RonnieJ
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Posts posted by RonnieJ
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Is it even possible?
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Hey guys ive been searching the forum for an hour by now but I cant seem to find any answer...
I need some kine of kill counter... when a player kills one from the other team he gets +1 ... when he then dies its reset... the reason I want this is becasue I want to add bonuses when a player have killed like 10 - 20 - 40 and so on.. but when he dies its reset.
Anyone who can help me with this? :rolleyes:
Ive tried with:
counter = counter+1; {_x addeventhandler ["killed", "hint format[""%1 have killed %2"",_this select 1,counter]"]} foreach thislistBut it dosent really work and im afraid when I fire up the server in multiplayer mode it wouldnt work either...
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Orh christ sorry madbull I must have looked wrong in the list... there is an M119A3 wich is the "DDAM_vil_m109_sph" ... an it have an ammo type called M760HE so that looks to work... the problem must be with the armed personel carrier with the morter... the class name must be wrong :) Thx for the help again m8... im really looking forward putting this script in good use :)
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I get that display in the DDAM_vil_m109_sph... not the DDAMM113MTD I kinda surspect im using the wrong class on that... ive mailed the addon creator...
Does the arti ammo interface automaticly find the ammo types for the unit in the array?
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The classes should be right :) DDAM is a danish addon with danish units/weapons/vehicles currently in a closed beta version... I might have used the wrong magazineClasses for the calculation but that shouldnt prevent it from being shown should it? that would only make the calculation wrong...
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Any idea why I cant see the newly added ammo and artillery in the artillery menu?
When I open the Ammo type select box none of the added vehicles or ammo types are in the list...
R3F_ARTY_CFG_pieces_artillerie = ["M119", "D30_Base", "M252", "2b14_82mm", "DDAMM113MTD", "DDAM_vil_m109_sph"];R3F_ARTY_tables =[
#include "tables\table_M119_et_D30.sqf"
,
#include "tables\table_M252_et_2b14_82mm.sqf"
,
#include "tables\table_M105_et_DDAM_vil_m109_sph.sqf"
];
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Cool thx for the help.... great script! Very usefull!
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madbull> thats über... works like a charm besides one last little thing... We have a special mod we use and in this pack we have an armed personal carrier that contains a morter in the back (M252 81mm) same type as the one on the ground.. now I cant get the artillery display up in this APC when im gunner on the morters... is there any way to add the vehicle to the artillery mod? Im not sure if there is a vehicle list somewhere? :rolleyes:
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madbull> Great got it working....

One more question
nul = [this] execVM "R3F_ARTY_AND_LOG\create_arty_quarter.sqf";
creates a quarter... is there any way of linking the option to an vehicle or person (and without the uninstall option) ??
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Hey guys... We used the R3F Artillery / logistics script for some time but the script is large and it has elements (logistics) in it that we have no use of... anyone know a similar script that only have the artillery part? We need it for a morter section... :confused:
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Is there any way in getting R3F Artillery without the logistics part?
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Tried this
_pos = _this select 0;
showCinemaBorder false
titlecut ["Sattelit billede paa vej","BLACK IN", 5]
_camera = "camera" camcreate [1,1,1]
_camera cameraeffect ["internal", "back"]
_camera camSetFov 0.7
_camera camSetPos [_pos select 0,_pos select 1,200]
_camera camSetTarget [_pos select 0,_pos select 1,0]
_camera camCommitPrepared 0
@camCommitted _camera
~10
titlecut [" ","BLACK IN", 5]
Player cameraEffect ["terminate", "back"]
camDestroy _camera
Exit;
but the camera looks straight ahead - its on the right location but I cant seem to get it pointing to the ground... and secondly I cant exit the camera... I would like right click or something to exit the camera... any ideas? :rolleyes:
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Tried this
_pos = _this select 0;
showCinemaBorder false
titlecut ["Sattelit billede paa vej","BLACK IN", 5]
_camera = "camera" camcreate [1,1,1]
_camera cameraeffect ["internal", "back"]
_camera camSetFov 0.7
_camera camSetPos [_pos select 0,_pos select 1,200]
_camera camSetTarget [_pos select 0,_pos select 1,0]
_camera camCommitPrepared 0
@camCommitted _camera
~10
titlecut [" ","BLACK IN", 5]
Player cameraEffect ["terminate", "back"]
camDestroy _camera
Exit;
but the camera looks straight ahead... I cant seem to get it pointing to the ground... and secondly I cant exit the camera... I would like right click or something to exit the camera... any ideas?
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Hey guys... ive been searching on the board and havent found anything usefull... im trying to make a mapclick -> overview of the battlefield... like a sattelite view... I would like to make an addcation "sattelite" and then get an overview from lets say 200 m on where you clicked the map... any ideas? I guess its like a camera... what to do? :confused:
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strange im still having some issues... it looks like it helped:
if (playerSide == west) then {
_str = str player;
execVM "scripts\stand_weap_all.sqf";
switch (_str) do {
case "s1": { hint "1"; execVM "scripts\stand_weap_gf.sqf"; };
case "s2": { hint "2"; execVM "scripts\stand_weap_at.sqf"; };
case "s3": { hint "3"; execVM "scripts\stand_weap_san.sqf"; };
case "s4": { hint "4"; execVM "scripts\stand_weap_lmg.sqf"; };
case "s5": { hint "5"; execVM "scripts\stand_weap_rifle.sqf"; };
case "s6": { hint "6"; execVM "scripts\stand_weap_smaw.sqf"; };
case "s7": { hint "7"; execVM "scripts\stand_weap_gf.sqf"; };
case "s8": { hint "8"; execVM "scripts\stand_weap_at.sqf"; };
case "s9": { hint "9"; execVM "scripts\stand_weap_san.sqf"; };
case "s10": { hint "10"; execVM "scripts\stand_weap_lmg.sqf"; };
case "s11": { hint "11"; execVM "scripts\stand_weap_rifle.sqf"; };
case "s12": { hint "12"; execVM "scripts\stand_weap_smaw.sqf"; };
};
};
now I get the "10" hint and the player name is "s10"... running the mission in editor mode gives me all the weapons and items that the script should... but as hosted server I dont...
the script is:
hint "running";
player addWeapon "DDAM_MG62_optic";
player addMagazine "100Rnd_762x51_M240";
player addMagazine "100Rnd_762x51_M240";
player addMagazine "100Rnd_762x51_M240";
player addMagazine "100Rnd_762x51_M240";
player addWeapon "ACE_GLOCK18";
player addMagazine "ACE_33RND_9X19_G18";
player addMagazine "ACE_33RND_9X19_G18";
player addMagazine "ACE_33RND_9X19_G18";
player addMagazine "ACE_33RND_9X19_G18";
player addMagazine "ACE_BANDAGE";
player addMagazine "ACE_MORPHINE";
hint "done";
now I get the hint "done" så the file is run but the items dosent get added... does it need a sleep or something?
---------- Post added at 10:36 PM ---------- Previous post was at 10:16 PM ----------
Hmm tried with
waitUntil { alive player };
but that still didnt work but the sleep 1; did :S
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But if im not interestet in using typeof since I allready know which players is what... then what would you surgest shk... the script fails because the players dosent exist... if im trying s11 it tries s1 first and fails... I think its because s1 isent an object
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Hey guys im trying this:
if (playerSide == west) then {
execVM "scripts\stand_weap_all.sqf";
switch (player) do {
case s1: { execVM "scripts\stand_weap_gf.sqf"; };
case s2: { execVM "scripts\stand_weap_at.sqf"; };
case s3: { execVM "scripts\stand_weap_san.sqf"; };
case s4: { execVM "scripts\stand_weap_lmg.sqf"; };
case s5: { execVM "scripts\stand_weap_rifle.sqf"; };
case s6: { execVM "scripts\stand_weap_smaw.sqf"; };
case s7: { execVM "scripts\stand_weap_gf.sqf"; };
case s8: { execVM "scripts\stand_weap_at.sqf"; };
case s9: { execVM "scripts\stand_weap_san.sqf"; };
case s10: { execVM "scripts\stand_weap_lmg.sqf"; };
case s11: { execVM "scripts\stand_weap_rifle.sqf"; };
case s12: { execVM "scripts\stand_weap_smaw.sqf"; };
};
};
But not all players are there so the switch crashed cause its trying to ask on an object that dosent exist... any ideas? :confused:
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Thanks guys the was exatctly what I was looking for... suddenly alot of scripting issues make sence :) Much appreciated guys!
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Hey guys im going nuts trying to figure out how the local/global things work... as I understand using "_" before a variable makes it local... and by local it is only set on that persones computer? og by not doing the "_" it is a server set variable?
There is also something about setting a local var inside an if right?
Would be nice to get theese things clarified :)
Thx :)
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Big Dawg KS> you got a point :) thats true...
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I tried this in the players init line
while {true} do {
_enemy = this findNearestEnemy this;
If (((_enemy knowsAbout this) > 1.0) && (currentWeapon this != "")) then {
this setCaptive false;
} else {
this setCaptive true;
};
};
But it dosent seem to work... any ideas?
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Sounds great but how do you assign that enemy? _enemy... can that be "WEST"?
Kill counter
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Cant really seem to get it working... I dont have anything else than AI's to test up against... but even by enabling AI nothings pop's when killing og beeing killed...
---------- Post added at 10:08 PM ---------- Previous post was at 10:03 PM ----------
May have found some interesting thing here: http://armaholic.com/forums.php?m=posts&p=4772#4772
Might be able to rewrite the thing to count player kills insted of team kills...