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Joe Miller

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About Joe Miller

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    Lance Corporal
  1. Joe Miller

    A brand new real life mission

    i was thinking it too, to add work as policemen, but i think it will change all the game face. But some random gang generation could be cool.
  2. Joe Miller

    A brand new real life mission

    I don't agree with you. I dont know about you, but im used to tell all the truth, always. It wouldn't have been honest tell that i liked it if i didn't. Negative comments are good because they tell you a way to improve your work. And j-man, who is a nice man, understood it and immediately told this: So pablo, if you are a false person it's not my problem, i tell all the truth and i speak only with fair pplz who wants to know the truth, not only good job great job.
  3. Joe Miller

    A brand new real life mission

    And, anyway, i also asked again for permission:
  4. Joe Miller

    A brand new real life mission

    Stealing is not the correct word, from the readme: so what's the problem?
  5. Joe Miller

    A brand new real life mission

    three comments after a few time spent on: 1) i dont like the mission concept, based on a few way of saltuary works, like find a mule or clean tables. The system doesn't give you the opportunity to grow your work experience and get a real job, where you go every mornig. And i didnt like the farm: you start with a your work, i would have preferred if you started without job and you would have chosen your job 2) I didn't like the addons download: it would have been better if you did an addon pack where we could download the entire pack 3) The scripts you used are written in a really hard way to understand, they are not simple and linear but they are very intricate. 4) Good scripting anyway , i really liked the police sistem, its really well done. So its a good mission, but its not my rpg mission. Anyway im making a mission of Real life too, im at 40-50% of the work, and i had some problems with lag and the police sistem, so i would know if i can use some of yours scripts like the police one. surely i'll credit you.
  6. Joe Miller

    A brand new real life mission

    Nice work, but i suggest you cold do an Addons pack just to have all addons with one download!
  7. Hello. Is it possible to change the dress to a man in ofp ? I know it isn't possible easily but i mean for example to change the player controlled man with another man just to give the effect he changed his dress. Do you think its possible ?
  8. I don't agree with korax, there is a better way! Create a script called DeleteBody.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;DeleteBody ;Catch Variables _unit = _this select 0 ;Condition to work @ ! Alive _unit ;Time before deleting ~20 ;Deleting... deletevehicle _unit exit And put in the init field of the unit you want to delete when dead: [this] exec "DeleteBody.sqs"
  9. Joe Miller

    Action

    Hello! I need help with action command: From the CMDREF: soldierOne action ["eject", vehicle soldierOne] In the sample they teach how to order to get out. But i need a script that when called order a unit to get in to a vehicle. IE: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0 ;on activation _unit action ["getin",taxi"] Where taxi is the name of the car. How can i do this? the code i tried doesn't work
  10. Hello i've a problem with addaction. Example: This Addaction ["Sell him Drugs", "isdrugged.sqs"] This is what i tiped, but i need to call some variables of isdrugged.sqs So i need theese variables: _Unit = _this select 0 _drug = _this select 1 _DA= this select 2 So when i call "isdrugged.sqs" i need for example: [this,weed,da1] exec "isdrugged.sqs" but i need to call it with an action. So how can i do?
  11. Joe Miller

    NEED HELP WITH CREATEUNIT

    Thank you , now it works. I have another question: how can i put the condition: Unit killed by someone? For example the trigger wich activate only if a unit is killed by the player?
  12. Hello , ive got a problem with create unit command: I want to create a unit with createunit which has in the init field a call to a script. Example of the init i need: [this] exec "findhim.sqs" But ive got a big problem. I've followed the instructions of command reference, but it still doesnt work. theese are the instructions: Create unit of given type. Format of unitInfo is: [pos,group,init,skill,rank] The example: 'SoldierWB' createUnit [getmarkerPos 'barracks',groupAlpha] Notes: init,skill, and rank are optional, default values are "",0.5,'PRIVATE' Try and do what i did, putting this init in the init field [this] exec "findhim.sqs" What i typed is: "SoldierESaboteurBizon" createUnit [getmarkerPos "mafiabase",mafia,"[this] exec "findhim.sqs"",1,"Private"]; But it still doesnt work! Help me please!!
  13. Joe Miller

    Killing One Person

    you create 2 triggers. Final 1 and Final 2 are the type In the first in the activation field u replace this with !not alive sniper1 In the second u replace it with !not alive sniper2
  14. Joe Miller

    NEed trigger help

    Thank man!
  15. Joe Miller

    NEEDED: Simple AI spawn script

    Since noone was able to help me i tried and tried and now i managed to do something that seems good: ;---Cattura Variabili--- _unit = _this select 0 _pos = _this select 1 _group = _this select 2 _init = _this select 3 _uff = _this select 4 ;---Creazione unitŕ--- #loop ? !(alive _uff): goto "exit" _unit createUnit [getmarkerPos _pos,_group] ~10 ;---Riinizio dello script goto "loop" ;--- Fine dello script--- #exit exit
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