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falconx1

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Everything posted by falconx1

  1. here is how i did mine if it helps, i used to have the endless loop on mission end too. but this fixed mine: [color="#FF0000"]EndisNear = true;[/color] while {EndisNear} do { if (waves_east == AIWaveCount)then { _CntEast = {side _x == opfor} count allUnits; if (_CntEast == 0)then { ["End1","BIS_fnc_endMission",west] call BIS_fnc_MP; ["End1","BIS_fnc_endMission",independent] call BIS_fnc_MP; [color="#FF0000"][color="#FF0000"]EndisNear = false;[/color][/color] }; }; sleep 10; };
  2. falconx1

    Mission Presentation

    Ofcourse, but when u got alot of classes it gets pretty spammed out see:
  3. Actually i think it's only Multiplayers just seen this today on the presentation page: Respawn Screen (MP only) https://community.bistudio.com/wiki/Mission_Presentation
  4. Via description.ext source: http://community.bistudio.com/wiki/Arma_3_Respawn the west stuff is working fine but the green forces nothing is showing up is this right? or is Guer changed? respawnTemplatesWest[] = {"MenuInventory","MenuPosition"}; respawnTemplatesGuer[] = {"MenuInventory","MenuPosition"}; that site even shows Guer
  5. falconx1

    Mission Presentation

    Moricky, in the new templates magazines array since comma is reserved for the next line is there a way to use one line for 8 mags? Example :
  6. it's here in this array: [0.10, 0.10] _grp1 = [markerPos RandomDirection, EAST, ["O_Soldier_F", "O_Soldier_GL_F", "O_Soldier_AR_F"], [], [], [0.10, 0.10]] call BIS_fnc_spawnGroup; //or 0.25 -1 http://community.bistudio.com/wiki/BIS_fnc_spawnGroup
  7. pretty sure this is a valid bug with the templates http://feedback.arma3.com/view.php?id=11889
  8. Does anyone have a working small script i can implement to kick players after a certain amount of tk's? first public test i had a team kill party could not believe it
  9. LOL pretty amusing :dance1:, yea, but I'm grateful that features and stuff is being addressed for the simple fact that it makes mission developers job much easier and i know for certain this will lead to a lot more awesome missions yet to come.
  10. I would imagine it would work for single player as well. Just set it up as you would in MP im pretty sure it would work. I figured out the problem as well that i was having. you do have to use: respawnTemplatesGuer[] = {"your serttings"}; and in ur templates use: show = "side group _this == independent"; //not Guer? I guess lol to use templates you just config the settings u want like above via description then makes ur templates. there is an example an the link above.
  11. im using the new respawn templates that arma 3 made and im trying to add NVgoggles to some of the classes but i get an image error and nv goggles dont appear in the inventory of the soldier. but are usable by pressing "N" class CfgRespawnInventory { class WEST1 { displayName = "Light"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MX_F", "hgun_P07_F", "Binocular", "NVGoggles" //do i have to assign them somehow? }; normaly i would use _unit addItem "NVGoggles"; _unit assignItem "NVGoggles"; but since this is using the templates how can i assign it? i figured it would be assigned already but i guess not EDIT: i figured it out it needs to be used as a linkItem example:
  12. I wanted to play a sound for all connected players using a trigger after a countdown . After the counter reaches "0" i wanted to state CountComplete = true; Where do i state countDown = true; ? and can i put "if CountComplete == true" somewhere in the trigger to have it play the sound? but where do i put the code if this is possible?
  13. been using notepad ++ for a cpl years gonna go check out SQF highlight now too!
  14. what is the ammo type class name for "hgun_ACPC2_F" here =weap_type&options[custom_type]=&options[faction]="]http://browser.six-projects.net/cfg_weapons/classlist?utf8=%E2%9C%93&version=70&commit=Change&options[group_by]=weap_type&options[custom_type]=&options[faction]= the site shows 16Rnd_9x21_Mag, 30Rnd_9x21_Mag but im pretty sure that's wrong not to mention when i test it the pistol is empty _unit addMagazines ["16Rnd_9x21_Mag", 4]; _unit addweapon "hgun_ACPC2_F";
  15. im trying to count all vehicles on east _CountEast = {side _x == opfor} count allUnits; _CountW = {side _x == west} count allUnits; _CountG = {side _x == independent} count allUnits; _totalUnits = _CountG + _CountW; _ALL_East_Vehicles = //? if (_x isKindOf "tank" || _x isKindOf "Car") then { //do sleep 30; };
  16. falconx1

    The new Sector Module

    just book marked that wiki page, glad to see this!
  17. Does anyone have the Green factions uniforms and loadouts on hand you can post for me? would hate to spend the day configing it, if someone has it please share! Like the uniform and gear etc just need Rifleman Autorifle GL AT Medic Explosives sniper EXAMPLE:
  18. hahaha yah but i have to go searching and config it all thats wat i was trying not to do
  19. in the players Init field in the editor i have it null = [this] ExecVM "Client_Actions.sqf"; but each time a new player comes i get duplicates of the actions. how can i change it so it executes the actions only once per player? do i have to name the player slots? Client_Actions.sqf _Stats = player addAction [("<t color=""#EEC900"">" + ("Stats") + "</t>"),"AI_Status.sqf", [],1,false,true]; _gear = player addaction [("<t color=""#7093DB"">" + ("Gear") + "</t>"),{player action ["GEAR",BOX_1]},[], 2, false, true, "", "(_this distance box_1)<10000"] ; _Options = player addAction [("<t color=""#EEC900"">" + ("Options") + "</t>"),"Visual_Options.sqf", [],5,false,true];
  20. yea, but i think i got this all fixed just have to test it on dedicated now. thanks for all the help guys:)
  21. im still way confused sorry lol, if you can mod my code above and re-post it with working example wld appreciate it.:rolleyes:
  22. i tried it and im getting errors i think it because i didn't post my full player Iinit code which is players Init field in editor null = [this] execVM "Gear\Medic.sqf"; this addeventhandler ["respawn","_this execVM 'Gear\Medic.sqf'"]; Medic.sqf waitUntil {!isNull player}; //to prevent MP / JIP issues ExecVM "Client_Actions.sqf"; _unit = _this select 0; removeallweapons _unit; removeallassigneditems _unit; removeallcontainers _unit; _unit addUniform "U_B_CombatUniform_wdl_tshirt"; _unit addbackpack "B_Carryall_ocamo"; _unit addvest "V_Chestrig_khk"; _unit addheadgear "H_HelmetB_paint"; _unit addmagazines ["30Rnd_65x39_caseless_mag", 4]; //<- it is addmagazines ["string", number] or addmagazine "string"! _unit addmagazines ["30Rnd_65x39_caseless_green_mag_Tracer", 3]; _unit addweapon "arifle_MX_F"; _unit addMagazines ["SmokeShell", 2]; _unit addMagazines ["Chemlight_green", 2]; _unit addMagazines ["HandGrenade", 2]; _unit addweapon "ItemCompass"; _unit addweapon "ItemGPS"; _unit addweapon "ItemMap"; _unit addweapon "ItemRadio"; _unit addweapon "ItemWatch"; _unit addItem "FirstAidKit"; _unit additem "Medikit"; _unit addPrimaryWeaponItem "optic_Arco"; _unit addPrimaryWeaponItem "acc_flashlight"; _unit addMagazines ["16Rnd_9x21_Mag", 4]; _unit addweapon "hgun_P07_F"; _unit addweapon "Binocular"; _unit assignItem "Binocular"; _unit addItem "NVGoggles"; _unit assignItem "NVGoggles"; if(true) exitWith{}; Client_Actions.sqf _AIStats = player addAction [("<t color=""#EEC900"">" + ("Stats") + "</t>"),"AI_Status.sqf", [],1,false,true]; _gear = player addaction [("<t color=""#7093DB"">" + ("Gear") + "</t>"),{player action ["GEAR",BOX_1]},[], 2, false, true, "", "(_this distance box_1)<10000"] ; //_savegear= player addAction [("<t color=""#FF7722"">" + ("Save Gear") + "</t>"),"saveGear.sqf", [],3,false,true]; //_SandBag = player addAction [("<t color=""#78AB46"">" + ("Sand Bag") + "</t>"),"bag.sqf", [],4,false,true]; _Options = player addAction [("<t color=""#EEC900"">" + ("Options") + "</t>"),"Visual_Options.sqf", [],5,false,true];
  23. if caller is the player slot name then i need to do that check for every slot tho right? i will use p1 ,p2,p3,p4 etc tho not caller client_actions.sqf Code: p1 = _this select 0; p2 = _this select 0; if(local p1) then { _Stats = p1 addAction [("<t color=""#EEC900"">" + ("Stats") + "</t>"),"AI_Status.sqf", [],1,false,true]; _gear = p1 addaction [("<t color=""#7093DB"">" + ("Gear") + "</t>"),{_caller action ["GEAR",BOX_1]},[], 2, false, true, "", "(_this distance box_1)<10000"] ; _Options =p1 addAction [("<t color=""#EEC900"">" + ("Options") + "</t>"),"Visual_Options.sqf", [],5,false,true]; }; if(local p2) then { _Stats = p2 addAction [("<t color=""#EEC900"">" + ("Stats") + "</t>"),"AI_Status.sqf", [],1,false,true]; _gear = p2 addaction [("<t color=""#7093DB"">" + ("Gear") + "</t>"),{_caller action ["GEAR",BOX_1]},[], 2, false, true, "", "(_this distance box_1)<10000"] ; _Options = p2 addAction [("<t color=""#EEC900"">" + ("Options") + "</t>"),"Visual_Options.sqf", [],5,false,true]; };
  24. so client_actions.sqf should be like this?
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