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RonnieJ

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Posts posted by RonnieJ


  1. 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...


  2. 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 thislist

    But it dosent really work and im afraid when I fire up the server in multiplayer mode it wouldnt work either...


  3. 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 :)


  4. 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"

    ];


  5. 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:


  6. 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:


  7. 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?


  8. 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:


  9. 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


  10. 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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