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zuff

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Everything posted by zuff

  1. Right now the task is only ended by either the taskgiver choosing the outcome (either success, fail, or cancel) or if the taskgiver dies its cancelled automatically. I haven't thought about a point or reward system. If you have any ideas please let me know!
  2. Should work? Haven't tested, myself. You'd have to use the original Taskmaster 2 script instead of mine.
  3. Again, thanks Foxhound!
  4. Thanks Fox! You're the bestest.
  5. Had a full playtest last night on a dedicated and it worked fine.
  6. Updated to version 1.1 Changelog: 5/2/13 - 1.1 Released Fixed: Player no longer can use action on own dead body after respawn Fixed: Cleaner code for init.sqf (moved respawn code to initGroups.sqf)
  7. Can confirm psvialli's script works. Good job, mate.
  8. Follow Tophe's instructions on the first post: http://forums.bistudio.com/showthread.php?147890-Simple-Vehicle-Respawn-Script-Arma3 EDIT: OH! Yah, copy that code in the last post and replace the code in "vehicle.sqf"
  9. psvialli I could kiss you right now http://www.armaholic.com/forums.php?m=posts&id=143715 New update release, version 1.1 Changes: Fixed: Vehicles blown up then respawned using Tophe's respawn script still can receive tasking Added: Tophe's modified Simple Vehicle Respawn Script (Modified to work without setVehicleInit command) Added: Smoke now pops when tasktaker is within 500m of target. Added: If CAS red smoke pops on target, green on taskgiver. Added: If Transport, yellow smokes pops on target Note: Tophe's vehicle.sqf is not required, it's just there for testing vehicle respawn.
  10. He hasn't updated it yet, BUT another user did and it's the last post on Tophe's thread: http://forums.bistudio.com/showthread.php?147890-Simple-Vehicle-Respawn-Script-Arma3&p=2383409&viewfull=1#post2383409 Can confirm it works.
  11. Yes. Mickie Boy and I are talking about it. We'll see how it works out. Good deal! I have a new version I'll push out soon which should fix a few little things, like being able to use the groups menu on your OWN dead body after respawn :P
  12. It's built for MP, I haven't added SP support, yet. I'd like to assign move orders and attack orders to AI in the future, but for now I'm focusing on MP.
  13. Try using 7 zip for now and I'll work on getting a .zip file together. I'll also add a feature to send tasks to other friendly groups. Great idea!
  14. zuff

    ARP2 Objects Pack

    Any way I can add an addAction to these? The normal methods don't seem to work.
  15. I'll look into a way to limit that option, let me know if you figure out a way how. An easy way to disable it for now is to open groupActions.sqf and comment out lines 8 and 9. Thanks!
  16. At the top of your spawn_squad.sqf: private ["_unit", "_id", "_quad"]; _unit = _this select 1; _id = _this select 2; _unit removeAction _id; _quad ="B_Quadbike_F" createVehicle (position _unit);
  17. Ah nice! I should have downloaded the latest version and looked before posting! Thanks!
  18. I like to use your mod on our server for the weapons, and it's easy to distribute because of its small size. But with the units also it adds quite a bit to the file size. Any way you can keep the units and weapons mods separate? Love the mod, keep up the great work!
  19. zuff

    FHQ TaskTracker

    I think you're taking everything too seriously. I'm not insulting you in anyway I just don't agree with your stance on respawn. You advertise your script as being JIP which it truly isn't, so I provided an alternative solution to those people looking for a JIP capable script. Those people can then stop coming in your thread bringing up the same question over and over. You said you were going to add it in but you haven't, and I can only assume its the last thing on your todo list considering your stance especially how you've recently reacted. As for advertising others work, I see no problem with it, it's not like you're losing money over it. His script provides what others in this thread need while yours does not. I was just trying to help those people. Once you update your script (if you ever do) ill gladly edit my post, as your script was built with Arma 3 in mind compared to SHK's. But the whole rant you went was not necessary and a bit of overreaction. The whole "prime example" thing is a bit over the top as the real reason most of the older modders left was because of the Steam requirement, which is beyond stupid and not worth going into at this time.
  20. zuff

    FHQ TaskTracker

    Removed out of respect for the author.
  21. I'm using this code at the beginning of a script and I want it to basically create 5 groups using the group names in the array. If the groups already exist, delete and create them. Here is my code: regroupArray = [reGroup1, reGroup2, reGroup3, reGroup4, reGroup5]; { if (isNil _x) then { _x = createGroup east; }else{ deleteGroup _x; _x = createGroup east; }; } forEach regroupArray; It doesn't error but the groups arent being created. How do I go about this?
  22. Well that would work, obviously, but I'm trying to go for a more compact solution that's as easy as adding a name to an array and voilà , new group.
  23. Ah thanks Mickie. So the problem was my array of group names wasn't in quotes? I could have swore I tried that as well.
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