition ex. blueinarea Put next waypoint where you want it/them to go Put a trigger and type in On Activation: blueinarea=true Set up the trigger as you want ex. when blufor is within the trigger ------------------------------------------------------------------------------------------ -------------------
  22. dachevs

    The City Life

    Love the ideas. Thanks for recommendations. Yes these sound great, I have SWAT units and the 6th Sense Editor Update which gives me a unit called King, which is in a nice suit, I thought I would use this for "mafia" sort of a classy "gangster" thing. Still try to get the action to switch units working I checked the wiki and followed that as well as some posts in the editor section but when i select the action it doesn't switch, I will get it to work though.
  23. I'm creating a mod for Arma---an RPG. Like Sahrani Life-----My Problem----when you buy a car, it takes the money from you and spawns the car near you---BUT if you dont have any money it still spawns the car near you-FOR FREE! :/ What can I do about this? ALSO: How can I make hte script remove money from different Civs, I tried to put the "Buy" action on the building for all civs--i.e. CarShop addaction ["Buy", "BLah.sqf"]; carShop addaction ["Buy", "Blah1.sqf"]---but when I previewed there were two buy actions., and if i selected the bottom one it removed the 2nd Civs money. Can anyone help???
  24. dachevs

    Arma RPG

    still don't works, same error. Don't have it in quotes.
  25. dachevs

    The City Life

    Got the bank building in the mission. It is amazing. AWESOME you can help with the scripts thanks so much for the help! Added both of you on Xfire check
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