FelixK44
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Everything posted by FelixK44
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Secondary Ops Manager Module Discussion
FelixK44 replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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? -
Group Link 4 Special FX Edition
FelixK44 replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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? -
Group Link 4 Special FX Edition
FelixK44 replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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? -
Group Link 4 Special FX Edition
FelixK44 replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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 -
Disable markers in High Command module?
FelixK44 replied to FelixK44's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
these markers might actually be from GL4 not sure......:rolleyes: -
Disable markers in High Command module?
FelixK44 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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....... -
Better way of handling weapon crates?
FelixK44 replied to FelixK44's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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....... :) -
Adding fired eventhandler to another player's unit
FelixK44 replied to pogoman979's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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]; -
Disabling weapon sounds - Spawning lots of bombs
FelixK44 replied to NGagedFX's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What about just spawning FX like create billboard thing......? -
How to delete/hide default ai unit markers?
FelixK44 replied to wontial's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does anyone know how to disable allied group markers but always show player group markers only and only show enemy markers when spotted?:) -
Ambient Civilians, Ambient Vehicles and Ambient Animals in Multiplayer
FelixK44 replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is that placed in a .sqf or the init of the module? -
Ambient Civilians, Ambient Vehicles and Ambient Animals in Multiplayer
FelixK44 replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 ? -
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
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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
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Problem with Revive Script
FelixK44 replied to Vision16's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. :) -
Problem with Revive Script
FelixK44 replied to Vision16's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 {}; -
addAction Reward from kills/killstreak?
FelixK44 replied to FelixK44's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
addAction Reward from kills/killstreak?
FelixK44 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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" -
addAction Reward from kills/killstreak?
FelixK44 replied to FelixK44's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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]; }; } -
addAction Reward from kills/killstreak?
FelixK44 replied to FelixK44's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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... ;) -
OA desert mercs
FelixK44 replied to schnapsdrosel's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
How about a ghost face guy without the balaclava..and maybe some mercs with a Shemagh? -
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 ;)
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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..... :)
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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:
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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;