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falconx1

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About falconx1

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  1. falconx1

    Defining the playable area

    I'm really shocked no one has said anything about Norrin's Boundary Script. This is exactly what you are looking for. I use it in one of my missions as well.
  2. so i was bored yesterday and started working on a script to make a player appear to have a jet pack flying thru the sky. is this anything someone would like to see for giggles? maybe could be used with the jump script to give it a better take off ahahah. Also might be useful for a starwars mission or something thoughts?
  3. i see that you have declared a private var of "_JIPArray" and a public var of "JIPArray" not sure why the names are so similar? i would do a rewrite personally. try this to get ride of the error: cuzz your trying to Count JIPArray which is nil or was that intentional lol? if (isNil "JIPArray") then {JIPArray = //what you want it to equal here}; then do your for i from x code etc
  4. When you test it, use west and east units. Calls proper endings on each client. Mission ends for all players when either west or east team runs out of tickets. CODES below: Init.sqf Description.ext playerKilled.sqf MissionEndLoop.sqf
  5. It was the side check causing a problem so made changes. i just tested this modded code and it works. all you have to do is mod the playerKilled.sqf and use all the code below. if it don't work after that something in your other files is wrong. playerKilled.sqf _victim = _this select 0; _killer = _this select 1; _Victim_Team = side (group _victim); _Killer_Team = side (group _killer); //Don't count Teamkill's if (_Victim_Team == _Killer_Team ) exitWith {}; if (_victim == _killer) exitWith {}; if (_victim != _killer && _Victim_Team == east) then { WestKillCount = WestKillCount + 1; publicvariable "WestKillCount"; //hint format ["Victim Faction: {%1} west kills: {%2} max team kills: {%3} ",_Victim_Team, WestKillCount, MaxTeamKills]; }; if (_victim != _killer && _Victim_Team == west) then { EastKillCount = EastKillCount + 1; publicvariable "EastKillCount"; //hint format ["Victim Faction: {%1} east kills: {%2} max team kills: {%3} ",_Victim_Team, EastKillCount, MaxTeamKills]; }; waitUntil {alive player};
  6. if you want it to end mission etc then you need to make a file called Description.ext and put it in your mission directory then put this code in the file: keep in mind all this code is untested it's just a quik mockup of logic, but glancing at it appears to be workable to me, you can try it, test it or what ever you want:P Description.ext /////////////////////////////////////////////////////////// class CfgDebriefing //--- endings // blue side first { class End1 { //West winner title = "Mission Complete"; subtitle = ""; description = "Your team has won the battle."; pictureBackground = ""; picture = "b_inf"; pictureColor[] = {0.0,0.3,0.6,1}; }; class End2 { //East loser title = "Mission Failed"; subtitle = ""; description = "Your team has lost the battle."; pictureBackground = ""; picture = "b_inf"; pictureColor[] = {0.5,0.0,0.0,1}; }; }; /////////////////////////////////////////////////////////// here is the modded loop to call the proper ending for each team. WestFancyloop.sqf //:P WestKillsEnd = true; //loop while {WestKillsEnd} do { if (WestKillCount == MaxTeamKills) then { //Do fancy stuff here when west reaches 20 kills ["End1","BIS_fnc_endMission",west] call BIS_fnc_MP; ["End2","BIS_fnc_endMission",east] call BIS_fnc_MP; //then exit loop when done WestKillsEnd = false; }; sleep 10; };
  7. agree 100 percent. based on all my testing that is exactly the case
  8. it's pretty much the same as what i posted except u can use "objectName" setVariable [killstreak, value, (public)] bolean example: player or killer setVariable["killstreak", 1,true]; then set to nill when killer dies but looking at his mission scripts or asking him is the best option for a new coder. Iv'e never made a killstreak script yet but i know how it's done logic wise.
  9. I'll take a shot at trying to count team kills and executing code when each team achieves the set kill amount. Just a 5-10 minute script but i think it will work Init.sqf WestKillCount = 0; EastKillCount = 0; MaxTeamKills = 20; publicvariable "WestKillCount"; publicvariable "EastKillCount"; publicvariable "MaxTeamKills"; playerKilled = CompileFinal preprocessFileLineNumbers "playerKilled.sqf"; player addMPEventHandler ["mpkilled", {[_this select 0, _this select 1] Spawn playerKilled}]; if (isServer) then {ExecVM "WestFancyloop.sqf"}; //also make a EastFancyloop.sqf and change the code to proper team for east and run this: if (isServer) then {ExecVM "EastFancyloop.sqf"}; playerKilled.sqf _victim = _this select 0; _killer = _this select 1; if (_victim == _killer) exitWith {}; if (_victim != _killer && side _victim == east) then { WestKillCount = WestKillCount + 1; publicvariable "WestKillCount"; }; if (_victim != _killer && side _victim == west) then { EastKillCount = EastKillCount + 1; publicvariable "EastKillCount"; }; waitUntil {alive player}; WestFancyloop.sqf WestKillsEnd = true; //loop while {WestKillsEnd} do { if (WestKillCount == MaxTeamKills) then { //Do fancy stuff here when west reaches 20 kills //then exit loop when done WestKillsEnd = false; }; sleep 10; };
  10. when and if i get it working ill update here, but it's not something super important for me at the moment so someone will probably beat me to it. ive only tested it once and that was before Karel made the new tickets wiki page.
  11. falconx1

    Any old farts playing Arma 3?

    does 35-ish count as an old fart ?
  12. falconx1

    A gift from BIS?

    Ok, I just thought i would throw this out there for BIS and all the happy jet lovers who are waiting to fly a jet high in the sky in arma3's new engine. So i wanted to take a bit of time to point out what a wonderful job the community is doing with helping BIS squash bugs in the face all day and night after night. I know BIS isn't Santa with a purdy red hat but... I was just wondering if you guys are considering a nice little present to the community for helping Dev's smash bug's in the face etc? :nono: ---------- Post added at 12:30 PM ---------- Previous post was at 12:28 PM ---------- personally i help to make the game better, not for a present"P
  13. can someone do a quick mod to this with a second loop so a trigger doesn't have to be used?
  14. i think they only work for JIP only if the markers were made in init.sqf i wanted to use this code for markers using if isserver but when i leave server and come back the markers are not there anymore i had to do a work around to fix this making the marker in init.sqf but im not entirely sure if the server was supposed to propagate the marker to all clients to begin with. i certainly thought so. if (randOBJ == 1) then { ObjectiveCrate setPos (getMarkerPos "Objective1"); ObjectiveCrate setDir 0; Obj = getmarkerpos "Objective1"; ObjectiveMkr = createMarker [ObjectiveMkrName, Obj]; ObjectiveMkr setMarkerShape "ICON"; ObjectiveMkrName setMarkerType "mil_box"; ObjectiveMkrName setMarkerColor "ColorGreen"; ObjectiveMkrName setMarkerSize [0.9, 0.9]; ObjectiveMkrName setMarkerText (ObjectiveMkrName ); };
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