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steelblood

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Everything posted by steelblood

  1. Hi everyone I've been making some missions recently and i've added stuff then deleted it (Just don't ask :D ) However it still says when somebody else joins the game they require the addon that is no longer in the mission. Any way to avoid this Thank's alot Dan
  2. Ok yeah thanks alot i knew about the moving them into another mission :) But as you said scripts and other stuff it all gets a little complicated and messy :P Thank's Big Dawg for the help i'le try it out Thanks again Dan Do you just edit the mission.sqm with notepad or ?
  3. Yeah somebody sent me tis via a PM it's amazing :D Thanks so much everyone :)
  4. Nice thank's alot Dude :) I'm gonna give it a try when i get chance tomorrow night :D
  5. Oki Koki :( ---------- Post added at 08:47 PM ---------- Previous post was at 08:35 PM ---------- Ok seen as though this got shunned straight away as a topic :P Does anybody know how to empty a crate and refill it with all the weapons (But so other players joining your game can see it) I am using a script which does it and it works for me however anybody else who joins the server can't see it ? Thanks for any help Dan
  6. Unfortuanetly you will have to wait until Friday for your answer :( I know, i know the shame in not having Arma 2 installed here but when i go to my other home i will let you know :)
  7. Hi is there a complete list of classnames for ACE2 anywhere i've looked and looked but simply just can't find a COMPLETE one. Thanks Alot Dan
  8. Ok this means nothing to me but :P I'm a noob to actual scripting i know how to use them etc but not how to write them
  9. steelblood

    Drapers Airstrike Script

    hmm i tried the alpha leader thing and it didn't seem to work ? As when i spawned i didn't always spawn as Alpha Leader :( ?
  10. Hi I am making this thread because recently i have been using Drapers Air strike Script (Which i love btw great work to Draper :D). However when you die in game and re spawn, you can no longer call in air strikes. So i was wondering why this is. Do you get a new name for the unit when it respawns. If so i am currently named m1 as you can see from the code i'm using - (nul = [m1,"jadam","lgb","cbuap","cbuat","cbumine","cas","helo","trans"] execVM "airSup\airSupInit.sqf"; ) If this is the case is there anyway to stop respawns giving the unit a new name as i'm sure it will prove useful for other codes aswell such as mobile respawns etc. Thank's alot Dan
  11. Ok thanks so much :D I have not tested it yet and i won't be able to until Friday however the marker.sqf ? Do i initiliaze that in the init.sqf or does that code just go straight into the init.sqf or am i totally on the wrong tracks :D ? Ignore that i just properly looked at the coding and it's executed during the mobile respawn.sqf thanks again Dan :) Also i'm guessing V stands for the vehicle or ?
  12. Yeah i've had a looksy at that stuff and i don't mind using others peoples scripts (At all) it's just i'd quite like to figure out how to do this easily so i can just use the same method over and over again on the different missions i make. Dan
  13. At the moment it's not a mobile one it's just moving ( i'm not trying to sound like a douche there i'm just trying to avoid confusion :D) here it is if(!isServer) exitWith {}; while {alive mhq} do { "respawn_west" setMarkerPos getPos mhq; }; deleteMarker "respawn_west"; Obviously there is an existing marker "respawn_west" however i would really like it if there was the option to spawn at the mobile respawn or base ? Is that possible without getting to complicated ? But anyway that is the code i'm currently using thank you so much for any help Joshii. Thanks again Dan Btw thats in the init.sqf not the actual initlization line of the unit (It's an empty unit also btw) If that helps
  14. Ok thanks i'le have a mess around with it.
  15. steelblood

    Drapers Airstrike Script

    Wow that was quick and bloody excellent thank you so much Dan ---------- Post added at 09:34 PM ---------- Previous post was at 09:29 PM ---------- Hmm so (I know going of Topic please don't kill me in a hurl of abuse) how would i do a similar thing for an emtpy APC or would i have to make it unit ? Because i want to using a moving spawn point but i also want it to be able to do the same thing after it dies. Thanks for any help Dan
  16. Hi This Scripts sounds great but i am currently using cRB scripts in my game to randomly produce units which defend and patrol areas. Is there anyway to link this script to a game logic for the defend unit's ? Basically the game logic has a script to execute and a little bit of information about the unit. Thank's Dan
  17. steelblood

    A Zombie Mission

    Yeah thanks i'm just gonna have to go into the editor and mess about with all this shizzle you have mentioned :)
  18. Hi everyone. At the moment i am in progress of making a "multi-option" Zombie mission with the use of Undead Mod. Basically the theory behind my mission is that there are multiple options the players can choose to do in order to complete it but there is also a basic line which they must complete. What i want to happen is A.) There is a base to defend against onslaughts of zombies ;). This brings me to my first request is there any way ( At the moment i am using the zombie spawn module) To make one module spawn then 2 modules worth of zombies then 3 etc... So the base defenders get a progressively harder mission to play. So please tell me is there anyway to allow this to happen or for normal units (say i didn't use modules) To re spawn but gradually more people spawn. Also is there a way ( This is still baring in mind i'm using the supplied module) To create a delay before the module starts ? And the second part of the mission B.) There is a helicopter in your base however it has no fuel so your team must organize a search party to go and find a "refueller" from the nearby airfield/city however they encounter resistance from local militia etc.But these people have to decide whether to take the Humvees and speed up the time to get the fuel (But the Humvee s will prove useful at the main base as it gets harder for the defenders) or they can take the Bus which is in the town/base. I don't have any questions for this part YET however i will be sure to add them as i go along. So my questions are :confused: 1.) How do you make modules spawn on top of each other? (I know that isn't clear but you understand what i mean from what i have said already) 2.)Can you create a delay for modules to run ? 3.) Also i was wondering what you think the Lose conditions should be and whether there should be 2 options to win the game. I was thinking for the lose conditions either a leader for each of the groups and if that leader gets killed / infected then the game ends. But i think that's kinda lame so please get back to me i know there's a lot of rubbish here but any help would be massively appreciated :D Thanks a lot Steel
  19. steelblood

    A Zombie Mission

    OK thanks :) I was just wondering so do i have to enter something into the actual spawn modules for the zombies or even to the individual zombies ( If it didn't use spawn modules) In order for them to get to the location logic. Thanks again for this :D
  20. steelblood

    A Zombie Mission

    Yeah thanks alot once again your really helping :) I was just wondering in the mod there is a undead location ( A Game Logic) How do game logics work do i place that somewhere and the undead should move towards that position or ? Thanks Steel
  21. steelblood

    A Zombie Mission

    Yeah it possibly would if i understood the whole code thing i'm a total noob with scripts. I understand triggers a d basic codes etc but i don't know about this i'le look into it thanks again Dude :) Steel
  22. steelblood

    A Zombie Mission

    Ok yeah thanks I like the idea of a delay at the beggining to give the defenders sometime to "Prepare" i'm thinking about some sort of build script possibly i don't know thats just an idea at the moment. But how do i make it so that once one modules "Worth" of zombies is dead then the next time the module runs another runs with it And also is there a way to set waypoints for modules :P Or something similar to a waypoint so they all move towards the target area. + I want the zombie number to grow in size for the entire game because the win condition is that they escape in the helicopter so basically i will set the zombies "Limit" to something ridiculous so it never seems to end. Thanks alot Steel
  23. steelblood

    A Zombie Mission

    Anybody fancy sending me a reply with some help ? :P
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