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nikiller

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Everything posted by nikiller

  1. nikiller

    Custom Reveal Distance

    hi, Put a gamelogic in the middle of your base and execute this script in its init field (not tested, singleplayer only). cya. Nikiller.
  2. nikiller

    OFP Addon request thread

    hi, For the food items you could use this: http://ofp.gamepark.cz/index.php?showthis=10173 It includes: -meat -wooden stick -flint -steel -cloth -coconut -banana cya. Nikiller.
  3. hi, I would like to find a way to restrict some weapons for some classes (i.e: medic/sniper) but in a "realistic" manner. Then I want to increase recoil to simulate the lack of train with certain weapon (i.e: a medic will have hard time to use a sniper rifle). I found a command setUnitRecoilCoefficient but it works only for the first bullet fired and then go back to a normal recoil. So I decided to make a script: But I am not too sure it is good for performance to use this command in a loop. I would like to know if there's a better way to increase recoil for some classes with some weapons. Thank you. cya. Nikiller.
  4. nikiller

    increase recoil

    Thanks DreadedEntity, I think the setFatigue would be a better and more natural way and more performance friendly IMHO. I updated my script with your suggestion and it works fairly well. NB: The script is made for missions with enableFatigue false and no crosshair, if you want to use it with enableFatigue true and crosshair edit the script. You can also add more classes in the _snipers and _restrictedWeapons arrays if you want. You can edit the script as you like but please credit me and write it is a modified version in the script header. cya. Nikiller.
  5. hi, My bad guys I modified the script call to test something and I used a position instead of a unit name. :rolleyes: Thanks a lot for the help that's cool. Problem solved. cya. Nikiller.
  6. hi, I have a problem with sqs and undefined variables but those variable are defined I don't understand why. The script works as intended but the rpt is spammed with undefined variable message every script cycle. That would be cool if somebody could help/show me how to solve this. The undefined variable are _radius, _tx and _ty. Here's the script: Thanks for the help. cya. Nikiller.
  7. hi, if the variable is Nil how is it possible that the script works as it should? cya. Nikiller.
  8. nikiller

    Respawn in vehicle using respawn module

    hi, Same here with 1.26.126789. But for me it doesn't show up the vehicle name I entered, it just shows the vehicle type (i.e hunter). Can somebody could confirm that it is broken please? cya. Nikiller.
  9. nikiller

    Player hit effect

    hi, I don't know if it will help but you can define a red screen via the description.ext. in your bleeding script: TitleRsc ["nik_z_Scr10","BLACK IN"] description.ext #define nik_z_ScrColA {0.72,0,0,0.2} class nik_z_ScrBack { type = 0; idc = -1; style = 0; colorBackground[] = nik_z_ScrColA; colorText[] = {0,0,0,0}; font = "tahomaB36"; x = -0.5; y = -0.5; w = 2; h = 2; sizeEx = 0; text = ""; }; class nik_z_Scr10 { idd = -1; movingEnable = 0; fadeIn = 0; duration = nik_z_ScrDur4; name = "nik_z_Scr10"; controls[] = {back}; class back : nik_z_ScrBack { colorBackground[] = nik_z_ScrColA; }; }; }; cya. Nikiller.
  10. nikiller

    Very simple config problem

    hi, Your project sounds very promising. Do you want include survival things (food, drink, medical...)? Do you want to include zombies? Do you have models for your weaponHolders? cya. Nikiller.
  11. nikiller

    Very simple config problem

    hi, IMHO, it would be better to use nearestBuilding command since nearestObject in a fast loop will kill your performances. Your script with nearestBuilding (not tested): #start ~0.2 ? !(rdyloot): goto "start" _building=nearestBuilding player ? player distance _building<15: rdyloot=false; [_building] exec "Handlers\Loot\spawn1.sqs"; goto "start" ~0.2 ? (alive player): goto "start" cya. Nikiller.
  12. nikiller

    Legen Of Madness Open Beta Release

    hi, This link works for me: http://uploading.com/files/thankyou/d22mm25f/L.O.M.2010.7z cya. Nikiller.
  13. nikiller

    addAction not adding action

    hi, Do you set your variable barrelLoaded to true or false to show to the game that the variable state has changed? cya. Nikiller.
  14. nikiller

    Soviet (Latvian) vans RAF-2203-01 pack

    hi, That's always cool to see new stuffs release for ofp. Thanks for your work :) cya. Nikiller.
  15. hi, onPlayerRespawnAsSeagull.sqs must be executed like this https://community.bistudio.com/wiki/Event_Scripts I'm not sure it will work with respawn. IMHO, you should rename the script by onNewPlayerRespawnAsSeagull.sqs or something like that. cya. Nikiller.
  16. nikiller

    Tonal Island for Arma 3

    hi, Nice to see tonal ported to A3 , good luck! Yea good old times. cya. Nikiller.
  17. nikiller

    OFP Addon request thread

    hi, Where I can find the destroyed building on this picture? Is it Chernobyl mod? cya. Nikiller.
  18. hi, All info about weaponPool: https://community.bistudio.com/wiki/Category:Command_Group:_Weapon_Pool cya. Nikiller.
  19. nikiller

    object ID setdamage

    hi, To check object ID's in the Mission Editor click on "Show IDs" and zoom in close. Find the bridge IDs and write in your init.sqs: init.sqs Replace those numbers by the bridge IDs. cya. Nikiller.
  20. nikiller

    Sounds library

    hi, cya. Nikiller.
  21. hi, I'm not 100% sure but I guess your synchro (server/client) problem come from the WP activation field which doesn't work reliably in MP. I never tested WP condition/activation in MP I always use scripts and functions then I may be totally wrong. IMHO, you should find another way to trigger your condition east_present. cya. Nikiller.
  22. nikiller

    Marker follow ai unit

    hi, Use this script and execute your marker.sqs in the init_respawn.sqs cya. Nikiller.
  23. hi, You need to define your variables first. By convention it is in the init.sqs. No need to use publicVariable here since the init.sqs is executed on every computers. init.sqs condition_end=false east_present=false exit I the WP activation field write: east_present=true; publicVariable "east_present" Then place a trigger east not present with condition: this && east_present Write in activation: condition_end=true; publicVariable "condition_end"; hint localize "STR_THIRD_OBJECTIVE_FINISHED"; "3" objStatus "DONE" Place a second trigger 0x0 end #1 with condition condition_end I suggest a little delay (5-10sec) to be sure that players will see the objective hint before the mission switch to the debriefing. cya. Nikiller.
  24. nikiller

    Operation SHOCK (Full Mod + Campaign)

    hi, Impressive. cya. Nikiller.
  25. nikiller

    make markers and destroy it in game

    hi, I bet it's because the syntax to execute the script is wrong. The correct one is "markerName" exec "scriptName.sqs". I had the same problem few days ago. cya. Nikiller.
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