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MulleDK13

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Everything posted by MulleDK13

  1. What do you mean??? Where did I swear?
  2. MulleDK13

    forcing ai to eject a vehicle

    You must unassign the unit from the vehicle! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unassignVehicle unit example <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unassignVehicle sol9 sol9 action ["eject", vehicle sol9] and if you use it with a trigger remember to seperate the two commands with; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unassignVehicle sol9; sol9 action ["eject", vehicle sol9]; Hope that helped!
  3. So, how do I determine if a unit is a human player and if a unit is controlled by AI or Human? (Multiplayer)
  4. Hi. Is it possible to determine if player is server/admin ?? And if a unit is a human player? Thanks in advance!
  5. Hi. I'm working on my "Click on map and call aircraft ejecting paratroopers" script. I'm currently using units which I just inserted in the editor, and I eject them when they are above dropzone! But if you reorder paratroopers, they will of cause disappear from their current position back into the aircraft that comes with them, because they are called into Cargo by the script... That's why I want to use createUnit, so that it will just create new units every time it's called! Plane1 is the aircraft coming with the paratroopers and _CallUnit is the unit who requested the support! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_tempsol1 = "soldierWB" createUnit [getPos Plane1, group _CallUnit] This works, the unit is created, but it will not react to any action I give it! I've tried <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_tempsol1 = "soldierWB" createUnit [getPos Plane1, group _CallUnit] _tempsol1 assignAsCargo Plane1 _tempsol1 moveInCargo Plane1 And when the plane is above target <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unassignVehicle _tempsol1 _tempsol1 action ["eject",vehicle _tempsol1] The unit spawns but is not put into the aircraft! And the _tempsol1 doesn't react to any other commands either, like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_tempsol1 sideChat "Test" I have also tried to use tempsol1 instead of _tempsol1, but no change! Is this a bug, or am I doing something wrong? Thanks in advance!
  6. Well... thanks all for the replies... I tried some few things, and I got it to "Do Nothing On Player Killed" working in MP by using... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">respawn=3 respawndelay=99999 That is a little more than 27 hours, and I don't guess anyone play that long the same map without reassigning :P Well.... Maybe I should release a little version of the map for you to see?
  7. Hi. I'm making some sort of tournament map (2 players). Is it possible to remove the "You are dead" screen which appears when the player is dead? (singleplayer) I think it is disabled in multiplayer! Thanks in advance!
  8. Hmm... I've found out how to remove the "You are dead"-screen... When the player dies, the game exec the script called "onPlayerKilled.sqs", and I took a little look on the  "exec" command which first looks in mission folder, before any other folder... So I just created a "onPlayerKilled.sqs" script in my mission folder, and the game executed that instead... Just containing exit; But that disables the escape button too (EDIT: Only when dead once), so I would have to find the original script, and just copy that to the mission folder, and edit it so that nothing would happen when the player dies, but still when he press the Escape button!
  9. MulleDK13

    .ext Files

    do you call it with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">playMusic "jade" or <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">playMusic "junglework"
  10. Aaaah... lol! thank you! The GEAR was full, so it could not be added... But no message was shown... Is it possible to determine if the ammo were added successfully with the addMagazine command?
  11. Oops. I didn't mean... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">["law" exec "buy_weapon.sqs"] But... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">["law"] exec "buy_weapon.sqs" But the problem isn't there... Cause the line where the mag is inserted is being executed! 'cause those hints are coming! but no LAW!
  12. Great! Thansk... BTW: Is it possible to assign it to a group, and when it's filled up, automaticly fill the next group, so that I can continue to insert units, until 12 * 63 units has been reached? Give a code/example?
  13. The reason I do not want it to show is that the player should only respawn on request from my script, so that it will only be controlled by my script... But I think I some sort of solution... respawn=3 respawndelay=99999 Still, if it is possible to remove the auto-respawn and the dead-screen, help is still appreciated!
  14. Thanks... It worked... Except that they are not assigned to any group... Or at least not _CallUnit The script is executed with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[POSITION,THE_UNIT_THAT_CALLED] exec "paratroopers.sqs" Which in this case would be <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[_pos,this] exec "paratroopers.sqs" the second parameter is then called in the script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_CallUnit = _this select 1 but it won't assign the units to _CallUnit - They won't appear... But if I change the assignment to player, it works, but then the player will get command over the squad, no matter who requested them! Why? EDIT: PS: How do I put a waiting (~2) into that "eject all" code? 'Cause they all just get kicked out at once!
  15. Hi Q. I've just tried that and the units seems to be created and get in, but when it comes to the "eject" action, the game just returns to the desktop without any warnings, whatsoever! Can I use camCreate (EDIT: Nope! camCreate is the same problem, it just won't accept the "eject" action), or am I doing something else wrong?
  16. MulleDK13

    .ext Files

    Or get this excelent file manager: Total Commander It's the best file manager I've seen, and you can open any file with notepad just by selecting it and press F4!
  17. I got it! description.ext <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">respawn=3 respawndelay=15 Now it will wait 15 seconds before the screen comes, but my scripts makes sure that the player has respawned within 10 seconds, so the screen will never be shown! But I'll still need to figure out how to remove respawn=3 because multiple players is being created because it's on! EDIT: Doesn't work to change respawn=3 to respawn=0. This will just make the game not respond to respawndelay! Help is still appreciated!
  18. I've made it so when a player dies, the score goes up for the other player, and then they respawn and the next round begins... I use: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player1 setDammage 0 player2 setDammage 0 Which works fine, but the "DEAD SCREEN/CAM" appears and make it impossible to move... I've just found out that the creators of "Real Tournament 2003" used the same method: setDammage 0, but in their map no death screen/cam is shown... Anybody know how to disable it? I'll also try to find a solution in the "RT2003" scripts cause they must have disabled the screen/cam! Any help is appreciated!
  19. Hi... I'm making a script where I need to set the direction of an object to go UP & DOWN.... But setDir is only LEFT & RIGHT! Is this possible? Thanks in advance!
  20. MulleDK13

    setDir UP+DOWN ??

    Damn! " The back of the gamebox says "Only limited by your imagination", damn, I must have forgotten how to look up and down! Damn..." No way at all???? Possible in Armed Assault?
  21. MulleDK13

    camSetBank, camSetDive, camSetDir

    Insert a player and insert this into the initialization field! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this exec "camera.sqs"; Start the mission! Controls ============ Numpad-keys (Numpad + & - is FOV) Q,E,W,S,A,D,Z Control = Copy camera position to clipboard! Ready to be inserted to script!
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