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Stubbinz

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About Stubbinz

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    Lance Corporal

core_pfieldgroups_3

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    Gaming, editing, writing, and reading.
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    Usher

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    There is no such thing as Innocence, just degree's of guilt" a quote i live by...
  1. Was just wondering if i could have units have their own respawns or is it limited to just teh side using the respawn_west markers?
  2. Okay, so i have a gun rack with a bunch of actions allocated to it. What these actions do is essentially subtracts the _callers variable of "money" and places a gun in the rack for you to take. So far it works 100% fine, until i have multiplayer going on. Me as the host can still "buy" guns and equip them, however my buddy can not. He can see the actions and select them, and it even subtracts his money. One really weird aspect though, is the fact that it will place the gun in the rack, but only he sees it as I (host comp) can not. He will then try to pick it up and it never switches over to him, just stays in the rack visible to him, invisible to me. Any idea what could be the issue? its giving me a headache. Example buy script. _target = _this select 0; _caller = _this select 1; _id = _this select 2; _money = _caller getvariable ["money",0]; if(_money >= 200) THEN {_target addWeaponCargo ["LeeEnfield",1];_target addMagazineCargo ["10x_303",1];_money=_money-200;} ELSE {Hint "not Enough Cash."}; ~0.125 _caller setvariable ["money",_money]; exit;
  3. Quick question, how would i keep the condition between two variables? while {spawn_zeds} do { _player1 = players select 0; _player2 = players select 1; _spawnground_p1 = getpos nearestobject [_player1, "HeliH"]; _spawn_p1 = floor (random 20); _spawn_p2 = floor (random 10); if (_spawn_p1 >= 0) && (_spawn_p1 <= 10) then {_group = createGroup WEST; "US_Soldier_AMG_EP1" createunit [_spawnground_p1,_group,'this addEventHandler ["killed",{(vehicle (_this select 0)) addAction ["Loot Corpse","corpse_loot.sqs"];}]', 1, "COLONEL"];}; if (_spawn_p1 >= 11) && (_spawn_p1 <= 20) then {_group1 = createGroup WEST; "GER_Soldier_EP1" createunit [_spawnground_p1,_group1,'this addEventHandler ["killed",{(vehicle (_this select 0)) addAction ["Loot Corpse","corpse_loot.sqs"];}]', 1, "COLONEL"];}; sleep (random 10); }; When i remove the condition after the && symbols it spawns the unit, but if the variable is over 11, it spawns both units which i don't want. I want it to spawn one or the other. ---------- Post added at 01:34 AM ---------- Previous post was at 01:26 AM ---------- Nevermind. I'm a tard. ha I realize i gotta have the AND inside the single (condition) area with the conditions. ha
  4. Okay, essentially i have multiplayers but i'm going to explain with _player1. Basically i have a bunch of invisible helipads laid about, and what i want is some zombies (using UNDEAD MOD) to spawn in a random radius around one of these helipad's using nearestobjects. My script im using at the moment doesnt' seem to work, advise appreciated. _player1 = players select 0; _spawnground = getpos nearestobject [_player1, "HeliH"]; while {spawn_zeds} do { _group = createGroup resistance; "CHN_ZOMBIE_Policeman" createunit [_spawnground,__group,this addEventHandler ["killed",{(vehicle (_this select 0)) addAction ["Loot Corpse","corpse_loot.sqs"];}], 1, "COLONEL"]; "CHN_ZOMBIE_Rocker2" createunit [_spawnground,__group,this addEventHandler ["killed",{(vehicle (_this select 0)) addAction ["Loot Corpse","corpse_loot.sqs"];}], 1, "COLONEL"]; "CHN_ZOMBIE_citizen1" createunit [_spawnground,__group,this addEventHandler ["killed",{(vehicle (_this select 0)) addAction ["Loot Corpse","corpse_loot.sqs"];}], 1, "COLONEL"]; "CHN_ZOMBIE_Citizen2" createunit [_spawnground,__group,this addEventHandler ["killed",{(vehicle (_this select 0)) addAction ["Loot Corpse","corpse_loot.sqs"];}], 1, "COLONEL"]; "CHN_ZOMBIE_Citizen3" createunit [_spawnground,__group,this addEventHandler ["killed",{(vehicle (_this select 0)) addAction ["Loot Corpse","corpse_loot.sqs"];}], 1, "COLONEL"]; "CHN_ZOMBIE_Priest" createunit [_spawnground,__group,this addEventHandler ["killed",{(vehicle (_this select 0)) addAction ["Loot Corpse","corpse_loot.sqs"];}], "COLONEL"]; "CHN_ZOMBIE_Profiteer4" createunit [_spawnground,__group,this addEventHandler ["killed",{(vehicle (_this select 0)) addAction ["Loot Corpse","corpse_loot.sqs"];}], 1, "COLONEL"]; "CHN_ZOMBIE_Profiteer3" createunit [_spawnground,__group,this addEventHandler ["killed",{(vehicle (_this select 0)) addAction ["Loot Corpse","corpse_loot.sqs"];}], 1, "COLONEL"]; "CHN_ZOMBIE_Profiteer2" createunit [_spawnground,__group,this addEventHandler ["killed",{(vehicle (_this select 0)) addAction ["Loot Corpse","corpse_loot.sqs"];}], 1, "COLONEL"]; "CHN_ZOMBIE_Profiteer1" createunit [_spawnground,__group,this addEventHandler ["killed",{(vehicle (_this select 0)) addAction ["Loot Corpse","corpse_loot.sqs"];}], 1, "COLONEL"]; "CHN_ZOMBIE_Policeman" createunit [_spawnground,__group,this addEventHandler ["killed",{(vehicle (_this select 0)) addAction ["Loot Corpse","corpse_loot.sqs"];}], 1, "COLONEL"]; "CHN_ZOMBIE_Policeman" createunit [_spawnground,__group,this addEventHandler ["killed",{(vehicle (_this select 0)) addAction ["Loot Corpse","corpse_loot.sqs"];}], 1, "COLONEL"]; (leader _group) setpos getpos _spawnground; }; sleep (random 300); };
  5. Haha Thank you, i'll test it out if my computer doesnt' explode. Its make a racket right now for some reason, damn youtube videos ha
  6. For example, i have multiple guys with the same variables attached to each, however the variables independently change due to player actions and what not. But i keep getting everyone elses Hints popping up. How do i apply hints to one person specifically? Such as, if one units hunger >= 90 hint "You are starving!" works, but its telling everyone 'You are starving!" I need it to apply to the single person that variable is attached to. What do?
  7. I got it. Thank you guys for the support. :D I've just been su used to using sqs since flashpoint days, so sqf isnt my strong point, but that's why i'm on these forums to begin with. thank you.
  8. Thanks weirdo for the information, however it doesn't really address the problem i'm having trying to fix my hunger issue ha
  9. Still is not working. Funny thing is i have a money variable attached to the unit, and a test script that subtracts its value which seems to be working. Yet, i'm not registering any increase to my hunger value at all as that is supposed to be perpetual in nature. Example, gain +1 hunger every minute or whatever time frame i wanted (going for a minute at the moment). When hunger reaches 100, unit dies. I need it to be compatible for multiplayer, so i cant just use player variable i believe. Its actually really annoying.
  10. Thank you, and yeah, im old school. ha. I don't really know the difference between sqf and sqs very much to be effective with it. ---------- Post added at 11:22 PM ---------- Previous post was at 11:17 PM ---------- And its still not working. ha
  11. I have my guy with setvariable ["hunger",90] i have a script thats calls this variable (so i can see how hungry my guy is via hint. That works, however my hunger does not increase, nor decrease with anything im doing. Telling me that the variable is staying constant. How does one work around this? my hunger script. #hungerscript _target = _this select 0; _caller = _this select 1; _id = _this select 2; ~0.125 _hunger = _caller getvariable "hunger"; ~0.125 if (_hunger < 100)THEN {_hunger = _hunger+1} ELSE {player setdamage 1}; ~0.125 if (_hunger >= 90)THEN {hint "You are Starving!} ELSE {}; ~5 _caller setvariable ["hunger",_hunger]; goto "hungerscript"; Exit;
  12. I'm trying to get an action to show up when the given target is dead. For some reason its not working. this addAction ["Loot","corpse_loot.sqs",false,1,true,true, "?! (alive _target)"]; Anyone care to explain what i'm doing wrong.
  13. I've been on servers where they gave units custom names in the selection lobby. So instead of saying "rifleman" all the time or whatever it may be. It can say "Alpha 6" or "Fruitcup" whatever you wanted. How does one go about doing this?
  14. I can already tell i'd have a problem with the {brackets} ha
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