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FelixK44

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Everything posted by FelixK44

  1. Ok...so got everything working but a few questions about SOM: 1.)How can I blacklist my entire base from getting missions placed near it within 700m? 2.)How exactly do I get call signs working? Problem I'm having currently is that its displaying call signs with a random number after it....HQ radio text is this : CROSSROADS 1: Blahblahblah when it should be Crossroads:Blahblahblah. 3.)How can I make the convoy markers further apart or make them actually start in Town A and travel to Town B?
  2. I just place down these modules GL4_System and GL4_FX in my mission and it says those blue messages from GL4...... EDIT:Ok it says default initializing is that the problem?
  3. Ok, but even with those features disabled with // removed they still are enabled in game.... Am I supposed to do somthing with the GL4 modules in the editor so they use my settings?
  4. For some reason this doesn't work for me I also cant disable AI surrender......Both GL4_Global.sqf have the // removed so got any idea why it wouldn't work....BTW, All GL4 features seem to be working I just cant disable certain features from the .sqf:( userconfig\GL4
  5. these markers might actually be from GL4 not sure......:rolleyes:
  6. So...how exactly can I disable these markers?: |X| 1-1-D-1 markers and |<>| helicopter markers THE ONLY markers I want showing up are human player markers and AI enemy markers when spotted.......
  7. thx Günter but I'm already using that kind of way, 7 ammo crates with 7 separate scripts maybe I should just reduce the amount of weapons....... :)
  8. What about somthing like this maybe link it to a functions that will run EH script im not sure im a newbie:butbut:? resync.sqf // this addEventHandler ["killed", {null0 = [] execVM "resync.sqf"}];<-----each unit init //wait for player respawn waitUntil {alive player}; EH_1 synchronizeObjectsAdd [player1]; EH_1 synchronizeObjectsAdd [player2]; EH_1 synchronizeObjectsAdd [player3]; EH_1 synchronizeObjectsAdd [player4]; EH_1 synchronizeObjectsAdd [player5]; EH_1 synchronizeObjectsAdd [playeretc];
  9. What about just spawning FX like create billboard thing......?
  10. Does anyone know how to disable allied group markers but always show player group markers only and only show enemy markers when spotted?:)
  11. Mhmm... Guess I could search first but :rolleyes: is there a global trigger/script I could use that would set civilians to be "safe/careless" usually if im driving a truck on the road civ cars will pull to the side passengers will eject and go prone kinda immersion breaker :D Possibly also for another script that can set AI to retreat from _player has fired within a radius of civilian spawn? Im a complete newb with no scripting abilities so... anyone know how to do that ?
  12. FelixK44

    Revive Script

    Uhm, No.... ill try to remember how editor looks..... Ok double click to place a unit in the editor and before you palce it look for a box that says Name: (NOT DESCRIPTION:) so it would look like this Name:s1
  13. FelixK44

    Revive Script

    Uh...that just sounds like class names that can respawn like example US_Soldier_Rifle_EP1 : SoldierWB US_Soldier_Rifle2_EP1 : SoldierWB US_Soldier_Rifle3_EP1 : SoldierWB So instead of entering each class string he just put in the baseclass....anways a question for you is each player named like this? Player Unit 1: s1 Player Unit 2: s2 Etc....? Also other scripts might be linked to other player names so for instance a script that is adding an action to a player named WW wouldn't work if the player was named s1 so any other script linking a player name needs to be changed if you want them working :P
  14. The only thing I can say is you must of made a mistake somewhere in your mission does the example mission "revive_050.Desert_E" work correctly? I would test it but im not able to currently...... P.S. BTW, If I understand it the scripts only work in MP not SP. :)
  15. try copy paste the contents of tutorial mission? EDIT: also load the mission and copy all the triggers,markers,player names :P thats what i usally do implementing cool stuff like ac10/air scripts into my misisons EDIT: Did you add this to your missions init.? //Initialise revive script (this next line is needed for revive script) server execVM "revive_init.sqf"; //Mission parameters skiptime (paramsArray select 0); sleep 5; execVM "briefing.sqf"; if(true) exitWith {};
  16. Does anyone have a script/trigger with example of adding the addeventkilled globally to a side? which activates an .sqf for the player who killed that unit/side? Example: Player 1 kills X # of enemy units that is required to enable an action from .sqf file? ---------- Post added at 02:20 PM ---------- Previous post was at 02:17 PM ---------- So.... if(isNil "reward") then{reward=0}; reward = reward + (westcount - count thislist); westcount = count thislist could be this ? if(isNil "player addAction ["Test", "Test.sqs"]") then{reward=0}; reward = reward + (westcount - count thislist); westcount = count thislist
  17. Ok... So I have a question is it possible to create a trigger that tracks progress of each player so they get an addaction reward from kills? So like maybe after 5 or 10 kills it would reward that player with Air Support...and would then remove the action after the plane is called in then blocks that player from calling another for 5-10minutes.......:confused: addAction "airSup\addMenu.sqf"
  18. Hrm.... I just thought of a really old mission that had some kind of addcash per kill gunna try and find it and post the init......... ---------- Post added at 01:17 PM ---------- Previous post was at 01:04 PM ---------- does this give anyone ideas on how it might work?(not the cash part but tracking kills) :/ NOTE: this is from a really old ArmA 1 mission :P addEventHandler ["killed", { _Killer = _this select 1; _id=([man1,man2,man3,man4,man5,man6,man7,man8,man9,man10,man11,man12,man13,man14,man15,man16,man17,man18,man19,man20] find gunner _Killer)+1; if(_id>0)then{["banditdeathevent", _id] call SPON_publishGlobalEvent;}}]; call SPON_addEventHandler; // ["banditdeathevent", { _id=_this; if (player == (call compile format["man%1",_id])) then { SPON_playerCashBalance = SPON_playerCashBalance + 7500; player groupchat format ["You have eliminated a wanted bandit! $7500 reward. $%1 total in pocket cash",SPON_playerCashBalance,basereward]; }; }
  19. Hrmm.... would you have any example how it would work because I have NO scripting knowledge at all and I think there's a few people out there who would like this script... ;)
  20. FelixK44

    OA desert mercs

    How about a ghost face guy without the balaclava..and maybe some mercs with a Shemagh?
  21. So...got most of what I need working but most of the transport helicopters (UH60 Mi-17 etc) only have a pilot and two door gunners how can I make the ACM fill all slots in the vehicle during spawn? P.S. I'm not talking about placing units in the editor ;)
  22. K... So I have a question is it possible to define each faction and then define what each faction is allowed to spawn? .sqf below So basically what I want is some sort of array that will let me define each factions units/groups..... :)
  23. FelixK44

    ACM Module

    Yeah, Thats exactly what im trying to do but I think having two of these thingys will over write each other so.....am confused :p: thingys below:
  24. FelixK44

    ACM Module

    Er...Yeah, But I need to define each faction...... what I have so far in .sqf but it never processes the .cfg(shows hint it completed) :( EDIT:Could someone explain this? :/ //You can pass both actual CfgGroups Config entries or class name Strings. [<ACM reference | Object>, <types | Array of Configs and / or Strings>] call BIS_ACM_addGroupClassesFunc;
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