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-ami- mofo

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Everything posted by -ami- mofo

  1. -ami- mofo

    Parachute - Ammobox

    Thanks mate.. so much to this editing/scripting eh.
  2. -ami- mofo

    Reducing player damage

    Just read that player handle damage in arma 3 isn't working but nobody knows why. It worked in Arma 2. So until BIS fix it (if they fix it) then I guess I'd better always wear a special carrier rig lol.
  3. -ami- mofo

    Reducing player damage

    I have two computers both with arma so tried it out in MP. Didn't make any difference like it does to AI.
  4. -ami- mofo

    Parachute - Ammobox

    Thanks mate, I remembered seeing a 'server only' checkbox in the triggers options so I ticked that and that works a treat. Only the 1 supply crate now. So is it just spawned things that this will happen to as you can do other things with triggers in MP and you only get the one outcome.
  5. -ami- mofo

    Parachute - Ammobox

    Hi guys I used Beerkan's method, Basically have this in a trigger (by blufor)... cargo = "B_supplyCrate_F" createVehicle getpos thistrigger; cargo setPos [getPos thistrigger select 0, getPos thistrigger select 1, 250];[objnull, cargo] call BIS_fnc_curatorobjectedited; clearMagazineCargoGlobal cargo; clearWeaponCargoGlobal cargo; clearItemCargoGlobal cargo; clearBackpackCargoGlobal cargo; cargo addMagazineCargoGlobal ["SatchelCharge_Remote_Mag",6]; cargo addBackpackCargoGlobal ["B_Carryall_mcamo",2]; cargo addWeaponCargoGlobal ["srifle_DMR_03_F",2]; cargo addMagazineCargoGlobal ["20Rnd_762x51_Mag",24]; cargo addItemCargoGlobal ["muzzle_snds_B",2]; cargo addItemCargoGlobal ["optic_Hamr",2]; cargo addMagazineCargoGlobal ["HandGrenade",12]; cargo addItemCargoGlobal ["Binocular",2]; Works great and in MP too, only problem is that in MP it duplicates iteslf. Basically if two of us are doing a MP co-op mission we get two crates parachuting in not one. Does anybody know why this is happening and more importantly, how to stop it so we just have the 1 crate? Thanks
  6. Hi guys, I want to do a mission where an AI huron (that I've call huron) flies at a reasonable height to a waypoint and then we jump out. Pretty easy eh? Yep not with BIS dumb AI. If I put in any flyinHeight number ie huron flyinHeight 500; then the AI huron can't even track to one simple waypoint without going way off course or circling about. It'll only manage it at it's own default fly height which is too low. I've tried setting pilot skill to 100, behaviour to safe even though there's nothing firing at it and increasing the placement radius of the waypoint to 500. But no change if I use flyinHeight. Is there a way to do what I'm trying to achieve? Thanks
  7. Thanks mate but didn't see anything popping out there and tbh I can't be bothered spending anymore time on something that should be the basic building blocks of the editor. An AI moving to one waypoint... shows it still has some major flaws.
  8. Hey guys did all that but still the same result. NM Instead of getting the heli to fly through the triggers I've just made the heli hover on the same spot way up high and just set each trigger some seconds apart to open rear door, say get ready, turn red light to green jump light.... then off we go. Thanks anyway :)
  9. -ami- mofo

    Wyatt's Jump Script (V0.2B)

    Hi Wyatt I'm having some trouble getting it to work. I'm running a MP mission from my own PC and did what you said re changing the (isserver) to (true) on both the line that goes in my init file and line 7 of the actual script so now I have these.. and The only other thing is that I use right SHIFT as my usual step over key but you said that shouldn't be a problem. Have I missed a step?
  10. Hi, I'm trying to get an AI unit to enter an AI helicopter once it lands but the heli refuses to land once I've sync'd the waypoints. I have an AI heli called 'heli', an invisible heli pad with a LOAD waypoint on it with this in the on act: heli land "get in"; Then I have an AI unit with a GET IN waypoint that I've sync'd to the heli's LOAD waypoint. Without the waypoints sync'd the heli touches down and lands on the helipad like it should but when the GET IN and LOAD waypoints are sync'd together the heli flys in but hovers in the sky above the helipad, it won't land. I have to have them sync'd together to get the unit to enter the heli but how do I get the heli to still land like before? Thanks
  11. Hi guys I'll just point out that know basically nothing about scripting so I'm just trying to piece this together from bits n pieces and I don't even know if it's possible. I'm using the apex BIS revive in the editor for a MultiPlayer co-op mission and would like it if once players went into revive mode that they'd stay there ie- can't be killed (setting menu options to basic doesn't prevent death). I'm trying to use an event handler, so far I have this in my mission init.sqf file.. { _x addEventHandler ["HandleDamage", {null = [] execVM "revive.sqf";}] }foreach allunits; which I think is correct. Then I have a script file called revive.sqf with this... if (lifeState (_this select 0) == "INCAPACITATED") then { 0 }; }]; Which I think may be the problem why it doesn't work but not being a scripter I don't know what I need to change to (hopefully) get it to work. If anyone can do some adjusting or whatever to get it functioning I'd be really greatful. Thanks
  12. Everythings working fine guys. Really stupid mistake I was saving as MP rather than exporting to MP. That's why none of the .sqf stuff was working :rolleyes: :rolleyes: Marquez I've used some of your script for weapon sway / recoil (with a slight tweak) & stamina off / walk off. But not the revive bit as adjusting the revive bleed out delay still doesn't stop players from being killed. For that I've used David's script to keep players in revive mode and not dying until their bleed out time runs out in which case they're out anyway. Didn't want to use any respawn. So I've got exactly what I want now, thanks guys :) . init.sqf now looks like this and works perfectly in multiplayer... enableRadio false; enableSentences false; setViewDistance 3000; //player stamina and sway disable script player enableFatigue false; player enableStamina false; player forceWalk false; player allowSprint true; //Turn off stupid stamina if (hasinterface) then { waitUntil {!isnull player}; player enableStamina false; player addEventHandler ["Respawn", {player enableStamina false}]; }; //Turn off stupid forcewalk if (hasinterface) then { waitUntil {!isnull player}; player forceWalk false; player addEventHandler ["Respawn", {player forceWalk false}]; }; // Custom Weapon Sway & Recoil player setCustomAimCoef 0.1; player setUnitRecoilCoefficient 0.3; if (hasInterface) then { player addEventHandler ["Dammaged", { params ["_unit"]; if (lifeState _unit == "INCAPACITATED") then { _unit allowDamage false; null = [_unit] spawn { params ["_guy"]; waitUntil {sleep 1; lifeState _guy != "INCAPACITATED" || isNull _guy || !alive _guy}; if (!isNull _guy && alive _guy) then { _guy allowDamage true; }; }; }; }]; };
  13. EDIT- think I just worked something out..
  14. Thanks Maquez, I downloaded it but it wouldn't extract without errors and I ended up with nothing in all the files. Have you got anywhere else I can download it from please? Also even if this works I still have the problem of my mission init.sqf file only working in single player. Can someone please do me a small favour.. below is a link to a mission I made about a year back which worked perfectly in co op multiplayer. But now the init.sqf file isn't working and in fact none of the triggered .sqf files seem to be working either. This is driving me crazy as I don't know why nothing .sqf will work in MP. Can someone please d/l it, stick it in ur missions file, open it in ur editor, save it to MP missions and then try it? If it's working you should get some text come up on ur screen within a few seconds of the mission start. If it works for you then it may suggest I need to reinstall arma. If it doesn't work for you then I have no idea lol. http://www.freespace.com.au/filehosting/620008
  15. Thanks David. I still can't even try this because my init.sqf file won't work on multiplayer (only singleplayer). But I had several other missions that worked a few months ago that won't work now either. I haven't changed a thing on them, they've just stopped working. Besides reinstalling arma I don't know what else to do. BIS haven't changed the way init.sqf files work have they?
  16. Thanks David, I've not had a chance to see whether this works or not because for some reason nothing at all in my mission init.sqf seems to be working. Odd because the same init.sqf (minus your script) worked a few months ago when I last hosted a coop game on my machine for me and a few friends. Does it look ok?
  17. Hi Tajin, Did that and it didn't work. Player still respawns with default BIS loadout. Is that script multiplayer compatible?
  18. Hi, Even with revive enabled players can still be killed if they take more than a bit of medium damage. Is there a way to stop them being killed so no matter how much damage they receive they just remain in the revive (incapacitated) state? At least till their timer runs out. Thanks.
  19. -ami- mofo

    BIS Apex Revive - Not be killed?

    Thanks guys. I set it to basic to begin with so that's the setting I've been using to no avail. Tajin I tried your event handler below (all I did was copy and paste it into the init boxes of the playable units... that was the correct way to do it?) and it didn't make any difference. More than medium damage is instant killed or some more damage if you're lying there in revive mode and you also get killed. Dunno what else to do really. I'm amazed BIS haven't got something that will just put you and keep you in revive mode until your alloted time runs out. Can what you've done below be modified with something like this to give the desired effect?... if (alive _unit && _amountOfDamage >= 1 && _isUnconscious == 0) then { _unit setDamage 0; _unit allowDamage false; _amountOfDamage = 0; I don't know scripting so I'm basically grasping at straws here lol.
  20. Hey guys I created those 2 .sqf files and put them in my mission directory and the player still respawns with a standard loadout. Is there another step I'm missing to get it to work? ie a trigger or something?
  21. -ami- mofo

    Revive Feedback

    Are there any plans to make revive actually just revive? ie you can only go into incapacitated mode and not killed if you do get a bit more than medium damage. So the only way you are killed is if a team mate can't reach you and the revive timer runs out.
  22. -ami- mofo

    BIS Apex Revive - Not be killed?

    I went to game options and checked the reduce damage box but that didn't seem to make any difference. 2 shots from an SPMG and the player is killed. Don't see the point of having a revive system if players get killed so easily.
  23. -ami- mofo

    Eden editor - enable revive?

    I've got it set to basic. What I've discovered is that if the player just gets shot a bit then he goes into incapacitated mode and is able to be revived. But if the player receives quite a bit of damage, say being sprayed a bit with an LMG then he's killed. I thought that having revive enabled would mean that the player will only be killed if the revive countdown timer runs out. But it appears not, seems like receiving over a medium amount of damage and you're dead. That sound right?
  24. Hi, I'm brand new to the eden mission editor and am making a co-op mission. When I click on ATTRIBUTES from the top menu and choose MULTIPLAYER I can't then choose any of the options in the drop down boxes of GAME TYPE and REVIVE. The drop down lists appear but it's like all the choices are locked. Any idea why this may be? Thanks EDIT - It seems that none of the drop down boxes are selectable from any of the top menus stuff. Has the new update today broken them?
  25. Hi guys this worked fine before the eden update, I had a HEMTT truck with null = this execVM "scripts\ammo_west.sqf"; in it's init. Then I had a scripts folder in the mission folder with a file in called ammo_west.sqf In the file I have this.. if (!isServer) exitWith {}; ClearWeaponCargoGlobal _this; ClearMagazineCargoGlobal _this; ClearItemCargoGlobal _this; ClearBackpackCargoGlobal _this; // EQUIPMENT //_this addItemCargoGlobal ["NVGoggles",6]; _this addItemCargoGlobal ["ItemGPS",6]; _this addItemcargoGlobal ["ToolKit",1]; _this addItemcargoGlobal ["MediKit",1]; _this addItemcargoGlobal ["B_UAVTerminal",1]; _this addItemcargoGlobal ["MineDetector",2]; _this addItemcargoGlobal ["FirstAidKit",30]; // ASSAULT RIFLES _this addWeaponCargoGlobal ["arifle_TRG20_F",3]; _this addWeaponCargoGlobal ["arifle_TRG21_F",3]; _this addWeaponCargoGlobal ["arifle_TRG21_GL_F",3]; _this addWeaponCargoGlobal ["arifle_MX_F",3]; _this addWeaponCargoGlobal ["arifle_MX_GL_F",3]; _this addWeaponCargoGlobal ["arifle_MXC_F",3]; _this addWeaponCargoGlobal ["arifle_MXM_F",3]; _this addWeaponCargoGlobal ["srifle_EBR_F",3]; .... blah blah and so on. But since the eden update all the truck has in it is 10 FAK's when loaded in MP (works ok in SP though). Would anybody know a fix please? Thanks.