

Derty
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Everything posted by Derty
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Fired event handler working for satchel charges also....
Derty posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So I found this script somewhere here on these forums. It basically runs a script that changes all the players setcaptive status to false if any of them fire their weapons. I have it in each players init. FiredH = this addEventHandler ["fired", {EHScrtp = _this exec "SetCaptive.sqf"}]; That works fine. The problem is that if a player drops a satchel charge on the ground that also causes the script to run. Is it possible to make it only run if the player fires his primary weapon or sidearm? Thanks in advance -
Fired event handler working for satchel charges also....
Derty replied to Derty's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Still no go. As soon as I place a charge OPFOR goes hostile. -
Fired event handler working for satchel charges also....
Derty replied to Derty's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok so I changed it but it still doesn't seem to work. As soon as you drop a satchel charge OPFOR goes hostile FiredH = this addEventHandler ["FIRED", { if (_this select 5 != "pipebomb") then {};EHScrtp = _this exec "SetCaptive.sqf"; }]; -
What do I put in the _can_revive line to make it so only USMC Corpsman can revive players? I have tried soldierWMedic, soldierWCopsman, USMC_Soldier_Medic. None of these work. Thanks, Derty
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Mission fail based on civilian casualties
Derty replied to Derty's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cool, thanks for the help I will take a look. -
Mission fail based on civilian casualties
Derty posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey I am pretty new to this and I am making a mission where players have to escort a convoy of civilians through a hostile area. Is there any way to make the mission fail if say 5 or more civilians are killed? Thanks, Derty