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Grimfist

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Everything posted by Grimfist

  1. Grimfist

    Dead!

    set his probablity of presence slider to 0, or use commands to set the priest as a captive or as a blufor 'this setascaptive true'.
  2. at the moment i have this is some of my vehicles init line: crewcheck2 = this addeventhandler ["getin",{_this execvm 'crewcheck.sqf'}]; vehsitrep2 = [this] execvm "crewsitrep.sqf"; i want to put it into this: (veh respawn) veh = [this, 1, 1, 5, TRUE, FALSE, "this execVM YOUR SCRIPT HERE"] execVM "vehicle.sqf" so it re spawns with its init line each time. now i cant do this: veh = [this, 1, 1, 5, TRUE, FALSE, "trewcheck2 = this addeventhandler ["getin",{_this execvm 'crewcheck.sqf'}]; vehsitrep2 = [this] execvm "crewsitrep.sqf""] execVM "vehicle.sqf" as it just says so how can i get round this? i tried to make a sqf file called vehscriptinit.sqf and put this in: crewcheck2 = this addeventhandler ["getin",{_this execvm 'crewcheck.sqf'}]; vehsitrep2 = [this] execvm "crewsitrep.sqf"; but it doesent work, so, is this possible? and what does my 'vehscriptinit.sqf' need to contain? does it need unit = this or anything? TIA, Grim.
  3. Yo, i am making a mission, and i have come to two barriers that i cant pass, so id thought id post them here. i want a script that checks if the unit is one of the units in an array when boarding a vehicle into the DRIVER, COMMANDER OR GUNNER seats (if there in passenger script is not to run), if they are then nothing happens, if they arnt then they are thrown out of the vehicle. this is what i have: when any unit boards a vehicle script starts and checks if _unit is not one of the dudes in aray of 'EL, EN1, EN2' then _soldier action ["eject", vehicle soldier]; display hint 'yo mofo, you cant drive that.' http://community.bistudio.com/wiki/action http://community.bistudio.com/wiki/isKindOf http://community.bistudio.com/wiki/typeOf http://community.bistudio.com/wiki/driver http://community.bistudio.com/wiki/lockDriver http://community.bistudio.com/wiki/assignedDriver I need some help compiling this, TIA, grim. plz can sum1 help, or direct me to some recorces?
  4. here is a unit script: ; **************************************************************** ; Custom unit script for Armed Assault ; Created with ArmA Edit - Version 1.3.4000 ; HELP: Run this script from the INITIALIZATION box of the unit. ; CODE: [this] exec "RU_CM.sqs" ; Made by grimfist ; **************************************************************** ; Get the unit parameter given _unit = _this select 0 ; Strip the units current gear removeAllWeapons _unit ; Add the new gear to the unit _unit addMagazine "30Rnd_545x39_AK" _unit addMagazine "30Rnd_545x39_AK" _unit addMagazine "30Rnd_545x39_AK" _unit addMagazine "30Rnd_545x39_AK" _unit addMagazine "30Rnd_545x39_AK" _unit addMagazine "30Rnd_545x39_AK" _unit addMagazine "30Rnd_545x39_AK" _unit addMagazine "30Rnd_545x39_AK" _unit addWeapon "AK_107_GL_Kobra" _unit addMagazine "8Rnd_9x18_Makarov" _unit addMagazine "8Rnd_9x18_Makarov" _unit addWeapon "Makarov" _unit addMagazine "HandGrenade_East" _unit addMagazine "HandGrenade_East" _unit addMagazine "SmokeShellRed" _unit addMagazine "SmokeShellRed" _unit addMagazine "FlareRed_GP25" _unit addMagazine "FlareRed_GP25" _unit addMagazine "FlareRed_GP25" _unit addMagazine "FlareRed_GP25" _unit addMagazine "1Rnd_SMOKERED_GP25" _unit addMagazine "1Rnd_SMOKERED_GP25" _unit addMagazine "1Rnd_SMOKERED_GP25" _unit addMagazine "1Rnd_SMOKERED_GP25" _unit addWeapon "Binocular" Exit How do i get it so when the player/ai re-spawns in MP, they get this loadout, not the defualt one, or wepons they have picked up. i have tried to do add event handler killed --> [this] exec "RU_CM.sqs" but i cant get it to work. TIA, grim. SRY, wrong thread, and i cant delete it. i haven't really used this place much!
  5. ahh ty m8, i will go about doing this now, ty for your help everyone, i really appreciate it. and now im going to learn sqf :)
  6. im quite new to all this scripting stuff, so i will convert all my load-out scripts to use SQF (not SQS). and then what, what do i add in to make it so the player always re-spawns with these weapons, or will SQF do that automatically? ty BTW
  7. so what do i actually put in my script, waitUntil {alive player}; ? is it sqs or ?
  8. TY, but how would tht fit it?
  9. here is your script: // to activate: vehsitrep = [this] execvm "crewsitrep.sqf" _vehicle = _this select 0; _driver = driver _vehicle; _gunner = gunner _vehicle; _commander = commander _vehicle; while {alive _vehicle} do { _driver = driver _vehicle; _gunner = gunner _vehicle; _commander = commander _vehicle; if (!(_driver in [e1,e2,e3,e4,e5,e6]) && !(isNull _driver)) then { hint format ["Hey %1, you asshat, only engineers can crew vehicles.",name _driver]; _driver action ["getout",_vehicle]; }; if (!(_gunner in [e1,e2,e3,e4,e5,e6]) && !(isNull _gunner)) then { hint format ["Hey %1, you asshat, only engineers can crew vehicles.",name _gunner]; _gunner action ["getout",_vehicle]; }; if (!(_commander in [e1,e2,e3,e4,e5,e6]) && !(isNull _commander)) then { hint format ["Hey %1, you asshat, only engineers can crew vehicles.",name _commander]; _commander action ["getout",_vehicle]; }; sleep 1 }; my men are e1, e2, e3, e4, e5, and e6. i don't understand?
  10. Grimfist

    Community Awards. . .

    sorry, didn't realize.
  11. Grimfist

    Best Co-op Mission for Multi-player

    thats what a coop mission is...
  12. Well, its not working, its throwing everyone out of the vehicle, even the people in the array. @ Sgt Cresswell its not, its a c130 ;)
  13. lol ty, i meant to lessen lag. (im making a AAS with minim scripts and stuff)
  14. WOW, ty m8. will that add to lag at all though, becuase thats the main focus of my mission?
  15. ahh ty guys, really ty, ill put this it now and test it. and yes franze is right, they can crew only if in my array. EDIT: it works great but you can ride in back and 'change to gunner' so would put: dasboot = this addEventHandler ["getin", {_this execvm 'crewcheck.sqf'}]; dasboot = this addEventHandler ["SWITCHPOSITION", {_this execvm 'crewcheck.sqf'}]; or summin?
  16. Grimfist

    Community Awards. . .

    yea, i got mine: 239 kb i even kept the packaging :) TY BI!!!!!!!!!
  17. Grimfist

    ArmAII-Mark

    Settings on mixture of high/normal/very high. Manufacturer: PCspecialist Processor: Intel® Core2 Quad CPU Q8200 @ 2.33GHz (4 CPUs) Memory: 4000MB RAM Hard Drive: 750 GB Video Card: NVIDIA GeForce 9800 GTX+ Monitor: 24 inch Sound Card: Realtek HD Audio output Speakers/Headphones: Digital Precision Keyboard: Tesco value keyboard Mouse: Microsoft Laser mouse 5000 Mouse Surface: RAF Avro Vulcan mousemat? lol Operating System: Windows XP Home Edition Motherboard: ASUS PND-5 Computer Case: Conqueror WITH GAME BOOSTER I really do recommend this program.
  18. Grimfist

    Special Edition

    Anyone know if the special edition will be released in english? i want this. look: http://www.cqe.cz/vypis_produk.php?navi=IDPC0192 Translation: Index limited version: - Military backpack instead of a box with logo - Maskacova wallet with logo - 2x piece of paper (card board razor team figures) - 5x postcard from Cernarusi - Map - T-shirts - Soundrack - Own game £55 will this be available in english? where can i buy it? (yes i am this sad)
  19. place down some animals and run them over with a train. then play on it for a week with no sleep, school, food or toilet breaks.
  20. Grimfist

    @AIX. Another one AI addon.

    Armaholic mirror updated http://www.armaholic.com/page.php?id=4677
  21. Grimfist

    Ragdoll, should Arma2 have it?

    Cant bi just add , say 20 different positions for a dead body. then every1 is happy.
  22. Grimfist

    Mercs and Civilians

    Armaholic Mirror updated: http://www.armaholic.com/page.php?id=3460
  23. Grimfist

    co10 Eagle Claw

    Armaholic News updated: Armaholic News
  24. Grimfist

    T-90 PACK

    Armaholic mirror updated: Armaholic news
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