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lucilk

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Everything posted by lucilk

  1. lucilk

    US Support

    well .. you see some of you want it with spawn next to them some with map click i will make it as only 1 commander can send the units on map click and players can ask it from everywhere. or maibe 2 versions... as for the instalation, yes i noticed that is a bit complicated and i will make it simple to install today: take a look at the first page at Instructions: 1. To use the script copy from editor the US Flag (execute the lkscripts) 2. the following files and folders ____________________ lkscripts - scripts folder Dialogs - dialog folder Scripts - dialog scripts Sound - sounds folder for tomahawk briefing.sqf - it contains the briefing AND a important line for adding the menu back after you die Description.ext - it contains the CfgSounds for tomahawk init.sqf - it will initialize the briefing and the support menu _____________________ And thats all. Note: dont copy the mision.sqm to your mission folder (i gues you know that) TO DO: - organise all scripts in 1 folder - fix "buy infantry" bug - change Tomahawk launch base position wish me luck
  2. lucilk

    Compositions

    :D.. well it seems that we are on the same lead.. i like these things to, maibe we can colaborate and do something real nice. Good Job by the way
  3. well. i dont think you can make it follow the car... but you can make the guy in the car squad leader for the time you want the MTVR to follow and its still ok, after that just change the leader. i am working on the IED thing now.
  4. lucilk

    US Support

    i have updated the script to 1.2. check the Changelog Keep providing suggestions.
  5. get an example mission and take a look, thats how i learned
  6. press "ALT+E" when you are in the main game menu
  7. lucilk

    US Support

    it was like that before, it was in the support menu, i can release a version with Tomahawk in the Menu to, thx
  8. lucilk

    US Support

    well , you know i put like 600 AI -EAST Side and use the UPS script to patrol half of the map and on my side :D just me.... and my script and yes i can destroy all of them in 1 h ... or 2. Its a script not even an addon, i am not that good, i did this beacuse i wanted to do it since arma 2 came out and i saw the editor, i havent played any arma version before so its kinda hard to do stuff. The thing is that i want to to it better and simpler to use, but i need you guys to play it and tell me what you think, i started to like to share what i do, maibe that what a moder does.... Have fun! :coop: :yay:
  9. lucilk

    Gestrures List

    try this http://forums.bistudio.com/showthread.php?t=76033&highlight=animation+list
  10. i have an perfect realistic IED system that works exactly how you said, i will release it tomorow.
  11. lucilk

    US Support

    hold on fixing now guys , 2 seconds ---------- Post added at 08:08 PM ---------- Previous post was at 08:04 PM ---------- NOW its working give it a try and give me some feedback after, thats all i ask
  12. lucilk

    US Support

    :D ok so you are the second guy ho asked this, and yes ok i can make the heli spawn at the HQ and come to you :D 2 min and i will release the new version.
  13. can someone help me with a simple script line that say "if you press left mouse button then do this command" I know its something to do with "onButtonDown" but cant find any example right. It should be something like this: while {..........onButtonDown Comand ......} then {hint "the command works"};
  14. how can i remove all units form a vehicle trough a script command, not just a specific units, i want at the begining of a script the first thing to to is to eject any units inside a vehicle (players and AI)
  15. yes you are right but... the vehicle pbhmv is not assigned to anyone that is a spawned empty, so he will eject anyone, player or AI. so yes both examples are good, depends... situation you know... thx man.
  16. player action ["eject",pbhmv]; {_x action ["eject",pbhmv]} forEach units pbhmv; this was the answer, i found out my self, thx anyway , hope it works well
  17. Updated version and complete script description on http://forums.bistudio.com/showthread.php?t=83029
  18. i am working now on a full release for this script with lot of changes and bugs fixed, if u want to test out the old version you can find it here: http://forums.bistudio.com/showthread.php?t=83029 - old version in couple of days i am releasing a new version of the script with a lot more things.
  19. can someone explain to me how the addaction works cuz i cant figure it out i want to have an action for every player on a server so i have put this in init.sqf: if !(isnull player) then { null = [] execvm "briefing.sqf"; if (playerSide == west) then { action1 = player addaction ["Support Menu", "lkscripts\menu\open.sqf", [], 1, false, false, "", ""]}; }; ok... now i want them to have the action after they die so i have put this in briefing.sqf: if ( isNil{player getVariable "mk_killedEHadded"} ) then { player addEventHandler ["killed", { [] spawn { waitUntil { alive player }; // waitUntil player has respawned execVM "briefing.sqf"; execVM "lkscripts\menu\dead_player.sqf"; }; }]; player setVariable ["mk_killedEHadded", true]; }; dead_player.sqf gives back the action trough this: waituntil {alive player}; sleep 1; action1 = player addaction ["Support Menu", "lkscripts\menu\open.sqf", [], 1, false, false, "", ""]; ok it seems its working but... i cant test it, if i put 4 playable units and go in mp i have the action all is good but if i switch to another unit he doesnt have the action, and if i go close to the first unit the action pops out i acces it and then i have 2 of them, wtf? how can i just make the action available in mp for all players, but not to show up twice when it goes close to another one? ======================================================= ooo and i got something alse to CONDITION PROBLEM i have a condition in a script like this: armordone = true; infdone = true; helidone = true; lavhqdone = true; mvhqdone = true; paradone = true; somdone = true; thdone = true; th1 = true; th2 = true; uavl=true; ok and i have another script that checks if those condition are true: if armordone then {action1 = player addaction ["Request Armor Division", "lkscripts\armor.sqf", [], 1, false, true, "", ""]} else {sleep 1; hint "Armor Division is not available"}; sleep 0.02; if infdone then {action2 = player addaction ["Request Infantry support", "lkscripts\inf.sqf", [], 1, false, true, "", ""]} else {sleep 1; hint "Infantry is not available"}; sleep 0.02; if helidone then {action3 = player addaction ["Request Helicopter CAS", "lkscripts\casheli.sqf", [], 1, false, true, "", ""]} else {sleep 1; hint "Helicopter CAS is not available"}; sleep 0.02; if lavhqdone then {action4 = player addaction ["Request LAV HQ", "lkscripts\lavhq.sqf", [], 1, false, true, "", ""]} else {sleep 1; hint "LAV HQ is not available"}; sleep 0.02; if mvhqdone then {action5 = player addaction ["Request MV-22 HQ", "lkscripts\lavhq2.sqf", [], 1, false, true, "", ""]} else {sleep 1; hint "MV 22 HQ is not available"}; sleep 0.02; if somdone then {action6 = player addaction ["Request SOM Support", "lkscripts\som.sqf", [], 1, false, true, "", ""]} else {sleep 1; hint "SOM is not available"}; sleep 0.02; if paradone then { action7 = player addaction ["Request Paratroopers", "lkscripts\paratrooper.sqf", [], 1, false, true, "", ""]} else {sleep 1; hint "Paratroopers is not available"}; sleep 0.02; if thdone then { action8 = player addaction ["Tomahawk Fire Mission", "lkscripts\menu\tomahawk.sqf", [], 1, true, true, "", ""]} else {}; sleep 0.02; ok, the question is are those conditions executed for all players, beacuse when for example i "Request Armor Division", that script spawns the armor and at the end its armordone = false, so if i open the menu again i should recive this : "Armor Division is not available", it works fine for me but is this for all clients?, So if armordone = false for me is it going to be for all clients i mean if i request armor can anyone else request it to? please help me out on this.
  20. can i get some help please.
  21. :D no... you see its a vehicle that has an action, ok and i want the units inside the vehicle to be ejected when they activate that action beacuse there will bea a base deployed and there are some objects attachet to the vehicle so if he deploys those buildings he can run away with the vehicle and buildings and all. so i just tought maibe i could do something to eject everybody from the vehicle when that action is activated.
  22. Dr_Eyeball, i dont know but this dialog was maibe the only thing i know i cant do it so thx again. i modified the colors and and i will change the size, but still.... this is great anyway. now the only thing left to find is a NUCLEAR Bomb, i read somewhere that there is allready one built for arma 1 maibe i can port it in arma 2.
  23. ooooooh i am so excited , i am going to try this now thx Dr_Eyeball! ---------- Post added at 04:17 PM ---------- Previous post was at 03:33 PM ---------- Dr_Eyeball this piece of script is great for what i need :D, thx man, thx a lot and just one more thing: how can i modify the appereance of the window, meaning colour size i have no ideea what language is in dialog.hpp. If u can that is. Thx again. ---------- Post added at 04:19 PM ---------- Previous post was at 04:17 PM ---------- i want to make it smaler and blue :D, that will be great ---------- Post added at 04:35 PM ---------- Previous post was at 04:19 PM ---------- ok i found out how to modify the colors but i dont know how to modify the window size and text size
  24. aha............ I have no ideea what you just said :|, but.... i saw something in a dialog class BusStop { icon = "\ca\ui\data\map_busstop_ca.paa"; color[] = {0, 0, 1, 1}; size = 10; importance = 1 * 10 * 0.05; coefMin = 0.25; coefMax = 4; i dont have any \ca\ui\data\ path in my CA addon so i think i might have something to do with ARMA 1- ARMA 2 . i gues.... i am not good with dialogs and gui stuff, so.... i realy need some help
  25. lucilk

    US Support

    ok i have made a lot of changes to the script, made it better and complex, i am going to update it soon, as for this problem thx for feedback and i will fix it. Thx again i will release another version with a respawn menu and .. some other things
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