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Charles Darwin

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Everything posted by Charles Darwin

  1. Charles Darwin

    Arma2MySQL

    oh ok thats probably the issue with why i was having issues thank you sir ;) and no i get the idea of using GIT, just wanted to make sure that since I am basically beta testing that I have the most up to date files thanks again for taking the time to help me :)
  2. Charles Darwin

    Arma2MySQL

    Im not real familiar with git repositories and cant seem to get the new files? sorry for being a pain in the butt lol In exchange for helping me to figure things out Ill write a quick start guide if thats ok with you guys using old files you had for direct download, this is the error i get
  3. Charles Darwin

    Arma2MySQL

    NP ^^ from looking at the code I was pretty sure that was the issue just wanted to make sure it was that and not having to do with my limited SQL knowledge though from what I have seen thus far its fairly simple to understand. thanks for the reply :) Also as far as the SQL procedures is there anything that is required to run the PDB? *goes to fire up a dedi server*
  4. Charles Darwin

    Arma2MySQL

    Ok I admit Im not greatly knowledgeable on SQL but seem to be having an issue as it doesnt seem the scripts even attempt to run in the example mission I have set up an MySQL server put the info into the database file.. transferred the mission into my MPmissions folder and started it so its not on a dedicated server(which may be the problem) but testing it out before throwing it on a dedi server but when the mission loads nothing appears to start related to the arma2sql either in game or the rpt file
  5. Charles Darwin

    Draw on map?

    if you mean to draw on map while in game youre talking about a feature of ACE called ACE Tools
  6. you will still want to assign as driver otherwise the AI doesnt always realise he is a pilot
  7. if it works in editor but not in MP, the module must be placed..perhaps a waituntil command ?
  8. yeah that will run the script on the server and no one elses.. so since you are running the server you see it but no one else doe just add this any player unit's init line this addEventHandler ["init", "nul = player execVM 'intro.sqf'"]; this addEventHandler ["respawn", "nul = player execVM 'intro.sqf'"];
  9. how is it triggered? sounds like a locality issue. Remember you must run this on ALL clients in order to see the effect. Using AddEventHandler with an init event handler and possibly a respawn one as well you should be able to get it to work, just use the init and respawn event handlers to run that script when the players are initialized and when they respawn
  10. That would be global. Everything in editor is global then things change after load index
  11. best advice! best way to learn is to take up a project and just work your way through it
  12. I haven't begun work on it yet but I have plans to create something similar that will have set loadouts for several classes and will only allow a certain number of. Each class I am not sure when it'll be done but I am planning on starting tomorrow and will release it when I am done
  13. I am not so sure benny wants people editing his mission w/o him I know Domi maker Xeno doesn't care but benny i think does
  14. add this to the r1 script: trap = add this to the defuse script r1 removeaction trap; r1 addaction ["Gather AM/FM Radio parts","baseradio.sqf"];
  15. Charles Darwin

    Remove action - Repair

    Does it absolutely have to be an engineer? couldnt you just make it a regular soldier with engineer only in the description
  16. I was thinking of just counting alldead in thislist but also not sure if that will work. I wonder if I created a game logic when the player dies and set the variable in the game logic and then simply used a while to set position of game logic to the nearest dead body until the dead body disappears and then delete the game logic because max there would only be 30 to 40 game logics created at the most.
  17. Lol like I said that stupid voice recognition but anyways what would I use then to see which players body has been returned to base? I guests I could just make it that first in the array is first out if any bodies are returned but would like to make it linked to your specific player so that anyone who lone wolfs and gets way out from the other players gets punished because the other players will have to take his specific body back to base before he will resspawn so the harder it is for other players to get to your body the harder it is for you to respawn
  18. I am not sure if you were responding to my question or not. But if you were my purpose for this is not to delete dead bodies but what I would like to do is Link the player and his corpse. And what would happen is the player would respond in spectator mode In a locked location away from the living players the living players would then have to retrieve the dead body and transport it back to base and when the dead body of that player is returned to face he then exit spectator mode and it is transported to base basically it would make a mission a response michigan but would encourage players to not die and if they do diet to make sure they do so near other players. I know that most servers would not want to run missions like this but the server I play on wood
  19. Not trying to steal the topic but my question deal almost directly with this topic so I thought it made more sense to post my question here then make a new thread. I have read all of the posts in this thread but was confused what I would like to do is link players with their dead bodies so that I can reference this link later. It's a variable and get variable do not work on dead bodies after a short. Of time would it be possible to somehow I attach a game like 8 to the dead body that I could set variable to? Sorry using voice recognition on my phone my question is is it possible to attach a game logic to the player course that I could reference later?
  20. I spent about an hour racking my brain on why a script wasn't working only to find out that I had done exactly that I had created a second mission folder to save the original files so that as I was editing them I did not change 1 that was working semi well and discovered that I was editing 1 mission and testing the other 1. Lol
  21. Charles Darwin

    Randomly Select Unit in Trigger

    awesome seems to be working perfectly now! thanks guys not sure why the bis function didnt work the first time, but it does now!
  22. Ok so trying to randomly select a player unit inside a trigger and execute a small bit of code. in the init: [] execVM "spy.sqf"; spy.sqf: if (isserver) then{ _triglist = list triggerone; _count = count _triglist; _num = round(random _count); _spy = _triglist select _num; }; hint format["%1 is a spy!", _spy]; _spy setvehiclevarName "spy"; code to be executed: if("spy" == vehiclevarName player)then{bugaction = CO addAction ["Bug Commander", "bug.sqf"]; ["You are the Spy!"] spawn BIS_fnc_infoText; sleep 7;["Plant the GPS Bug","on your Commander!"] spawn BIS_fnc_infoText;}; _index = spy addMPEventHandler ["mprespawn", {bugaction = CO addAction ["Bug Commander", "bug.sqf"];}]; but it doesnt seem to find anyone in the trigger area as it always says null or any is spy
  23. Charles Darwin

    Randomly Select Unit in Trigger

    ah i wasnt naming them before that could be problem..is there way to get the player's name..ie not the variable name but the player's profile name when the unit has a variable name? Id like to west team to know which enemy team member is the spy so right now it says "p1 is a spy!" id like it to say "Charles Darwin is a spy!"
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