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mikie boy

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Everything posted by mikie boy

  1. mikie boy

    Open Chute Option

    its possible due to the usage of "player" - you should replace player with _caller - if someone joins first i think they are deemed the player and others not - i know it jumps around a bit - however i can safely say that i have never had that bug and i dont use player - _caller is used. try that and see if it fixes it.
  2. mikie boy

    Capture Outpost script

    just tried below with different sides - worked fine in editor- add all the variables see if it makes a difference. ensure you dont have the capture script within a folder within your mission folder. should be in the main working folder. _targ = _this select 0; _caller = _this select 1; _id - _this select 2; if (side _caller == west) then {hint "BLUFOR captured an Outpost";}; if (side _caller == east) then {hint "OPFOR captured an Outpost.";}; if (side _caller == guer) then {hint "Guerillas captured an Outpost.";}; if (side _caller == civ) then {hint "Civs captured an Outpost.";};
  3. mikie boy

    respawn

    yeah should work on a dedi - as the marker is made in game editor and therefore server side. what you need to add is the matter when the ambulance blows up, and if it respawns etc
  4. mikie boy

    Capture Outpost script

    you need to add in the who is activating the addaction. _caller = _this select 1; if (side _caller == west) then {hint "BLUFOR captured an Outpost";}; they wont all see the hint as the hint in this case will be local to the player capturing it, that is if its on a dedi.
  5. mikie boy

    respawn

    this is sp right? yeah it works just i forgot to add ; after sleep :) sleep 3; just tried it if still no joy ill send link
  6. mikie boy

    respawn

    one way... name your repsawn vehicle - say ambulance init.sqf execVM "respawnmkr.sqf"; respawnmkr.sqf while {true} do { //moves markers defines in editor to the position of vehicle every 10seconds "Respawn_West" setmarkerpos getpos ambulance; sleep 10 };
  7. can remember who or where i go this from but... create marker called pzone1 init.sqf execvm "protectzone.sqf"; protectzone.sqf //protection zone approx radius 50m, will overlap _pos1 = (getMarkerPos "pzone1"); _pzone1 = "ProtectionZone_Ep1" createVehicleLocal (_pos1); //following makes it invisible _pzone1 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];
  8. mikie boy

    Play Sound?

    Just for infor - for MP- i used the following when calling (this was from a script not a trigger); [nil,nil,rEXECVM,"bombcry.sqf",[_bomber,_target]] call RE; //must have _bomber who is to shout, and _target object to hear listed same set up with config as mentioned by twirly bombcry.sqf _bomber = _this select 0; _unitname = _this select 1; _bomber say3D "allahuakhbar"; hope its of some use
  9. mikie boy

    Editor for Dummies?

    think he meant his editor channel - http://forums.bistudio.com/showthread.php?134274-Arma-2-Editing-amp-Scripting-Tutorials-Youtube Armed Assault Editing Guide - Deluxe Edition - English version - is a really useful tool and resource - loads of explanations - just a small warning however - the method of coding/scripting used is sqs not sqf - which is commonly used in Arma 2. Anyway - its a must read. the others mention i have also used and are great i also used if not already mentioned - http://www.ofpec.com/ed_depot/index.php?action=details&id=663&game=Arma2 Use youtube for loads of working videos. Wiki for breaking down the terminology and this forum for problem solving - some chaps on here that know their stuff and have helped me along my way :) Basically start small - learn by doing - and stick with it.
  10. [FOCK]ers Team Squad name -[FOCK]ers Team Timezone/location - London (accept any time zone) Squad gamemode preference COOP and PVP Contact email - fockersteam@hotmail.co.uk Website address -http://fockers.moonfruit.com/ Opening up to anyone who fancies team play - :)
  11. you can check with alive _x - foreach group etc - but this will only check those already alive in your group. could try making an array either by naming those in the group or by adding those of the specified group to an array- then check the array.
  12. yep! inside the script that creates the said vehicle.
  13. mikie boy

    doMove help

    you could try - driver _plane1 domove (getMarkerPos "exit1"); have you tried it with just one plane?
  14. _veh = createvehilcle etc - was just an example of when u create a vehicle. if you are using this script with domi, then if it is a mission u are creating within domi, you need to place this after the code that creates the said vehicle. amend as required - point it towards the correct vehicle. if it code you are creating for your own side mission, you can use the createvehicle method. if u use spawnvehicle - u need to ascertain the vehicle from the code, and then add it to that. sorry for the waffle. hope this makes sense
  15. nothing - really. best bet is to replace the code i used within the while loop with the code given by f2k-sel and twirly, but use the eventhandler to call it. this stops the while loop running until you get in the car. it stops when you get out of the car. uses less cpu regardless of the waituntil used - as far as im aware.
  16. can try looking at the sound work bering done here...http://forums.bistudio.com/showthread.php?135252-Line-Of-Sight-(Example-Thread)
  17. when you create the vehicle - _veh = createVehicle ["ah1w", position player, [], 0, "FLY"]; [_veh] execVM "vehCtrlinit.sqf";
  18. just a quick update on trial of event handlers for "getin" to vehicles. appears to work - haven't implemented the work of twirly and f2k_sel- used the first batch of code. change to suit tested below on mp editor - not checked on dedi init of the vehicle - vehctrl = [this] execVM "vehCtrlinit.sqf"; vehCtrlinit.sqf _vehicle=_this select 0; _vehicle addEventHandler ["GetIn", "if (player == (_this select 2)) then {[(_this select 0),(_this select 1),(_this select 2)] execVM 'vehRank.sqf';}"]; vehRank.sqf _vehicle = _this select 0; _vehseat = _this select 1; _unitin = _this select 0; hint "Got in Vehicle"; hint format ["%1 in %2",_unitin,_vehicle]; _vehlist = ["HMMWV_M998_crows_M2_DES_EP1","HMMWV_Ambulance","C H_47F_EP1","CH_47F_BAF","UH60M_MEV_EP1","BAF_Merli n_HC3_D"]; while {_unitin ==_vehicle} do { // waituntil {count playableUnits >= 1}; _vehchoice = vehicle player; { waitUntil {(gunner _vehchoice == player)}; if (gunner _vehchoice == player) then { if (_vehchoice iskindof _x) then { if (typeOf player == "US_Soldier_Officer_EP1") then { player action ["ENGINEOFF", _vehchoice]; player action ["eject", _vehchoice]; sleep 0.5; _vehchoice engineOn false; waituntil {vehicle player == player}; hint format ["you cannot access the gun of %1 vehicles", _x]; }; }; }; } foreach _vehlist; sleep 0.5; }; //while
  19. ah - thats fine- get what you mean now can use a switch statement... addaction calls the script - switch statement = case (alive tank1): {tank = tank1}; case (alive tank2): {tank = tank2}; this is based on the fact that only one tank is on the map at any given time. how ive used my intel gathering - look in fockers most wanted- boss.sqf
  20. cheers f2k sel - thanks for the test dude generally i use if (is !dedicated) then { [] spawn etc - hence my use of the spawn - although to be honest im not 100% sure of its useage in this orientation. matosinec - not sure why it does not work for you - as f2k sel has shown it does work in his given circumstances - try those and see how you get on. maybe you are experiencing the same issues. *note* - i test my stuff using the multiplayer option of the editor. just working on the [FOCK]ers most wanted V6 - just fixing a similar script for vehicle access with the use of eventhandler "get in" (cpu effiency) - once i get that going ill pm you.
  21. looking at the sript you are using matosinec - you have no command over positioning - you have commented out "//" the necessary lines which means yours will kick anyone of the vehicle matching the correct soldier type. try removing the !driver and replace just with driver, and uncomment the lines
  22. try eventhandler killed - once one is killed - create another tank - if thats what you mean. or use eventhandler killed to add an addaction to the next tank.
  23. post your script - i think if you have used.. !driver vehicle = player - which will then mean your script carries on and thus kicks out the player. ill have to check
  24. you can try - not tested so you will have to mess around with it. _soldier = ["US_Soldier_EP1","US_Soldier_Officer_EP1"]; if (typeof player in _soldier) then... or if ((typeOf player == "US_Soldier_Officer_EP1") or (typeOf player == "US_Soldier_EP1")) then
  25. have you looked at BIS_fnc_setPitchBank; i use it to set backpack to the from of a players body when halo-ing
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