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Platoon_Patton

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Everything posted by Platoon_Patton

  1. Platoon_Patton

    Array expected Object

    Try {_x addmagazine "30Rnd_545x39_AK"}ForEach [i1,i2,i3,i4,i5] {_x addweapon "ak74"}ForEach [i1,i2,i3,i4,i5]
  2. Platoon_Patton

    Dowatch Object

    unit(s) lookAt position You can have a whole group looking at _whatever when u write in the groupleaders init: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">units group this lookAt _whatever
  3. Platoon_Patton

    BAS F framework question.

    Except u want to test respawn stuff.. Place it there: C:\Documents and Settings\j_frost\My documents\ArmA Other Profiles\j_frost\MPmissions. Now click Play,MultiPlayer,New (edit name and password),U will see the frame in green,choose it and click EDIT.
  4. THIS was indeed a mistake this and (((getpos player) select 2)>5) is possible
  5. Platoon_Patton

    Animated briefings

    Think he means something like this: forceMap true ~1 mapAnimClear mapAnimAdd [1, .2, [(getpos player select 0),(getpos player select 1)]] mapAnimCommit @MapAnimDone forceMap false
  6. Platoon_Patton

    Moving turrets

    Put an empty vehicle,name mytank,write in init:this dotarget certain spot Put a Gamelogic,write in his init:this moveingunner mytank Its not very accurate for closeby targets..
  7. Was just typing the same Condition:this and getpos this select 2 > desired height on Act:Skydivers=count thislist Shoot Wolfrug if it fails
  8. Platoon_Patton

    DeBug script help PLEASE!!!!

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addeventhandler ["hit",{[this,120] exec "downed.sqs"}] is ok here. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addeventhandler ["hit",{[_this,120] exec "downed.sqs"}]is also possible, but then U need to change your script: _target= _this select 0 will return the whole EH hit default array (Who is hit,who did it,damage value) U need:_target= (_this select 0)select 0 Just a question Mr.Who:U added the EH in each initfield of each popup target?
  9. Be carefull Mr Flea,this is init SQF The semicolons can cause errors in sqs. Ok,maybe a delay before the PV Jip.sqs ?(local player):exit ~2 PublicVariable "to_dc" exit Pls let me know if u figured it out
  10. Heh?? So you are saying that ?(local server):-->makes a script run on a client? Are U sure U have a GameLogic called "server" on your map?
  11. Platoon_Patton

    Cras that burn forever

    u still use: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">~_time change it to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">~_t
  12. Add this line in init.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(local server): onplayerconnected "[_name,_id] exec ""jip.sqs"""
  13. Hello, Maybe this is the reason:Version 1.04 5104 - Fixed: UI fade animations (ctrlSetFade) did not work for controls in control groups So this,together with "forEach" and your 47 elements group "_ctrls2" is probably why...
  14. Platoon_Patton

    damage copy script

    Just 1 digit wrong Reading the question too good might cause errors
  15. Platoon_Patton

    damage copy script

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">playerA addEventHandler ["killed", {(_this select 1 )setdamage 0}]
  16. Platoon_Patton

    Triggering damage to a vehicle's tire

    I dont know if its possible to give damage (scriptwise) to certain model selections...even if you succeed,the damaged wheel in ArmA is rather dodgy (burned/rusty). What u could consider is an engine failure... --A bang followed by the overheaten radiator sound. --Smoke script attached to the front of the vehicle --Engine command sets engine off. GL
  17. Platoon_Patton

    Unlimited Ammo

    Celery your method is simple but resource hungry,a trigger covering the whole batlle area that checks several times each seconds if a unit/vehicle has some ammo... The combination of Kronzky´s EH with your solution would be better IMHO: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addEventHandler ["fired",{(_this select 0) setvehicleammo 1}] It doesnt use an if then and a count condition.
  18. Platoon_Patton

    CTF and Armed Assault horrible

    Not correct; ECL uses a dynamic respawntime,the more players the longer the respawntime.Also 40 minutes gameplay was used in the Combi maps,a mixture of CTF with C&H,they have the advantage of adding 1 extra point of intrest on the map,so non flagrunners who moved up to the enemy spawn/flagarea have to fall back to Midflag instead. Oh and the most tense games I ever played ended 1-1 on flagcaps,the winner was decided by the Midflagscore and nobody in the team was sure about the endscore untill the enddialog showed the winner. I am with Stryker,ArmA is ArmA. Remember the addagio:Improvise, Adapt and Overcome
  19. Platoon_Patton

    Side visible markers

    Now thats a funny command  I assume thats a typo and U mean goto  And the reason U bring down ArmA is looping without delay... In .sqs use " ~1"  or in .sqf use "sleep 1" to loop every second.
  20. Platoon_Patton

    Unit Switching

    There is also:addSwitchableUnit --> Â ?!alive player:addSwitchableUnit player Another option is auto-balancing public servers when JIP is enabled.Like U play 7 vs 6 when someone joins,the server will put him in the outnumbered side and avoid 8 vs 6.
  21. Platoon_Patton

    Special pre-release in Belgium!!

    scalar bool array string 0xfcffffef
  22. Platoon_Patton

    ST_FRAME in a 3D-Dialog?

    U can d/l Bin Viewer from CoC: Chain Of Command Then U can open BIN files and view them as text (CPP). Use the "search" top left to find out whay U need  Try "MOUSE",it will direct you to the Dialog U want (class RscDisplayConfigure)
  23. Platoon_Patton

    ST_FRAME in a 3D-Dialog?

    Check out resource.bin and find out how BIS did it. Edit: class TextMouseSens { type=20; style=64; idc=-1; color[]={0,1,0,1}; font="courierNewB64"; angle=0; selection="display"; x=0.0; y=0.767; w=0.6; h=0.2; h2=0.05; text="$STR_DISP_CONF_SENS"; }; and: #define ct_3dstatic 20 #define st_frame 64
  24. Platoon_Patton

    Trainer for map development

    this setcaptive true Type it in the init field of your unit. Another way is to change your unit to a cheated one,AI will still shoot U but U are "untouchable". Open up mission.sqm and change the line: vehicle="SoldierWSaboteurCheat"
  25. Platoon_Patton

    European Combat League - Supporting Armed Assault

    ECL was founded early 2002,it is longest running and offers the most variety of all OFP leagues.We support CTF,Combi and C&H styles in 3 diffrent ladders,where the warladders require 7 vs 7 minimum.10 vs 10 batlles happen often on ECL. There were attempts to start of a CTI ladder,but there are unfortunately not enough teams/active admins around to start another one. So far some facts that corrects your statements Mister AG... Just want to add that your style of reactions doesnt fit in the OFP community,if U dont like it thats fine with me,but U dont have to judge about hundreds who are still active in ECL.
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