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bloodxgusher

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Everything posted by bloodxgusher

  1. bloodxgusher

    Vehicle re-spawn & group respawn

    Can this work for multiplayer? I have not downloaded this yet. Just now reading it and was wondering if this is only of SP or not. I would imagine somewhere in the script, I can change the helicopter from a Blackhawk to MH9 or what ever the classname for the the chopper in A3. My idea in using this would be to have a air support/transport feature available to all the squad leaders instead of every single player who connected.
  2. bloodxgusher

    =BTC= Revive

    Hey Dar. To test this mission(s), you need to save it to Multiplayer. Start a server, load your mission then test. Some things can not be tested via the editor.
  3. bloodxgusher

    =BTC= Revive

    Ah ok I see now. I thought I had to keep the _0. I will test that bit out. As for the respawning in base? will the above correction fix that or am I still doing that bit wrong. Placing down a flag or some object and namimg it "BTC_base_flag_east" is wrong?
  4. bloodxgusher

    =BTC= Revive

    I'm posting this just so it is clear on how to get base and mobile respawning working Here is what I have in my =BTC=_revive_init.sqf /* Created by =BTC= Giallustio version 0.3 Visit us at: http://www.blacktemplars.altervista.org/ 06/03/2012 */ ////////////////// EDITABLE \\\\\\\\\\\\\\\\\\\\\\\\\\ BTC_revive_time_min = 5; BTC_revive_time_max = 600; BTC_who_can_revive = ["Man"]; BTC_black_screen = 0;//Black screen + button while unconscious or action wheel and clear view BTC_active_mobile = 1;//Active mobile respawn (You have to put in map the vehicle and give it a name. Then you have to add one object per side to move to the mobile (BTC_base_flag_west,BTC_base_flag_east) - (1 = yes, 0 = no)) BTC_mobile_respawn = 1;//Active the mobile respawn fnc (1 = yes, 0 = no) BTC_mobile_respawn_time = 30;//Secs delay for mobile vehicle to respawn BTC_need_first_aid = 1;//You need a first aid kit to revive (1 = yes, 0 = no) BTC_pvp = 0; //(disable the revive option for the enemy) BTC_vehs_mobile_west = [trans1_west_0];//Editable - define mobile west BTC_vehs_mobile_east = [trans2_east_0];//Editable - define mobile east ////////////////// Don't edit below \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //FNC call compile preprocessFile "=BTC=_revive\=BTC=_functions.sqf"; if (isServer) then { BTC_vehs_mobile_west = [mobile_west_0];//Editable - define mobile west BTC_vehs_mobile_east = [mobile_east_0];//Editable - define mobile east //Mobile if (BTC_active_mobile == 1 && count BTC_vehs_mobile_west != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_west) - 1) do {_veh = (BTC_vehs_mobile_west select _i);_var = format ["mobile_%1_%2",west,_i];_veh setVariable ["BTC_mobile",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var] spawn BTC_vehicle_mobile_respawn;}};;} else {{deleteVehicle _x} foreach BTC_vehs_mobile_west;}; if (BTC_active_mobile == 1 && count BTC_vehs_mobile_east != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_east) - 1) do {_veh = (BTC_vehs_mobile_east select _i);_var = format ["mobile_%1_%2",east,_i];_veh setVariable ["BTC_mobile",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_east;}; }; if (isDedicated) exitWith {}; BTC_dragging = false; //Init [] spawn { waitUntil {!isNull player}; waitUntil {player == player}; //"BTC_PVEH" addPublicVariableEventHandler BTC_fnc_PVEH; BTC_side = side player; BTC_respawn_marker = format ["respawn_%1",side player]; player addEventHandler ["HandleDamage", BTC_fnc_handledamage]; player addEventHandler ["Killed", BTC_player_killed]; player setVariable ["BTC_need_revive",0,true]; if ([player] call BTC_can_revive) then {player addAction [("<t color=""#ED2744"">") + ("First aid") + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[],BTC_first_aid], 8, true, true, "", "[] call BTC_check_action_first_aid"];}; player addAction [("<t color=""#ED2744"">") + ("Drag") + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[],BTC_drag], 8, true, true, "", "[] call BTC_check_action_drag"]; if (BTC_active_mobile == 1) then {if (side player == west) then {{_spawn = [format ["%1",_x]] spawn BTC_mobile_marker;BTC_base_flag_west addAction [("<t color=""#ED2744"">") + ("Move to mobile " + format ["%1",_x]) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[str (_x)],BTC_move_to_mobile], 8, true, true, "", format ["[str (%1)] call BTC_mobile_check",_x]];} foreach BTC_vehs_mobile_west;} else {{_spawn = [format ["%1",_x]] spawn BTC_mobile_marker;BTC_base_flag_east addAction [("<t color=""#ED2744"">") + ("Move to mobile " + format ["%1",_x]) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[str (_x)],BTC_move_to_mobile], 8, true, true, "", format ["[str (%1)] call BTC_mobile_check",_x]];} foreach BTC_vehs_mobile_east;};}; BTC_weapons = weapons _player; BTC_prim_weap = primaryWeapon _player; BTC_prim_items = primaryWeaponItems _player; BTC_sec_weap = secondaryWeapon _player; BTC_sec_items = secondaryWeaponItems _player; BTC_items_assigned = assignedItems _player; BTC_items = items _player; //_handgun = handgun player; BTC_handgun_items = handgunItems _player; BTC_mags = magazines _player; BTC_goggles = goggles _player; BTC_headgear = headgear _player; BTC_uniform = uniform _player; BTC_uniform_items = uniformItems _player; BTC_vest = vest _player; BTC_vest_items = vestItems _player; BTC_back_pack = backpack _player; BTC_weap_sel = currentWeapon _player; BTC_at_mag = "";BTC_r_mag = ""; if (BTC_sec_weap != "") then {player selectWeapon BTC_sec_weap;BTC_at_mag = currentMagazine player;player selectWeapon BTC_weap_sel;}; if (BTC_prim_weap != "") then {player selectWeapon BTC_prim_weap;BTC_r_mag = currentMagazine player;player selectWeapon BTC_weap_sel;}; hint "REVIVE STARTED"; }; Here is what I am doing. I am assuming BTC_vehs_mobile_west = [trans1_west_0];//Editable - define mobile west BTC_vehs_mobile_east = [trans2_east_0];//Editable - define mobile east are my mobile respawn vehicles for both sides. so in the editor I named them trans1 and trans1 Also in the editor. I went to empty/objects [signs]/ flag [checked] and then placed that in both bases for west and east. they are both named respectively BTC_base_flag_east and BTC_base_flag_west right now as it stands, every time I respawn, I end up at the edge of the map in the ocean. It seems I not defining correctly where to respawn. Can someone guide me? Thanks
  5. bloodxgusher

    =BTC= Revive

    I got a question guys. I plan to use this for a PVP (no AI) mission I am working on. I want each side to spawn in their main base after dying. Would that be a matter of setting down markers in the main base? I know respawning works on the Respawn =0, Respawn =1 and so on. I forget which one does which. Thanks in advance for anyone who could guide me.
  6. Thanks for the update. Freaking sweet.
  7. bloodxgusher

    Who's going to make the first domination gamemode?

    Exactly why more people need to play Project Reality. A real challenge. None of this AI slaughter fest with the most beast of weapons.
  8. With out a doubt any type of Roleplay, RP would be great. We all want the normal expected mods like ACE, Warefare but it would be good to get on something where you can just mess around or play in a more relaxed play paced setting. In addition DM and Project Reality. Project Reality is a stretch but hey, its wishful thinking.
  9. From what I understand, the sirens were disabled. I did some testing a while back and got the doors to work in multiplayer. I dont use these cars for anything but I think you would need to get permission to alter the mod for use and multiplayer.
  10. To get your own player Id. Go to main menu/ Player Profile/ Your user name/ edit. You will then see a 7 digit number at the bottom. That is your player ID.
  11. Hey there. I found a very useful tutorial on youtube by a user by the name of "ApocalypseDan". I believe the process is very similar to what Kylania said however he did not mention you would lose anything previously created on a 2D map. This seems like a true conversion. I still yet have to try this out myself but looks like something very worth your time. Its a 3 vid tutorial.
  12. I know in some of those missions, there is a file that would contain your player ID number. This file can contain a number of ID numbers so that you can allow certain people the "AdminMenu". Check the Init.sqf and see if it is loading a file that might handle these ID numbers.
  13. Hello all. Just looking for any information on what %1 or any number combined with the %. I come across this in quite a bit of reference code and wondered what it is and its use. Here is some examples. (format ["%1 switchmove ""%2"";", _civ, "amovppnemstpsnonwnondnon"]) call broadcast; player groupchat "You released the civilian!"; (format ["%1 switchmove ""%2"";", _civ, "civillying01"]) call broadcast; (format['server globalchat "%3 was restrained by %2";if (rolestring == "%1") then {execVM "Unrestrain.sqf";}', _civ, name player, name _civ]) call broadcast; I have seen %1 - %5 used before. The only thing I know about this is that %1 has something do with or is equal to the player and %2 has to do with another player interacting with player. Thanks.
  14. bloodxgusher

    The Editor and Vanilla Objects

    Sweet, this is all vanilla objects that will be available for use in the editor? Nice. Thanks for the link.
  15. Used the search tool and could not exactly find something related to my question. I have become pretty good at using the 2D editor now and was looking for insight on how to access/obtain/use "hidden objects" For example. Houses Piers/Docks tree/plants Some of these objects are not readily accessible in the editor and I recently came across a mission where the make had used one of these objects (2d editor) It was a pier but everytime I clicked on it to change properties to my liking, the object would be made into something else like a parachute. Anyone with knowledge on this would be greatly appreciated.
  16. Hey everyone. I am having a issue getting a trigger to fire the way I want. Basically I am trying to have the player drive into a designated area where the vehicle he/she is driving will be changed. The texture of the vehicle will be changed to a premade jpg file in the mission folder. Here is what I am working with. Condition: vehicle player iskindOf "SUV" On Act: SUV setObjectTexture [0, "PurpleSUV.jpg"]; Now im pretty sure in the On Act box, the SUV is being looked at as some outside variable making it not fire. Lastly, can anyone recommend another way of going about this. Getting around the global effect of triggers is tricky. Thanks
  17. bloodxgusher

    SetObjectTexture and Triggers

    Sweet thanks. I will test this. using the class name was my next step since it is specific ---------- Post added at 01:37 AM ---------- Previous post was at 12:35 AM ---------- Ya this very much worked. Never knew about "thislist" thanks for the tips.
  18. Hello everyone I would like to know if it is possible to achieve VIA scripts, #lightpoints and all things vanilla to arma the quality of lighting you see on construction, emergency vehicles. Been looking around multiple forums on this topic and none really touched specifically on what I am trying to achieve. I have been playing around with light points, ambient light, wall lamps, spheres and setting object textures to simulate high intense lights you can expect to see on ambulances, firetrucks. While some of these methods are cool they don't do it total justice but are very usable. I hope to accomplish creating a light system that can be detected (day/night) at long ranges I know custom addons are capable of doing this i'm assuming with .rvmat files, texturing and light points. Im not a addon maker so I do not know for sure. Anyone with knowledge on this would be great to hear your 2cents on this. Thanks
  19. bloodxgusher

    "Working" Policecars?

    Any updates with this so far?
  20. bloodxgusher

    WARFARE editing guide pls

    i see your point
  21. Hello everyone. Been messing around with the "set objectTexture command" Was wondering if anyone knew of some type of resource where I can get the map layout of vehicles and units. Right now I basically have to trail and error my way through designing different textures for units and vehicles which is very time consuming due to reloading the game everytime I wish to see the design updated. I know almost all units and especially vehicles have the issue of inverting your designs on the opposite side once applied. Any way to remedy that? Im assuming just design something in the place of that? If you can help thanks much.
  22. bloodxgusher

    set ObjectTexture mapping

    oh. I thought I was saying "i don't know" or at least I meant it that way. im pretty much just taking baf and other soiders and making them look like local police officers the best I can. but you can get some pretty good logo's/insignia's on some units if you crop/ resize them the right way. You probably already know the game works around 128, 256, 512 resolutions. I have been doing them in 512 which seems to work fine. 128, 256 work with signs as well but I still playing around with those for to see what best I can get out of them. As of now I am working with some units Maxjoiner made for his mods and also im coloring some others.
  23. bloodxgusher

    set ObjectTexture mapping

    Its interesting that you thought I was giving you a attitude. Was just responding is all. I have been skinning some decent detailed PMC-BAF soliders and those come out fine. Its the vehicles that get tricky. Now since I have seen all the textures I see why on some vehicles there are is a mirror effect. I wonder if there is a way around that.
  24. bloodxgusher

    set ObjectTexture mapping

    Idk dude. I have been reskining them all week and I play on servers where they are textured. Of course its by the "set objectTexture" commands though. ---------- Post added at 07:13 AM ---------- Previous post was at 07:12 AM ---------- so meaning if I did not buy the actual BAF or PMC addon packs, I will have all the low rez content?
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