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RonnieJ

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Posts posted by RonnieJ


  1. Hey guys... I want some taliban action where you are not considered a danger untill you have a visible weapon or fire oppon the AI patrols... ive made this so far:

    removeallweapons this; this setcaptive true; this addEventHandler ["fired", {s14 setcaptive false}];

    And that works perfectly but I also want that you cant go with a weapon in your hans up to the AI patrol... I need some way of setting the player captive false if he is seen by the patrol with a weapon... :confused:


  2. Okay makes sence then... thx... could any of you help me out to implement the part you are talking about SHK?

    _grpx = count(configFile >> "CfgGroups" >> "East" >> "RU" >> _type);

    _grps = [];

    for "_x" from 1 to _grpx - 1 do {

    _grps = _grps + [(configFile >> "CfgGroups" >> "East" >> "RU" >> _type) select _x];

    };

    I surpose _grps is the array containing the array of vehicles? And I need to somehow identify it and set speed/height if the type is heli or plane

    ---------- Post added at 11:03 PM ---------- Previous post was at 10:56 PM ----------

    I get some part of you example SHK but im not 100% sure.. what is the "simulation" bit about? shouldnt that be my _x var? :S


  3. Nop im doing some totally random spawning by using BIS_fnc_spawnGroup ... and aparently sometimes when it is a group of enemy fighters they go into the ground :S

    _grpx = count(configFile >> "CfgGroups" >> "East" >> "RU" >> _type);

    _grps = [];

    for "_x" from 1 to _grpx - 1 do {

    _grps = _grps + [(configFile >> "CfgGroups" >> "East" >> "RU" >> _type) select _x];

    };

    Could you please give me your input on it SHK ...


  4. Ye that would be my guess as well... but if someone knew I wouldnt havet to contact the poor guy directly :)

    ---------- Post added at 09:45 PM ---------- Previous post was at 09:04 PM ----------

    Ive tried to read the documentation that comes with the script but that didnt help me

    ---------- Post added at 11:11 PM ---------- Previous post was at 09:45 PM ----------

    Here is the answer: nameofunit getVariable "NORRN_unconscious";


  5. Hey Norrin - first of all - great work on the script!

    I tried to add you on MSN but ill ask here as well... my problem is that I have several scripts running looking is the players are !alive ... but with revive script the player never really die he is just unconscious while waiting for a revive... now my question is how can I identify if a player is unconscious? I use the same player names as you s1-s10.


  6. Hey... can anyone tell me why the following code aint working? It makes the crate but the content inside is the normal that comes with the crate... not empty'd and not with the new content inside?! :confused:

    if (!isServer) exitWith {};
    
    _crate = "RUBasicAmmunitionBox" createVehicle (getMarkerPos "friendly");
    
    // Remove the stock items from the crate
    clearMagazineCargo _crate;
    clearWeaponCargo _crate;
    
    // Add the items to the crate
    _crate addMagazineCargo ["FlareGreen_M203", 25];
    _crate addMagazineCargo ["FlareRed_M203", 25];
    _crate addMagazineCargo ["FlareWhite_M203", 25];
    _crate addMagazineCargo ["FlareYellow_M203", 25];


  7. Hey guys... im trying to create a map pretty much from sqf code alone... everything works perfectly local test and when exportet to multiplayer its working to...

    But now uploaded to the dedicated server and many things just fails! :mad:

    I hope you can help me with theese issues so we can get to play the damn thing! :p

    This is the following things that fails:

    When the map starts I run the following code:

    init.sqf

    execVM "scripts\startcratesandvehicle.sqf";

    startcratesandvehicle.sqf

    if (!isServer) exitWith {};
    
    _y = (getMarkerPos "friendly") select 1;
    _y = _y + 10;
    
    _Truck = createVehicle ["UralCivil2", [(getMarkerPos "friendly") select 0,_y,0], [], 0, "NONE"];
    
    _crate = "RUBasicAmmunitionBox" createVehicle (getMarkerPos "friendly");
    
    // Remove the stock items from the crate
    clearMagazineCargo _crate;
    clearWeaponCargo _crate;
    
    // Add the items to the crate
    _crate addMagazineCargo ["FlareGreen_M203", 25];
    _crate addMagazineCargo ["FlareRed_M203", 25];
    _crate addMagazineCargo ["FlareWhite_M203", 25];
    _crate addMagazineCargo ["FlareYellow_M203", 25];
    
    (and alot more weapons)
    

    Now the crate and vehicle is created but its not being emtpy'd and the new weapons are not filled into the crate??

    init.sqf

    waitUntil {alive player};
    _x = (getMarkerPos "friendly") select 0;
    _y = (getMarkerPos "friendly") select 1;
    player setPos [_x,_y,0];
    

    I have some problems with getting the AI friendly players to the spot where the controlled players end up... how do I do that?

    I have the player array:

    _players = ["s1","s2","s3","s4","s5","s6","s7","s8","s9","s10"];
    {_x setPos (getMarkerPos "friendly")} forEach _players;

    But as I recall the players didnt get tranportet for some reason... not sure if it had something to do with the time the code was run by the server...

    Hope theres is a helpfull bunch out there :)

    Best regards.

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