Jump to content

mikie boy

Member
  • Content Count

    664
  • Joined

  • Last visited

  • Medals

Everything posted by mikie boy

  1. the above randomly spawns between 1 and 4 soldiers with different classes
  2. do you mean something like this or have i read that wrong.... _rnd = ceil(random 5); _pedgrp = createGroup west; for [{_i=1}, {_i<_rnd},{_i = _i +1}] do { _soldier = ["C_man_1_1_F","C_man_polo_6_F","C_man_1","C_man_polo_1_F"] call BIS_fnc_selectRandom; _unit1 = _pedgrp createUnit [_soldier , [_spawnPos select 0,_spawnPos select 1,_i], [], 26, "NONE"]; };
  3. could try this... camp_01_number = ceil (random 3); camp_01a = false; camp_01b = false; camp_01c = false; switch (camp_01_number) do { case 1: {camp_01a = true;}; case 2: {camp_01b = true;}; case 3: {camp_01c = true;}; default {hint "error"}; }; hint (str camp_01_number);
  4. Because the eh is setup that way and u r accessing a remote script that does not know who this specific player is. Player in mp is not the same as player in single player.
  5. mikie boy

    Dialog question

    id read icemans dialog tutorial first if you havent done so and see if that will help you...
  6. player addEventHandler ["killed", {[_this select 0] execVM "addActionAgain.sqf";}]; Passed array: [unit, killer] unit: Object - Object the event handler is assigned to killer: Object - Object that killed the unit '_this select 0' equates to the player this is attached to. - _this is the array made up of unit and killer. As for all the players - using this in the init.sqf should work as the its create on the player - what you need to do is pass the variable defined as '_this select 0', to the addatcion script in the addaction script - have _unit = _this select 0; Then replace player with _unit. This should ensure the correct player has his addactions removed and reinstated
  7. do it all through scripts that are called from the buttons - easiest way - youll have to break down the group script to dig out what you need to see how the links take place
  8. player addEventHandler ["killed", {[_this select 0] execVM "addActionAgain.sqf";}];
  9. mikie boy

    AI Skill Problems

    Veh = [This] execvm "script name.sqf"; or use spawn. In the init box of unit in editor
  10. mikie boy

    addaction in multiplayer

    My bad didnt read the player bit lol. Sorry thought u were attaching it to a game object
  11. mikie boy

    addaction in multiplayer

    unfortunately you need to use the new BIS_fnc_mp to execute the function on each client - by function you will have to make an addaction function.
  12. mikie boy

    Player Rating

    http://community.bistudio.com/wiki/Side_relations some sound advice on that page - see how you get on
  13. mikie boy

    [FOCK]ers Cache Hunt

    AHH (penny drops) - i getcha - not a bad idea dude
  14. Lol, cheers Kremator - you know how it goes :) I'm just work shy lol- in fact perhaps i should have posted this in the... you know when you have been scripting too much when... post - lol ClydeFrog - cheers dude - Again no idea why dave lol. Once we finished that mp_fnc can add that into the MP tutorial i had in mind.
  15. yep - if im understadning you correctly - using a global or public variable to be accessed by another trigger - whateveryouwanttohappen = true; could stick this in a condition, waituntil{whateveryouwanttohappen}; but looking at it - if you are coding single player Messiah has given you all the tools you need. this addeventhandler ["fired", endMission "END1";]; or endgame {endMission "END1";}; this addeventhandler ["fired", spawn endGame];
  16. mikie boy

    [FOCK]ers Cache Hunt

    Thanks Big shot, again much appreciated. Not really scripting issues but more the concept of how to expand the game mode - i can move the small design around the map but im struggling with how that would be implemented on a larger scale. Maybe i should try the whole map and see about getting AI to jump in vehicle etc and move to the towns - and the caches out in the open is not a bad idea. make use of places like camp maxwell... Ill give it a go and see what i come up with - cheers again dude
  17. yeah - you would just have to define two - one for east one for west.
  18. Cheers chaps much appreciated. If anyone has any topics that they want in for next few chapters let me know. ScoobySnack - nice spot cheers dude
  19. mikie boy

    AI Skill Problems

    You can try making a small function and pass that newly created unit/group to that aiskill function. I found if you set the skill using allunits generically it wouldnt work. _unit = "soldiertype" createunit [position player, _grp]; [_unit] spawn Fnc_aiSkillsetting; Fnc_aiSkillSetting = { _unit= this select 0; _unit setSkill ["aimingspeed", 0.1]; _unit setSkill ["spotdistance", 0.1]; _unit setSkill ["aimingaccuracy", 0.1]; _unit setSkill ["aimingshake", 0.1]; _unit setSkill ["spottime", 0.1]; _unit setSkill ["spotdistance", 0.5]; _unit setSkill ["commanding", 0.5]; _unit setSkill ["general", 0.5]; };
  20. http://forums.bistudio.com/showthread.php?145158-FOCK-Group-Join-and-AI-recruitment-MP-and-SP&highlight=fock basic concept there - easy to expand upon...
  21. clydefrog - i should be about laters if you want to pm me - also send me what you have done :)
  22. mikie boy

    [FOCK]ers Cache Hunt

    Cheers BigShot. Glad you like the concept. In relation to glitches...1. when someone blows up the cache and dies straight after they do not get the points - it was designed to stop people just blowing themselves up at the cache. Therefore it may have taken 4 cache to win. 2. Unfortunately I've had the same thing with the cache not being found. What i probably haven't explained anywhere is that it can appear on the bridges, steps of the levee, balconies of buildings, and porch areas. The AI would only run to the area where the cache is other wise it would crash - so unfortunately you have fallen foul of my poor explanation lol. My Bad. 3. I agree totally. lol. those frigging AI were a nightmare to get them to work on 100 per cent basis. But it may just be my poor programming. But i take you compliments for when they do work. Much appreciated. As for your recommendations... Happy to do whatever people want in the game. We play it alot and the other day we have a 20 v 20 game with a ratio of 1:4 AI, it was mental, but a good laugh. Thus i understand the need to expand the area or shift it around the island. 1. I totally agree and will get that into the game 2. Random spawning is also being worked on and probably much needed. I was leaving the area to the east free to place neutral soldiers to have a TvTvT. but ill guess i can add that any time. In relation to the whole map - still trying to come up with an idea on how to do that - ill happily take any suggestions or assistance for that matter. I'm working on an upgrade version to include concepts mention by mangled, will chuck the above in. Again thanks for the feed back. glad you enjoyed.
  23. Didn't know there was an issue with mp function, may explain why i couldn't get the damn thing working. Nice one Killzone_kid for pointing that out
  24. as far as im aware and how ive been using it, yes, allows a script to be run on the newly connected client. im assuming the server executes it for that specific player by factor of their uid. The way i use it is to set Marker for JIP players. i use onplayerconnected to execute the said sqf. then in that sqf i move the marker to position marker. That in turn when the player gets into the game has and update marker pos. hope this help a little.
  25. mikie boy

    sqf programming beginner

    to answer you question _local = 1; Global = 1; public = 1; Publicvariable "public";
×