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Everything posted by mikie boy
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How can you add weapons to units while spawning into the game using a SQF format?
mikie boy replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
{removeAllWeapons _x } foreach units Groupinf2B; add in after set skill, then try a sleep of 0.5, then add the weapons from then onwards. also [] exec "AISUPPORT\menu\ci_menu2_close.sqf"; shouldnt it be [] execVM "AISUPPORT\menu\ci_menu2_close.sqf"; ?? possibly halting there -
How can you add weapons to units while spawning into the game using a SQF format?
mikie boy replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
the way i would do it would be to removeall weapons from units in the group, using foreach. then add he guns the same way. you will have to specify the unit name if you are being specific... infBAF1 addweapon blah. -
How to add Points system
mikie boy replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_number = scoreSide west; is this what your mean? a score per team? -
Counting all vehicles on map and comparing to one type
mikie boy replied to tryteyker's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thats a big old search to be conducting - cant you just keep count of those in map using an array? then count the peps inside each of those vehicles in the array to get empty vehicles -
RscText Not Defined?
mikie boy replied to thryckz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
way i do it - split the script into two #define CT_STATIC 0 #define CT_BUTTON 1 #define CT_EDIT 2 #define CT_SLIDER 3 #define CT_COMBO 4 #define CT_LISTBOX 5 #define CT_TOOLBOX 6 #define CT_CHECKBOXES 7 #define CT_PROGRESS 8 #define CT_HTML 9 #define CT_STATIC_SKEW 10 #define CT_ACTIVETEXT 11 #define CT_TREE 12 #define CT_STRUCTURED_TEXT 13 #define CT_CONTEXT_MENU 14 #define CT_CONTROLS_GROUP 15 #define CT_XKEYDESC 40 #define CT_XBUTTON 41 #define CT_XLISTBOX 42 #define CT_XSLIDER 43 #define CT_XCOMBO 44 #define CT_ANIMATED_TEXTURE 45 #define CT_OBJECT 80 #define CT_OBJECT_ZOOM 81 #define CT_OBJECT_CONTAINER 82 #define CT_OBJECT_CONT_ANIM 83 #define CT_LINEBREAK 98 #define CT_USER 99 #define CT_MAP 100 #define CT_MAP_MAIN 101 #define ST_POS 0x0F #define ST_HPOS 0x03 #define ST_VPOS 0x0C #define ST_LEFT 0x00 #define ST_RIGHT 0x01 #define ST_CENTER 0x02 #define ST_DOWN 0x04 #define ST_UP 0x08 #define ST_VCENTER 0x0c #define ST_TYPE 0xF0 #define ST_SINGLE 0 #define ST_MULTI 16 #define ST_TITLE_BAR 32 #define ST_PICTURE 48 #define ST_FRAME 64 #define ST_BACKGROUND 80 #define ST_GROUP_BOX 96 #define ST_GROUP_BOX2 112 #define ST_HUD_BACKGROUND 128 #define ST_TILE_PICTURE 144 #define ST_WITH_RECT 160 #define ST_LINE 176 #define ST_SHADOW 0x100 #define ST_NO_RECT 0x200 #define ST_KEEP_ASPECT_RATIO 0x800 #define ST_TITLE ST_TITLE_BAR + ST_CENTER #define SL_DIR 0x400 #define SL_VERT 0 #define SL_HORZ 0x400 #define SL_TEXTURES 0x10 #define LB_TEXTURES 0x10 #define LB_MULTI 0x20 #define FontM "TahomaB" #define FontHTML "TahomaB" class RscText { type=CT_STATIC; idc=-1; style=ST_LEFT; colorBackground[]={0, 0, 0, 0}; colorText[]={1, 1, 1, 1}; font=FontM; sizeEx=0.02; text=""; }; class RscBgFrame { type=CT_STATIC; idc=-1; style=ST_FRAME; colorBackground[]={0.4, 0.4, 0.4, 0.75}; colorText[]={0, 0, 0, 1}; font=FontM; SizeEX=0.025; text=""; }; class RscBackground { colorBackground[]={0.4, 0.4, 0.4, 0.75}; text=""; type=CT_STATIC; idc=-1; style=ST_LEFT; colorText[]={1, 1, 1, 1}; font=FontM; sizeEx=0.04; }; class RscPicture { type=CT_STATIC; idc=-1; style=ST_PICTURE; colorBackground[]={0, 0, 0, 0}; colorText[]={1, 1, 1, 1}; font=FontM; sizeEx=0.02; text=""; }; class RscButton { type=CT_BUTTON; idc=-1; style=ST_CENTER; colorText[]={0, 0, 0, 1}; font=FontHTML; sizeEx=0.025; soundPush[]={"", 0.2, 1}; soundClick[]={"ui\ui_ok", 0.2, 1}; soundEscape[]={"ui\ui_cc", 0.2, 1}; default=false; text=""; action=""; colorActive[]={0, 0, 0, 0}; colorDisabled[]={0, 0, 0, 0.1}; colorBackground[]={0,0,0,0.3}; colorBackgroundActive[]={0,0,0,0.4}; colorBackgroundDisabled[]={0,0,0,0.3}; colorFocused[]={0.84,1,0.55,1}; colorShadow[]={1, 1, 1, 0.1}; colorBorder[]={0, 0, 0, 0.1}; offsetX=0; offsetY=0; offsetPressedX=0; offsetPressedY=0; borderSize=0; soundEnter[]={"", 0.15, 1}; }; class RscButton2:RscButton { x=-1.0; y=-1.0; idc=-1; w=0.01; h=0.01; default=true; }; class RscEdit { type=CT_EDIT; idc=-1; style=ST_LEFT; font=FontHTML; sizeEx=0.02; colorText[]={0, 0, 0, 1}; colorSelection[]={0.5, 0.5, 0.5, 1}; autocomplete=false; text=""; }; class RscLB_C { style=ST_LEFT; idc=-1; colorSelect[]={0.4, 0.4, 0.4, 1}; colorSelectBackground[]={0.2, 0.2, 0.2, 1}; colorText[]={0.2, 0.2, 0.2, 1}; colorBackground[]={0.4, 0.4, 0.4, 1}; font=FontHTML; sizeEx=0.025; rowHeight=0.04; }; class RscListBox:RscLB_C { soundSelect[]={"", 0.1, 1}; type=CT_LISTBOX; }; class RscCombo: RscLB_C { type=CT_COMBO; wholeHeight=0.3; soundSelect[]={"", 0.15, 1}; soundExpand[]={"", 0.15, 1}; soundCollapse[]={"", 0.15, 1}; }; class RscSliderH { access=0; type=CT_SLIDER; idc=-1; sizeEx=0.025; style=1024; color[]={0.2, 0.2, 0.2, 1}; colorActive[]={1, 1, 1, 1}; }; class RscSliderV { access=0; type=CT_SLIDER; idc=-1; sizeEx=0.025; style=0; color[]={0.2, 0.2, 0.2, 1}; colorActive[]={1, 1, 1, 1}; }; #include "Menu.hpp" then menu.hpp class Menu { name=Menu; idd=-1; movingEnable=1; controlsBackground[]={BGMenu}; objects[]={}; controls[]={btnengineer, btnMedic, FrameMenu}; class btnengineer:RscButton { idc=-1; text="create Engineer"; action="[] spawn Engineer; CloseDialog 0"; x=0.317708333333333; y=0.557407407407407; w=0.196354166666667; h=0.102777777777778; }; class btnMedic:RscButton { idc=-1; text="Create Medic"; action="[] spawn Medic; closeDialog 0"; x=0.315625; y=0.398148148148148; w=0.197395833333333; h=0.108333333333333; }; class FrameMenu:RscBgFrame { idc=-1; x=0.299479166666667; y=0.363888888888889; w=0.227083333333333; h=0.328703703703704; }; class BGMenu:RscBackground { idc=-1; x=0.2921875; y=0.343518518518519; w=0.241666666666667; h=0.364814814814815; }; }; so it would seem from yours that you are referencing buttons that are non existent. hope this helps somewhat -
CfgSound not working
mikie boy replied to Griggs's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
post your script and ill have a look - regardless of what script it is - i just uploaded mine so you can look at it in order to copy how the scripts ran :) -
Script not executing properly client/server
mikie boy replied to Ub3rObama's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
could try looking at - onPlayerConnected "[_id, _name] execVM ""script.sqf"""; be careful using player in mpscripts - -
scripting in baby steps
mikie boy replied to Sneakers O'Toole's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
DID NOT KNOW THIS - lol cheers Iceman -
ArmA2 Persistent Database Scripts - WIP
mikie boy replied to [kh]jman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
shame - but good luck with it, hope combining it with MSO works out. -
CfgSound not working
mikie boy replied to Griggs's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
personally i use the description file to state #include "sounds\config.cpp" then create a file called config.cpp in your sounds folder within the missions folder. within that sounds folder place allahakbar.ogg - or whatever you have called it. config.cpp class CfgSounds { sounds[] = { }; class SuicideRun { name="SuicideRun"; sound[]={"sounds\allahakbar.ogg",3,1}; titles[]={}; }; }; this works fine for me - check fock suicider bombers script from this link https://dl.dropbox.com/u/17725328/Focker_Scripts/Fock_SBomb.rar or from fockers website -
returning the distance from an object to any playable unit instead of player
mikie boy replied to iceman77's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Get a list of units certain distance from the ied. Place them in an array. Select o as it should be the first/closest. If isplayer and side = west then explode. Check out fock suicide scripts. Fairly simple. -
How to execute forms/dialogs in arma through action menu?
mikie boy replied to thryckz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_ok = createDialog "carDealer"; and #include "carDealer.hpp" and the hpp should look something like class carDealer { name=carDealer; idd=-1; movingEnable=1; controlsBackground[]={BgWin}; objects[]={}; controls[]={vehicleDPolice_frame, vehicleDPolice_carSelection, vehicleDPolice_apply}; class vehicleDPolice_frame: RscFrame { idc = 1800; text = "Police Vehicle Garage"; x = 0.4375 * safezoneW + safezoneX; y = 0.325 * safezoneH + safezoneY; w = 0.12746 * safezoneW; h = 0.27582 * safezoneH; }; class vehicleDPolice_carSelection: RscListbox { idc = 1500; x = 0.441147 * safezoneW + safezoneX; y = 0.350926 * safezoneH + safezoneY; w = 0.12121 * safezoneW; h = 0.246177 * safezoneH; }; class vehicleDPolice_apply: RscButton { idc = 1600; text = "ASSIGN SELECTED SQUADCAR"; x = 0.438009 * safezoneW + safezoneX; y = 0.602821 * safezoneH + safezoneY; w = 0.124857 * safezoneW; h = 0.0359039 * safezoneH; }; }; -
MP Dynamic missions
mikie boy replied to OberSchutze's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Iceman is right - simplicity is the way forward if you dont have a solid grasp of arma scripting. the file i gave you is pretty much what you are asking for - you just need to add in the stuff that spawns. and then have a condition when the objective is meet to call taskcomplete.sqf. thats it. -
MP Dynamic missions
mikie boy replied to OberSchutze's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
https://dl.dropbox.com/u/17725328/Focker_Scripts/tasks.Chernarus.rar try this - its one i used to locate a random town around the map - for demo purposes it randomly selects a target every 10 secs - once it has a target it wont select another until you have completed it (use players actions) as for your markers - look in tasks.sqf - add a line _mapmarkers = ["whatever your markername is_1", "whatever your markername is_2", etc]; then change _marker = createmarker [_markname,_RandomTownPosition]; to _marker = createmarker [_markname, position _mapmarkers ]; then in the init uncomment this line _marker = createMarker [((_this select 1) select 0), position ((_this select 1) select 1)]; and comment _marker = createMarker [((_this select 1) select 0), ((_this select 1) select 1)]; -
MP Dynamic missions
mikie boy replied to OberSchutze's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ive got a random spawning missions maker somewhere ill dig it out for you - basic but works - JIP as well -
How to attach smoke greande? Help!
mikie boy replied to Mensur's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
just for info - the attachto position differs for each vehicle so it may be a trial and error situation -
if any player is a certain unit
mikie boy replied to iceman77's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you could look at using isplayer on the specific players init - then run a code if its doesnt match -
Displaying friendly player names
mikie boy replied to melbo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
if (_target isKindOf "Man" && _target isplayer) try this - not tested and just a thought -
How to detect that a plane has fired a flare ?
mikie boy replied to On_Sabbatical's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
at a guess _veh addEventHandler["FIRED", { if ((_this select 5) != "[color="#FFA07A"]whateverflareiscalled[/color]") exitWith {}; [] spawn newflare; }]; -
Creating Context Menus
mikie boy replied to ryansoper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
lol - they are pretty nasty at times - as for your team recruiting script i have made one its used in Fockers Most wanted screen shot - https://dl.dropbox.com/u/17725328/arma2OA%202012-07-31%2022-10-33-16.jpg think its easy to rip out -
Creating Context Menus
mikie boy replied to ryansoper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://forums.bistudio.com/showthread.php?139836-Anyone-know-any-good-advanced-tutorials&p=2221341#post2221341 starting point for you -
Ranked Weapons Crate not creating Correct Weapons
mikie boy replied to J. Schmidt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is taken from Fockers Most wanted - tear it apart and you will see - if not heres the basics of it for some reason it only worked with switch and not if statements markers in game for where crate spawns - Ammocrate_start weaponscratejip.sqf _Ammocrate_0 = "USBasicWeapons_EP1" createvehiclelocal (getMarkerPos "Ammocrate_start"); _Ammocrate_0 allowdamage false; nul=[_Ammocrate_0] execVM "weaponsfiller.sqf"; weaponsfiller.sqf ///////////////////////////////////////////////////////////// // [FOCK] Mikie J - http://fockers.moonfruit.com // Part of the ranking files created by [FOCK] Mikie J ///////////////////////////////////////////////////////////// //_null = [this,this] execVM "weaponsfiller.sqf"; if (!isdedicated) then //not run on the dedicated server - client side { waituntil {!isnull player}; //_unit = _this select 0; _ammostuff = _this select 0; _playrank = rank player; //Ranking of the weapons _privweapons = [ "FN_FAL", "LeeEnfield", "M4A1", "M16A2", "m136", "M9", "AK_74", "AK_47_S", "AK_47_M", "Makarov", "Binocular_Vector", "Binocular", "NVGoggles", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch" ]; _corpweapons = [ "M16A2GL", "G36C_camo", "G36A_camo", "G36K_camo", "M14_EP1", "BAF_L85A2_RIS_Holo", "M60A4_EP1", "STINGER", "M9SD", "revolver_EP1", "laserdesignator" ]; _sergweapons = [ "M4A3_CCO_EP1", "G36_C_SD_camo", "M79_EP1", "Sa58V_RCO_EP1", "Sa58V_CCO_EP1", "BAF_L85A2_RIS_SUSAT", "m8_compact_pmc", "Mk_48_DES_EP1", "M47Launcher_EP1", "Colt1911", "revolver_gold_EP1", "M24_des_EP1" ]; _lieuweapons = [ "FN_FAL_ANPVS4", "M4A3_RCO_GL_EP1", "SCAR_L_CQC", "SCAR_L_CQC_Holo", "M32_EP1", "BAF_L7A2_GPMG", "BAF_L85A2_RIS_ACOG", "BAF_L86A2_ACOG", "m8_holo_sd", "BAF_LRR_scoped", "m240_scoped_EP1", "M249_EP1", "BAF_L110A1_Aim", "MAAWS", "glock17_EP1" ]; _captweapons = [ "SCAR_L_STD_Mk4CQT", "SCAR_L_STD_EGLM_RCO", "SCAR_L_CQC_EGLM_Holo", "SCAR_L_STD_HOLO", "SCAR_H_CQC_CCO", "BAF_L85A2_UGL_Holo", "BAF_L85A2_UGL_SUSAT", "BAF_L85A2_RIS_CWS", "AA12_PMC", "m8_tws", "BAF_LRR_scoped_W", "MG36_camo", "BAF_NLAW_Launcher", "Sa61_EP1", "UZI_EP1", "UZI_SD_EP1" ]; _majweapons = [ "SCAR_L_STD_EGLM_TWS", "SCAR_L_CQC_CCO_SD", "SCAR_H_CQC_CCO_SD", "SCAR_H_STD_EGLM_Spect", "Mk13_EP1", "BAF_L85A2_UGL_ACOG", "m8_tws_sd", "SCAR_H_LNG_Sniper", "SCAR_H_LNG_Sniper_SD", "M107", "M110_NVG_EP1", "BAF_AS50_scoped", "M249_TWS_EP1", "M249_m145_EP1" ]; _colweapons = [ "SCAR_H_STD_TWS_SD", "m107_TWS_EP1", "M110_TWS_EP1", "BAF_AS50_TWS", "JAVELIN" ]; //ranking gun system // while {alive _ammostuff} do //{ //ammo and items clearmagazineCargoglobal _ammostuff; sleep 1; _ammostuff addMagazineCargoGlobal ["8Rnd_B_Beneli_74Slug",40]; //add all your mags ect here and nades while {alive _ammostuff} do { switch (true) do { _playrank = rank player; case (_playrank == "PRIVATE") : { clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; }; case (_playrank == "CORPORAL") : { clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _corpweapons; }; case (_playrank == "SERGEANT") : { clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _corpweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _sergweapons; }; case (_playrank == "LIEUTENANT") : { clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _corpweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _sergweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _lieuweapons; }; case (_playrank == "CAPTAIN") : { clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _corpweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _sergweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _lieuweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _captweapons; }; case (_playrank == "MAJOR") : { clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _corpweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _sergweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _lieuweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _captweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _majweapons; }; case (_playrank == "COLONEL") : { clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _corpweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _sergweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _lieuweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _captweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _majweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _colweapons; }; }; waituntil {count playableUnits >= 1}; sleep 500; // restock time. }; // linked to While do }; //linked to the isnot dedicated ranknew.sqf ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // [FOCK] Mikie J - adapted from earlier evo map - unknown author ////////////////////////////////////////////////////////////////// /////change score accordingly rankup1 = 25; //corporal rankup2 = 70; //sergeant rankup3 = 150; //lieutenant rankup4 = 250; //captain rankup5 = 350; //major rankup6 = 500;//colonel ///////////////////////// if ! isdedicated then //not run on the dedicated server - client side { [] spawn // calls the below script used for a loop { waituntil {!isnull player}; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { switch (true) do { _myguy = name player; _score = score player; _promo = rank player; case ((_score < rankup1) and (_promo != "PRIVATE")) : { hint format["Your rank is now %2",_myguy,"PRIVATE"]; aunit = player; arank = "PRIVATE"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; case (( _score < rankup2) and (_score >= rankup1) and (_promo != "CORPORAL")): { hint format["Your rank is now %2",_myguy,"CORPORAL"]; aunit = player; arank = "CORPORAL"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; case ((_score < rankup3) and (_score >= rankup2) and (_promo != "SERGEANT")) : { hint format["Your rank is now %2",_myguy,"SERGEANT"]; aunit = player; arank = "SERGEANT"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; case (_score < rankup4 and _score >= rankup3 and _promo != "LIEUTENANT") : { hint format["Your rank is now %2",_myguy,"LIEUTENANT"]; aunit = player; arank = "LIEUTENANT"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; case (_score < rankup5 and _score >= rankup4 and _promo != "CAPTAIN") : { hint format["Your rank is now %2",_myguy,"CAPTAIN"]; aunit = player; arank = "CAPTAIN"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; case (_score < rankup6 and _score >= rankup5 and _promo != "MAJOR") : { hint format["Your rank is now %2",_myguy,"MAJOR"]; aunit = player; arank = "MAJOR"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; case (_score >= rankup6 and _promo != "COLONEL") : { hint format["Your rank is now %2",_myguy,"COLONEL"]; aunit = player; arank = "COLONEL"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; }; sleep 1.03; }; }; }; -
"Request Vehicle Drop" script problem/need help
mikie boy replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you tried addMagazineCargoGlobal ? and... s1_hmmwv addAction [("<t color="#FF0000"">" + ("Repair HMMWV GPK M2") + "</t>"),"vehicle\veh_repair.sqf",nil,+50,true,true,"","alive _target && (!canMove _target or (damage _target>0 and damage _target<1)) and player distance _target<6]; put it in MPF method or possibly use setVehicleInit - allows others to see the add action - at present its only on the server -
mobile HQ not working on dedi
mikie boy replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i think you do - from a quick check of yours you use amb PV - then teleport to amb :) same principle i guess. -
mobile HQ not working on dedi
mikie boy replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
unfortunately it had nothing to do with your public variable hq_deployed - you created an mhq but didnt name it outside of the script - unfortunatley giving it a global Variable name wont allow the game to work out what that is - added PV to the end of it MOBILE_HQ = createVehicle [_Type, _Spawn_Pos, [], 0, "NONE"]; publicVariable "MOBILE_HQ"; anyway - here it is working https://dl.dropbox.com/u/17725328/HOG_MHQ.Desert_E.rar