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beta

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  1. beta

    score reset to 0 script

    Something like this perhaps? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _playerScore = score player; _playerScore = _playerScore * -1; player addScore _playerScore; Run that code whenever a player respawns. Haven't tested it or anything, but it might work. If not, check these two wiki pages: http://community.bistudio.com/wiki/addScore http://community.bistudio.com/wiki/score
  2. Easy way to find out the class names of what you are looking for is to make a trigger in the editor with these properties: Repeatable Activates on radio alpha In the Activation field: hint format["%1", magazines player]; Same can be done for weapons, just replace "magazines player" with "weapons player".
  3. Played the mod quite a bit over that last few days, have to say very, very good work you have done! The two things that stand out for me are the medical system and the persistent spent cartridges. Having to deal with wounded soldiers, and not dying after a single shot to the torso makes the game much more intense and rewards teamwork FAR more. Can't wait to see the medical system being fleshed out more and the other new systems you will add. Great work so far!
  4. beta

    FederalToopers

    Don't pay too much attention to all the criticism, people will always be perfectionist Looks great so far! The bug walking is still a little wonky, but thanks for making this, going to try and hammer out a mission with this stuff soon.
  5. beta

    SPON Recognise

    Great script! Works very well. I have one suggestion/request, however. Would it be possible to have the "dot" show up whenever the Teamswitch key is pressed? It would make finding the center of your screen a lot easier for players with a large float zone, especially at range. Thanks for the great script!
  6. For a tank that is killed and units entering a trigger, try this: In the leader1 init <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> nil = [leader1] execVM "listen.sqf"; In the tank1 init <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this addEventHandler["killed", {tankKilled = true; publicVariable "tankKilled";}]; In the trigger On Activation: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> unitsEntered = true; publicVariable "unitsEntered"; In the listen.sqf file <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;  //assign passed unit to local variable //infinite loop while {true} do {  //if the tank has been killed  if (tankKilled) then  {   _unit sideChat "The tank has been destroyed.";  //send message  };  //if the units have entered the trigger  if (unitsEntered) then  {   _unit sideChat "Units have entered the trigger.";  //send message  };  sleep 3;  //wait 3 seconds to ease load on the CPU }; I haven't tested these, but they should have leader1 receive the messages up to a max of 3 seconds (+ ping time) after it happened. I haven't had much luck trying to do the same via in-game or script generated triggers. The "player" command seems to have some strange results in dedicated and client-server MP sessions.
  7. Hey, I'D like to see those code screenshots! That would be cool ... Either way, keep up the good work, hope the changes don't cause you too many problems
  8. Perhaps a BLUFOR Detected By REDFOR trigger? The condition could be: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this && grp1 in thisList && grp2 in thisList To name your groups, this would go into their init: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> grp1 = group this; Haven't tested this, but it could be a start.
  9. The reason is simple in my opinion ... The AI. For 99% of ArmA players, their first exposure was playing against the AI. MOST ArmA servers run some sort of Player vs. AI mission regularly. So, when you start playing against other people, you keep your old habits. Oh, you don't have to worry about concealment, the AI can't see you this far. Things like contact drills ... when fighting against the AI, the most effective one is to stop, go prone, find out where they are shooting at you from, and shoot them. Most servers have changed the AI to be quite inaccurate. It comes as a shock to people when they are shot and killed with 1 round at 200m. That is EASILY doable with an M16A2 or an AK-74. The AI can even do this ... but they don't, because of their deviation. Playing against the AI doesn't instill the need for quick thinking and action, always finding and using cover and concealment, and other things like suppressing fire, speculative fire, etc. Generally, you lack a sense of urgency. The AI either runs full speed at you, or they go prone and wait. Humans don't. They flank, find a vantage point and generally try to get into a better position to kill you. Not to mention a good portion of the popular TvT missions don't really require teamwork .. but that's a whole different issue.
  10. Ah, I see makes sense why it isn't working. Not very clear on the biki. How about fadeRadio? I tried that as well, and it had the same locality problems ... Does this command also not affect VON? EDIT: Just tested it ... no way to affect VON it seems. It is separate of the radio commands.
  11. I'm trying to disable the radio for certain players in a mission. What I am looking for is at the start of the mission, only specific players should be able to send and recieve VON messages. All players are named. I've tried it though scripts and triggers ... doesn't seem to work so far. It works fine in SP, but not in MP. Only thing I have yet to try is putting this: 'if (local player) then {enableRadio false;};' in the init of each unit that is to not have comms. Anyone have any success in disabling the VON so far?
  12. Perfect. I was hoping it would be something like that, searched through a bunch of threads, but nothing was concrete .. Thanks again! Just need to find the ID then. EDIT: Just de-pbo'd and unbin'd the bin.pbo and config.bin files. This is the entry which I THINK is related to the gear dialog (for future search reference): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class RscDisplayGear: RscStandardDisplay { idd = 106; emptyGun = "#(argb,8,8,3)color(1,1,1,1)"; emptySec = "#(argb,8,8,3)color(1,1,1,1)"; emptyEq = "#(argb,8,8,3)color(1,1,1,1)"; emptyMag = "#(argb,8,8,3)color(1,1,1,1)"; emptyMag2 = "#(argb,8,8,3)color(1,1,1,1)"; emptyHGun = "#(argb,8,8,3)color(1,1,1,1)"; emptyHGunMag = "#(argb,8,8,3)color(1,1,1,1)"; class controls { class Title: RscTitle { idc = 101; text = "$STR_GEAR_TITLE"; }; class Pool: RscListBox { idc = 105; style = 16; x = 0.050000; y = 0.600000; w = 0.400000; h = 0.300000; color = {0, 0, 0, 1}; }; class Skill: RscPicture { idc = 102; x = 0.730000; y = 0.200000; w = 0.050000; h = 0.050000; }; class Vehicle: RscPicture { idc = 103; x = 0.800000; y = 0.200000; w = 0.060000; h = 0.060000; }; class Weapons: RscHTML { idc = "IDC_GEAR_WEAPONS"; x = 0.550000; y = 0.180000; w = 0.400000; h = 0.600000; align = "center"; cycleLinks = 0; }; class B_Rearm: RscActiveText { idc = 132; x = 0.750000; y = 0.900000; w = 0.150000; text = "$STR_GEAR_REARM"; }; class B_Close: RscActiveText { idc = 2; x = 0.850000; y = 0.900000; w = 0.150000; text = "$STR_DISP_CLOSE"; default = 1; }; }; }; EDIT 2: Ah, so I am assuming that the 'idd=106;' would mean the gear dialog's IDD is 106, so, modifying the above code to: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> While {Alive Player} Do    {    WaitUntil {!IsNull (FindDisplay 106)};    Hint "Gear Dialog is open";    WaitUntil {IsNull (FindDisplay 106)};    Hint "Gear Dialog is closed";    }; This would then display the hints when the dialog opens or is closed? EDIT 3: Just gave it a quick test, works like a charm. Thanks again!
  13. Is it possible to detect if the Gear dialog is currently open for a player? Does the 'dialog' command detect pre-existing dialogs (Gear, Map, etc.) along with user made ones? Simply closing ANY dialog would be fine .. I can't test it at the moment, but would like to know if it is possible. Thanks for any responses.
  14. beta

    Two different prone speeds

    Walk or run toggle: "C". Press C and your character will "walk". Slow movement while standing, swimming, crawling, crouching.
  15. Try this? Haven't tested it, but it might work. Script called "timer.sqf" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //plays _snd repeatedly as long as _obj is alive _length = _this select 0;  //length of timer _obj = _this select 1;  //object to play sound from _snd= _this select 2;  //sound to play _x = 0;  //internal timer variable _obj say [_snd, 0];  //play sound //infinite loop while {true} do {  if (!alive _obj) exitWith {};  //check if _obj is dead   //check if time is up  if (_x > _length) then  {    _x = 0;  //reset internal timer    _obj say [_snd, 0];  //re-play sound  };  _x = _x + 1;  //increment internal timer  sleep 1;  //wait 1 second }; if (true) exitWith {};  //exit script I am assuming Radio1 is some sort of object (hence the "not alive"). Also, with this you can change how long till the sound is looped, what object it is played from, and what sound is played. So, putting this in it's init line would run the script: Init of Radio1 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> nil = [182, this, "sound1"] execVM "timer.sqf"; '182' is the length of the sound file, 'this' is the object (you are in it's init line) to play the sound from, ' "sound1" ' is the sound file you wish to play, it is important to keep the quotes around it. This code will let you use the same script for multiple sounds from multiple objects. Let me know if anything doesn't work ... might have some errors in there .. EDIT: Few errors fixed ...
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