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zooloo75

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Everything posted by zooloo75

  1. zooloo75

    ArmA2 OA has stopped working

    The only thing I added was Facetracknoir, and that was in a zip - no installation.
  2. You could do a setvelocity that throws the player at the targeted player. You can also do a switchmove that changes the player to a prone position. IMO that would look close to a tackle. When the player's distance to the target is < 1 then make the target go prone too.
  3. I was always told that creating a dialog was a very difficult task, so I always put off learning how to make one. I looked at your example and understood it immediately. Again, thanks! :) This tutorial helped me make an iPhone that players can use on my Life server. http://oi45.tinypic.com/24mte1z.jpg (423 kB) This thread should be stickied.
  4. Thanks Iceman! This has helped a lot!
  5. Of course it's possible :) execVM "cratexyz.sqf"; execVM "crate_rangeTables.sqf"; execVM "crate_vision.sqf";
  6. I wondered this too. Would save a lot of file size in missions when you could just tint a texture to a certain color instead of having to create a new paa.
  7. zooloo75

    Get UID

    Create an array that contains all the PLAYABLE units.
  8. zooloo75

    setVehicleIni is this correct ?

    Look at your quotes. The way the engine reads your code is like this... create Objects.. blar blar blar _ied setVehicleInit "null= [this,100] execVM " //It doesn't know what to do here, so it just fails to do anything and stops the script. scripts\InitIED.sqf"; // this is cut off. processInitCommands; // this is never ran.
  9. Yea, it would be better to just create your own score system *shouldn't be too hard*
  10. That's the only addon I know that does it, but it's for the LB. I made one for cars. The passengers of a vehicle can press Backspace to enter driveby mode. It does an attachto, placing them at predefined points which I had to make for almost all of the base classnames for cars. It works flawlessly. It puts the player in a kneeling animation, (but I don't know how to force the player to stay like that and not go prone. I put an eventhandler for the keypress of the Z key, but for some reason it won't block that key. I also put a while do loop that runs every 2 seconds that puts them back into the kneel position, it works, but that effect isn't visually pleasing.), the player then uses Q and E to look back and forth, X and C to look left and right, and R to reload. They then press backspace again to get back into a cargo seat of their vehicle. The system works though. If anyone would like to see the code, then I'd be happy to pretty it up and paste it here.
  11. Awww. I hope they include a command that finds that in a patch. It would help out my driveby script a lot!
  12. First, create a variable which will determine whether or not you can access an ATM. Set it to false or 0. Now goto the bank robbing script, and set the variable you created to either true or 1. In the ATM script, do an if exitwith statement which checks if the variable is true or 1. on the exitwith, put something that tells the player that they cannot use the ATM. You can also add a timer script which does a waitUntil for the variable to equal true or 1. Once the condition is met, it will do a countdown which will reset the variable to false or 0 after a certain amount of time.
  13. What about a function that gives the cargo index of a unit that is in a vehicle? Would help me a lot :)
  14. zooloo75

    Stolen map/mission

    Already beat you to it xD Not a contest though :)
  15. zooloo75

    Stolen map/mission

    To actually answer your question and solve your issue, you can put in certain counter-measures to give mission thieves a hard time running your mission. Take certain variables and remove them from the mission, but put them on your server and publicvariable them so they are sent to the client. Put things such as small arrays or initialization type variables that are essential to play the mission. For example. Let's say I have a script that goes something like this - (execVM "missionInitializations.sqf") and the missionInitializations.sqf contains a bunch of variables for the player to use. Instead of having that in the mission, you can put a publicvariable after each var in the sqf and have it send to all the clients (but put the file in your server's arma2 install directory). If you need further help, PM me or ask here.
  16. It might be possible by assigning units to an array which will represent the sides. Then make each array of units doFire at members of an opposing array if they are in sight. Just a thought.
  17. zooloo75

    Modern Life-RP

    I can help script. I've had about 2 years experience with Chernarus Life.
  18. The "500" is used as the radius of the sound.
  19. class sound1 { name = "sound1"; sound[] = {"\music\sound1.ogg", 1, 1, 500}; titles[] = {}; }; Fixed.
  20. A cover system similar to Far Cry 3.
  21. I'm wondering if it is possible to have a variable be named dynamically - and if it's possible, then how is it done? I'm thinking of something like 1_health 2_health 3_health n_health Just a continuation, and have it based off of each player or object.
  22. In the new version, after the nag screen, the RCON stops responding. I found a fix though - delete the db file in C:\Users\USERNAME\AppData\Roaming\ArmA 2 RCon I guess it's some incompatibility with older files.
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