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mikie boy

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Everything posted by mikie boy

  1. mikie boy

    Mp -[Fockers] Most Wanted co-op

    you could try replacing if (!isdedicated) - with if !(isNull player) at the top of that script - i will get round to making this game hosted locally - unfortunately i created it all from scratch for a dedicated yeah - For reinforce.sqf - unit types - change in the line... _Terrorsupport = ["TK_INS_Warlord_EP1","TK_INS_Soldier_AR_EP1"] call BIS_fnc_selectRandom;
  2. mikie boy

    Multiplayer Issues

    maybe some help to you - not sure if any of the updates have changed anything http://forums.bistudio.com/showthread.php?121955-Ranked-Ammo-crate-and-multiplayer-issues
  3. mikie boy

    Mp -[Fockers] Most Wanted co-op

    Cheers OckHam - that is much appreciated and glad you enjoyed. I am slowly working on parameters at the start of the game to get things like the terrorist amount to be changed. But in the mean time just goto Task folder > Reinforce.sqf > change line 40 as you wish, but dont get carried away as it may affect CPU processing later on. line 40: if (_num <7) then ... change to if(_num < what ever number). thats should do it. ---------- Post added at 08:24 PM ---------- Previous post was at 08:17 PM ---------- New update on version 6.1 (ONLY CHERNARUS at PRESENT) - this is now NOT RANKED - so all vehicles and weapons are accessible!!! Ive also added the unofficial AI recruit - that have been hidden in game previously. Flag added at base to recruit (Basic GUI for the time being) - Max of 6 AI can be recruited this can obviously be changed (ADMIN>RECRUIT> then all the create*Soldiers.sqfs)if need be. The AI will teleport with you when transfering to base - havent added the Halo bit yet. All AI are deleted when you switch groups if no human player is left in that group, and all Recruited AI should be removed when that player leaves https://dl.dropbox.com/u/17725328/Most%20Wanted%20v6.1/FockersMostWanted%5BNoRank%2BAI%5D.Chernarus.pbo
  4. Not sure the best way to do this - one script sleep 600 - or all scripts from weapon holders sleep 600; using the latter - you could sleep 600 , then run something like the following (not tested) _searchtarget = nearestobjects [_weaponholder,["CAManBase"],300]; _targetlist = []; { if (side _x == WEST && isPlayer _x) then { _targetlist = _targetlist + [_x]; }; }foreach _searchtarget; if (count _targetlist < 1) then { deletevehicle _weaponholder; }; not the most conventional but one way.
  5. this just means the server will run the script - not that it will only run once. If someone else joins they will call the same script and the server will run the script again.
  6. http://forums.bistudio.com/showthread.php?133708-Ingame-GUI-Menu-with-integrated-with-commands&p=2139339#post2139339 click on the link i made - simple to use create medic or engineer GUI menu - small so you can go through it to work out how it is created Any probs - shout me
  7. easiest thing to do is download the [FOCK]ers most wanted from armaholic - link on my name - unpbo them - the patrol scripts are in the games main folder - under function.sqf. as for the suicide bomber one - search for [Fock] IED thread - its in there - if you cant find it ill dig out the link Any probs with any of tehse let me know
  8. supposed it depends on what your take on "...act more insurgent like" - detail what you are thinking and maybe some help can be thrown your way. For example i have a small script that makes the ai wander round a town, in and out of buildings continuously. Or civillians that wander round until us soldiers approach then they turn into suicide bombers. welcome to them both. But again act more insurgent like - not sure where you are going with this.
  9. mikie boy

    [FOCK]ers IED

    nope they continue to spawn - every 10 or so IEDs found then another factory is added - didnt get round to doing more with it to be honest. As for the ACE mod - not sure how to change that sorry dude - Although ive used Ace in past not really scripted with it
  10. you could try counting the towns you placed in the array then select the first - pretty much what i do - not quite sure what you mean with the makers sometimes show up and sometime not even when difficulty level has not been changed...
  11. mikie boy

    Mp -[Fockers] Most Wanted co-op

    Cheers Brako, ill have a look through it for you - think its to do with the update from 1.61 to 1.62 ---------- Post added at 11:32 PM ---------- Previous post was at 11:31 PM ---------- Now finished testing - [i44] [FOCK]ers Most Wanted - Chenarus. https://dl.dropbox.com/u/17725328/Most%20Wanted%20V.%206%20all%20maps/%5BI44%5DFockersMostWanted.Chernarus.pbo
  12. lol - DOH! https://dl.dropbox.com/u/17725328/Focker_Scripts/%5BFOCK%5Der%20Engineers.rar my bad, cheers Kylania havent got round to releasing it properly, but it works and i use it in [Fock]ers Most Wanted.
  13. As Kylania states - its a lot of work - for example = points for weapons - you can use players score. However You will need to create a GUI with the various guns on it. Or use the addaction method - which will look pants! Death - who killed who - is fairly straight forward, need to use Event handler "MPKILLED". But you need to do some camera scripting for death cam etc. So id take Xealot (or anyone else who has done something similar) up on his work to save you some time. post requests for individual problems you encounter and im sure people will assist.
  14. Is this for SP or MP? MP you need the Server to control the call out and return. heres the [FOCK]ers Engineers script - has the call out and the return - chaps come out fix the vehicle and flip it if need be (also any vehicle within 20 metres). Animations are also included for each vehicle listed. They then drive back to the depot - they are then free to be called one more feel free to go through the files :) mike
  15. mikie boy

    [FOCK]ers IED

    nice one -you can always insert the name of the pipe bombs used in ace instead of "pipebomb". make sure the suicide bombers are edited out if you havent downloaded them :) - theres a link in this thread
  16. R3f revive. Smaller and simpler to use.
  17. id use one of community made ones - norrins i think you can specify, and i think r3f should also allow for this.
  18. Is the add action shown for every one, or only for some? or is it shown for all but only works for some? could also be that it is no longer nil by the time the 5th + player joins, thus addaction doesnt show. best bet as ghost states - make like easier use the mp framework.
  19. mikie boy

    [FOCK]ers IED

    Ah nice one, glad u got it working. Sorry that was designed to halt everything when player all left server. ---------- Post added at 08:32 AM ---------- Previous post was at 08:28 AM ---------- Doodle, check the event handle for the tent . Think u need pipe bombs to blow it. Can't remember if they are used in ace. Maybe that is the prob? If I get a chance I'll take a look. Glad u like the script .
  20. mikie boy

    [FOCK]ers IED

    ive just tried your map and drove one of the HMVV into a town - both ieds went off - i have no mods running whatsoever when i tested it. So it worked fine for me. any other infor you can give me to assist target the problem?
  21. mikie boy

    [FOCK]ers IED

    Check to see if u can detonate by walking Up Then we know the type if vehicle is and issue. I've used this in a few missions with no probs using vehicles but they have all been vanilla oa
  22. mikie boy

    [FOCK]ers IED

    Do they work when u r on foot? I ran up to one and Then it exploded. Didn't try in car as I was teleporting around the map
  23. mikie boy

    [FOCK]ers IED

    tried your mission - removed the if (isserver) from fock_iedinit.sqf works fine :)
  24. mikie boy

    [FOCK]ers IED

    send me a link to your mission with the ied script in it
  25. if using from addaction - change player in the script - make it a different variable _dude = _this select 0; remove (!is dedi) no need in this case - if again using from addaction
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