A-SUICIDAL
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Posts posted by A-SUICIDAL
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Now I have an attitude? How so? I'm a really nice guy. Just because I asked for helpful info only, doesn't mean that my attitude is "way off for this community" as you described. I'm sorry if it came off that way. I'm looking for help with something and I would prefer that this thread didn't turn into a discussion about how "all games have cheaters" and "what's the problem with players that use addons and mods". I'll try to be more happy and fun loving and gay just for you demonized. lol Mr.Sensitive.
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I have Combined Operations, but I prefer to make missions that only require Operation Arrowhead to be installed and no addons required. When I host a mission, I have often seen a player join and then start to use hacks and do all kinds of weird shit. Is there any way I can block players from joining if they are running any addons or mods? If you don't know of any way to block addons or mods, then please do not reply. I'm looking for helpful info.
Thanks in advance.
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galzohar, everything u you said, I appreciate, but I know enough about how the modules work, and norrins revive, and most of the ace stuff too. I don't want to use any addons, and I prefer using my own scripts and scripts crafty friends come up with in these forums - that are different from what domi uses.
Bon, I am not unconscious if I can still crawl. If I can crawl to a Field Hospital, it should heal me. I joined somebody elses server a while back and the same thing happened there too. There was nobody around to help me, so I crawled far to a Field Hospital Tent, and it wouldn't heal me, finally somebody came and bandaged me, and at that point I was able to use the tent to heal myself fully. There was never any being unconscious. If I was unconscious, then why can I still see everything around me? Why can I still crawl in any direction I want and fire my gun. Obviously that state I was in renders me unable to use any actions, and healing requires the use of an action. Yet In Domi, players carry my body to a field hospital and drop me in front of it and it automatically heals me. I don't want to use norrins revive in my mission, no offense norrin, I'm just sick to death of hearing "Fuckit", "Bastards" "I need a medic", and the other speech files that have grown to get on my nerves. Sorry Bon, but I understand completely that the field hospital needs to be fixed, otherwise norrin wouldn't have fixed it in his own way.
Demonized, it's a deployed field hospital, deployed by a medic, so I kinda don't want to spawn another AI medic that just stand around at the tent. But it's not a bad idea for other missions. Normally a field hospital would have some hot nurses or something. But yeah, in my mission, the medic deploys the tent, then the medic runs off and gets killed as always, lol, and everybody else on my team seems to die right at the very moment that I get hit bad and wind up stuck crawling forever and need help :( . I made a fix for the hospital tent with a trigger and a script, and I was fully healed and running around back in the action again, but my screen was still flashing red. When I tested it further in preview with AI on my team, I crawled hurt into the trigger surrounding the field hospital and I went through the whole heal animation and then I was healed, but the flashing red screen was still occurring, and then I switched to a different unit and the screen just stayed dim red, but it stopped flashing. I switched to a few more units and the dim red haze would not go away. I switched back to the original soldier that was hurt and was healed by the trigger, and the screen still stayed dim red and didn't flash. I got everything working perfect - except for this flashing red screen stuff. All I can think to do now is - dissect how norrin got his hospital to heal incapacitated players that are carried and dropped in front of the field hospital. So far I haven't had much success.
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I added a trigger around the tent that execs a heal script, but after the player steps into the trigger and a script starts that makes the player heal himself, the flashing red screen continues to flash as if he is still hurt. If the players health is back to 0 and he is able to run around and aim steady, why would the flashing screen effect continue to occur? How can I get rid of that?
---------- Post added at 04:29 PM ---------- Previous post was at 03:52 PM ----------
I really hate this game sometimes. What the hell is the point of a field hospital if you can't crawl over to it and get healed? Another stupid bug that needs fixing. I got 2 medics in my mission with the ability to deploy field hospitals. The main purpose of these hospitals are so players that are incapacitated but can still crawl, can crawl over to the field hospital and get healed, but the stupid field hospitals only heal players that are slightly hurt. This makes no sense at all. And since I'm not a scripting genius with the ability to script a fix for a broken field hospital, I now have to get rid of the hospitals all together since they suck and don't do what they are supposed to do. Every time I search these forums, I never find anything that helps me. I have better luck searching google and the google results always direct me back to these forums. These forums need a search application that actual works.
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I was testing the first aid modules in the editor, and they all seem to work fine, but... when I am incapacitated, it still lets me crawl, but I cannot perform any actions. I crawled to a US field hospital (tent) and I was not able to get healed at all. A player performed first aid on me, which did not fully heal me, but I was then able to heal myself fully at the US field hospital. Why couldn't I get healed when I crawled into the field hospital?
Players that are incapacitated and crawl to a field hospital cannot get healed, is there a way I can make it so they can get healed when they crawl to a field hospital?
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Bon, can you point me in the direction of one of your missions that uses your method? Because the other method mentioned above doesn't work at all for me. I tried the script from this thread and if a non-pilot gets in and then gets kicked out and the hint then appears, and the real pilot then tries to get in after him, the real pilot then gets kicked too and is given the same hint message. I can only seem to get it to work if the leader is the pilot. I have only 1 friendly vehicle in my missions (Chinook). And I have only 1 pilot slot and I don't want anybody else flying. Is there a more simple approach I could use if there is only 1 vehicle and only 1 pilot in the squad?
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I wanted to make it so when players teleport to a small bunker, that they would then be crouched, since the roof is low and if the player is in 3rd person view, they wind up being teleported into the bunker and they can't see themselves because the bunker roof blocks their view, so I tried using: player setUnitPos "Middle"; but it doesn't work at all. Is there another way to make this work?
---------- Post added at 04:32 AM ---------- Previous post was at 03:53 AM ----------
Nevermind, I tried using this instead and it works fine now...
_telguy switchMove "amovpknlmstpsraswrfldnon_gear";
The animation doesn't work, but it does switch him to a crouched stance instantly.
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Yeah, it's fixed now.
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I would if I had more time
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I threw this script together fast and added it to a trigger system that checks when each player is alive and then adds the ability for each player to build a small sandbag wall. It works great when I preview it, but I knew it was going to bug when I tested it online. My friend built a sandbag wall, but I could not see the sandbag walls that he built, and he couldn't see the walls that I built. So I searched around and could not find a fix for this, so I decided to ask for help.
Here's the script:
build_cover.sqf
_unit = _this select 0; _id = _this select 2; _unit removeAction _id; _unit switchMove "AinvPknlMstpSlayWrflDnon_medic"; sleep 3; _cover1 = "Land_BagFenceShort" createVehicleLocal [0,0,0]; _cover2 = "Land_BagFenceShort" createVehicleLocal [0,0,0]; _cover1 setDir ((direction _unit) -180); _cover1 setPos (_unit modelToWorld [0,1.4,((position _unit) select 2)]); _cover2 setDir ((direction _unit) -180); _cover2 setPos (_unit modelToWorld [0,1.2,((position _unit) select 2) -0.6]); sleep 1; _unit addAction ["Build Cover", "cover_build.sqf","",1,false]; exit
I tested it a few different ways and couldn't get it fixed. But yeah, it sure is a fun script when I previewed it.
I tried this:
this addAction ["Build Cover", "cover_build.sqf","",1,false];
and i tried this:
if (local this) then {this addAction ["Build Cover", "cover_build.sqf","",1,false]};
But I'm no scripting god, so now I'm just lost.
It creates 2 sandbag walls stacked on top of each other, because when I tried building a wall on the side of a steep hill, the wall appeared hovering in mid air, so by creating a second wall below it that sinks into the ground, I was able to solve the hovering problem. Now I just need to make this script work so other players can see the wall online.
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It's been a while, but I decided to use this script again in another mission that I'm working on. This is the script I am currently using:
_unit = _this select 1; if ( !alive s1) then { hint "The Leader is currently dead"; } else { if ( vehicle s1 != s1) then { _unit moveInCargo MHQ; } else { if ( vehicle s1 == s1) then { _unit setDir direction s1; _unit setPosATL [ getPosATL s1 select 0, (getPosATL s1 select 1) - 1, getPosATL s1 select 2] }; }; };
This script was designed to work with a 14 man coop mission that uses only 1 transport vehicle named "MHQ" (either a Blackhawk or a Ural UNO truck since they can both hold 14 soldiers in cargo). What I would like to do is use the script in some missions that have more than 1 vehicle and have the script check to see if there is enough room in the vehicle when players choose to teleport to the leader when the leader is in a vehicle. So if the leader is flying a Littlebird and the passenger seat is full, the player that chooses "Teleport to Leader" at the base flag pole will receive a message that says, "The leaders vehicle cargo is currently full", or something like that.
The script I'm using now is set up to work with 1 vehicle called "MHQ".
I was hoping that somebody could help me get this script working so it could work with all vehicles that the leader is in and have the script check to see if there is room in the vehicle and if there is, then teleport the player into the vehicle, and if there are no available seats, then the player would receive a hint letting them know that the vehicle is currently full.
It would be a great script to use in missions that have a multiple vehicles of different capacities and more than 14 players. Hell, it would be a great script to add to any mission, giving the game that BF2 spawn on leader ability, only it would be a teleport to leader from base option instead. If only I could just get it set up correctly. Any help with this would be much appreciated.
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Same here, I need to get the chopper to run a script on respawn. I also need the chopper to respawn 30 secs after it gets destroyed and I can't seem to get that working either. It does respawn, but not in 30 seconds. It's the only thing holding up the completion of the mission that I've worked long hours on.
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ok, got it working, but my green tahomaB text refuses to show its shadow even though I have the shadow set to be true and the color set to black. I guess it's not that big a deal.
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Now I'm searching and reading everything about dialogs that I can find and how to make this work and I'm already losing my mind. lol. Is there a simple tutorial someplace for what I am trying to do?
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Yes this works well, thank you. But I'd prefer if the message would fade away after a few moments, but reappear if the player is hurt more. Or maybe have it always showing the current health in the bottom left or right corner of the screen instead of in a hint box, since the missions I make often have a hint box appear at times for certain completed tasks and other things and I'd rather not have a "% HP" hint box open the entire game.
I changed the above script to this:
nul = [] spawn { while {sleep 0.5;alive player} do { hintsilent format ["%1 Percent Health",(round (100 - (damage player * 110)))]; }; };
...so now if I were to, lets say, hit a tree while driving an ATV, the hint box then suddenly says something like, "82 Percent Health". And if I hit another tree, it updates and then says something like, "68 Percent Health".
Is there a way to make this appear at the bottom left or right corner of the game throughout the game without using a text box?
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I understand Carl, lol, but for me and my friends - domi is still overplayed, old and boring and the MHQ vehicle has too much bs wrapped into it - considering I don't make coop missions with more than 16 player slots. I just made another new mission using the load ammo crate script. I have no problems loading the crate onto the MHQ vehicle after the vehicle has been destroyed and respawns. Sometimes if another player loads the crate and then I go to unload it, the action will say load for me instead of unload, but then I just choose the load action and then unload action and it unloads it, but I do wish I could get that worked out - even though it's no big deal really.
Instead of just having the one crate at base that gets dragged all around everywhere, it would be cool if a new crate would instantly be created and already loaded onto the vehicle every time the vehicle respawns. I guess I could do it with a separate vehicle respawn script designed just for the MHQ vehicle. Hmm. The old crate that was left undamaged out in the battle could just remain in the battle indefinitely or delete on a timer.
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I'm trying to write a script that detects how much damage you have taken and then uses a hintsilent to let you know what your current health is. Here's is what I have written so far, but it doesn't work and before I try a zillion different ways to try to get it to work, I figured I would come here and ask the scripting gods for help. I have a trigger with like a 20000 radius set to repeatedly group to the player. It sidechats the message in the beginning, but then I hop on an ATV and slam myself into a wall to hurt myself, which is when it is supposed to tell me what my current health is, but the hints are not appearing, which means my script needs help. Thanks in advance.
s1 sideChat "starting health check system for player s1"; #loop if (_target == _this) && (damage _this > 0.9) && (damage _this < 1.0) exitWith { hintsilent "1 HP"; }; } else { if (_target == _this) && (damage _this > 0.8) && (damage _this < 0.9) exitWith { hintsilent "2 HP"; }; } else { if (_target == _this) && (damage _this > 0.7) && (damage _this < 0.8) exitWith { hintsilent "3 HP"; }; } else { if (_target == _this) && (damage _this > 0.6) && (damage _this < 0.7) exitWith { hintsilent "4 HP"; }; } else { if (_target == _this) && (damage _this > 0.5) && (damage _this < 0.6) exitWith { hintsilent "5 HP"; }; } else { if (_target == _this) && (damage _this > 0.4) && (damage _this < 0.5) exitWith { hintsilent "6 HP"; }; } else { if (_target == _this) && (damage _this > 0.3) && (damage _this < 0.4) exitWith { hintsilent "7 HP"; }; } else { if (_target == _this) && (damage _this > 0.2) && (damage _this < 0.3) exitWith { hintsilent "8 HP"; }; } else { if (_target == _this) && (damage _this > 0.1) && (damage _this < 0.2) exitWith { hintsilent "9 HP"; }; }; goto "loop"
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I thought that with the release of 1.56 that there was going to be a new scripting command that would give the ability to script a gun bag and tripod bag into the cargo of a vehicle. Does anybody know if this is possible yet? And if so, what is the command? I can't find a list of the new 1.56 commands anywhere.
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I have a radius 5 repeatedly vehicle trigger that is grouped to a littlebird so only the little bird can activate the specific trigger. The trigger *does work*, but after the little bird is destroyed and respawns back at base, I then hop in the littlebird and fly over to a service area and land on the helipad/trigger, but the trigger stops working. The trigger uses the condition...
this and ((getpos (thislist select 0)) select 2 < 1)
Does anybody know how to get this trigger to work after the vehicle respawns?
The reason why I have the trigger grouped to the littlebird is so that other other vehicles cannot activate it. Thanks in advanced.
---------- Post added at 11:27 PM ---------- Previous post was at 10:20 PM ----------
I figured it out. The way I fixed it was... I added a another trigger that detects when the littlebird respawns using as a condition...
alive littlebird
and for the trigger activation I used...
trigger1 triggerAttachVehicle [littlebird]
So I guess when the little bird respawns, it was no longer grouped to the trigger. By using "triggerAttachVehicle" I was able to regroup the trigger to the vehicle when it respawned.
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I have a 14 man coop mission where 8 bunkers need to be captured. I was hoping to use a progress bar for capturing each bunker, but never found any help on that, so for now a player simply enters one of the bunkers and activates a trigger and the bunker is then instantly captured. What I would like to do is add 10 points to the player that captured the bunker, not the entire team. The players are named s1 through s14. I have been reading this thread and a couple of other threads that discuss "addScore", but I'm still unsure of how to get this working correctly. Can anybody help me with this?
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Sounds good. Thanks.
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I attached a Tripod_bag and an MK19 bag to a truck, then when I used the action to detach it from the truck, the bags were then standing straight up, and for the life of me I can't seem to get them to lay flat. If I use "bag1 setVectorUp [0,0,1]" it still stands straight up. How would I get the bag to lay flat when detached from the vehicle, like when you carry it and then drop it and it is then lying flat.
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Yeah, it's a couple of months later, but I came back to this thread because I was wondering where the tripod bag is in the editor? Like, all I see is the actual weapon bags for a variety of different weapons, but I don't see just the tripod bag anywhere. I'm just getting tired of disassembling tripod weapons at base and shoving them into the back of a vehicle to take to the battlefield. It would be nice if it were possible to script a vehicle to already have a few tripod bags and weapon bags already in the vehicle. I mean... if I can put 3 tripod bags in the vehicle and 3 weapon bags in the vehicle while I'm playing the game, shouldn't there be a way to just script them into the vehicle ahead of time? Anybody?
---------- Post added at 09:15 AM ---------- Previous post was at 08:46 AM ----------
So I searched and found out that the tripod bag is called "Tripod_bag", so I scripted it into my mission. So now I have a bunch of tripod bags and mk19 bags near my ammo crate at base.
Is there anyway to script these things to already be inside a truck at missions start?
---------- Post added at 09:28 AM ---------- Previous post was at 09:15 AM ----------
Nevermind. I kept searching and came across this...
http://forums.bistudio.com/showthread.php?t=106571&highlight=bag+vehicle&page=2
so the answer is attachTo. Got it ;)
It actually sound like a fun scripting challenge.
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I once tried to drag my base outside the map borders and weird things started happening, like my flagpole actions were not accessible and other strange things.
Addon Blocker - Mod Blocker
in ARMA 2 & OA - Servers & Administration
Posted
I don't have a dedicated a server. If I host from my pc, is it possible to use this somehow?
equalModRequired = 1;
Would adding this line into the description.ext of a mission work? If not, how would I be able to make it work?