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Blakestophen

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About Blakestophen

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  1. Blakestophen

    Hit Event Handler Effects

    Thanks for the help, but I guess I didn't say that this is a multiplayer mission. I used this: this allowDamage false; this addEventHandler ["HitPart", {_this select 0 execVM "switchside.sqf"}]; but I had no need to do something to the hunter so I used _target in the sqf like this: params ["_target"]; [_target] joinSilent hunters; // "Exported from Arsenal by Blakestophen"; // "Remove existing items"; removeAllWeapons _target; removeAllItems _target; removeAllAssignedItems _target; removeUniform _target; removeVest _target; removeBackpack _target; removeHeadgear _target; removeGoggles _target; // "Add containers"; _target forceAddUniform "CUP_U_O_RUS_Gorka_Partizan_A"; _target addItemToUniform "FirstAidKit"; _target addItemToUniform "ACE_Banana"; _target addItemToUniform "ACE_CableTie"; _target addItemToUniform "ACE_bodyBag"; _target addItemToUniform "ACE_IR_Strobe_Item"; _target addItemToUniform "ACE_MapTools"; _target addItemToUniform "ACE_microDAGR"; _target addItemToUniform "ACE_SpraypaintRed"; _target addItemToUniform "ACE_Flashlight_XL50"; _target addVest "CUP_V_RUS_Smersh_1"; for "_i" from 1 to 6 do {_target addItemToVest "CUP_30Rnd_Sa58_M_TracerG";}; for "_i" from 1 to 3 do {_target addItemToVest "CUP_8Rnd_9x18_MakarovSD_M";}; for "_i" from 1 to 2 do {_target addItemToVest "ACE_HandFlare_Green";}; for "_i" from 1 to 2 do {_target addItemToVest "ACE_Chemlight_HiWhite";}; _target addHeadgear "CUP_H_RUS_Beret_Spetsnaz"; _target addGoggles "G_Balaclava_oli"; // "Add weapons"; _target addWeapon "CUP_arifle_Sa58RIS1_des"; _target addPrimaryWeaponItem "CUP_acc_Flashlight_desert"; _target addWeapon "CUP_hgun_PB6P9"; _target addHandgunItem "CUP_muzzle_PB6P9"; _target addWeapon "ACE_Vector"; // "Add items"; _target linkItem "ItemMap"; _target linkItem "ItemCompass"; _target linkItem "ItemWatch"; _target linkItem "tf_fadak"; _target linkItem "ItemGPS"; _target removeEventHandler ["HitPart", 0]; This works perfectly when I test it in single player, but when I tested it on our group's dedicated server, the player who is shot gets all intended equipment except for weapons. He also starts with NVGs, and when he is hit he doesn't lose them. I don't get any script errors in single player or multiplayer.
  2. I'm developing a game of hide and seek for my community. The problem I've encountered is figuring out how to have the hiders become seekers once they are found. To do this, I have the seekers with weapons shoot the hiders, and have an event handler in the init of every hiding unit that runs a script to change faction and equipment. I have a couple of problems: 1. The hiding units have allowDamage false, since I don't want them to die when they are found and shot. This means most damage-detecting event handlers do no work. 2. I don't know how to have the script effect the hiding unit who is shot, and not the seeker who shoots. This is one configuration I had that worked, except it effected the shooter and not the hider. Hiding Unit init: this allowDamage false; this addEventHandler ["HitPart", {this execVM "switchside.sqf"}]; switchside.sqf this joinSilent hunters; // "Exported from Arsenal by Blakestophen"; // "Remove existing items"; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; // "Add containers"; this forceAddUniform "CUP_U_O_RUS_Gorka_Partizan_A"; this addItemToUniform "FirstAidKit"; this addItemToUniform "ACE_Banana"; this addItemToUniform "ACE_CableTie"; this addItemToUniform "ACE_bodyBag"; this addItemToUniform "ACE_IR_Strobe_Item"; this addItemToUniform "ACE_MapTools"; this addItemToUniform "ACE_microDAGR"; this addItemToUniform "ACE_SpraypaintRed"; this addItemToUniform "ACE_Flashlight_XL50"; this addVest "CUP_V_RUS_Smersh_1"; for "_i" from 1 to 6 do {this addItemToVest "CUP_30Rnd_Sa58_M_TracerG";}; for "_i" from 1 to 3 do {this addItemToVest "CUP_8Rnd_9x18_MakarovSD_M";}; for "_i" from 1 to 2 do {this addItemToVest "ACE_HandFlare_Green";}; for "_i" from 1 to 2 do {this addItemToVest "ACE_Chemlight_HiWhite";}; this addHeadgear "CUP_H_RUS_Beret_Spetsnaz"; this addGoggles "G_Balaclava_oli"; // "Add weapons"; this addWeapon "CUP_arifle_Sa58RIS1_des"; this addPrimaryWeaponItem "CUP_acc_Flashlight_desert"; this addWeapon "CUP_hgun_PB6P9"; this addHandgunItem "CUP_muzzle_PB6P9"; this addWeapon "ACE_Vector"; // "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ItemWatch"; this linkItem "tf_fadak"; this linkItem "ItemGPS"; I tested this and I successfully did what I wanted, except on the wrong unit. Now I am experimenting with MPHit and other event handlers, but this won't let me use allowDamage. Is there anyway to change this code I posted to effect the one who is shot and not the shooter?
  3. Blakestophen

    The Username Change/Merge Thread

    Please merge this account with "Blakestophen" and rename it to that, will PM email, thanks.
  4. Hello, I have a few problems with my mission. I have a trigger that needs to be set by the death of any civilian, or any created by the Ambient Civilians Expansion Module. Once the civilian dies he sets off a trigger that will use bis fnc spawnGroup to spawn a Takistani Militia Group outside of the town, which is the first wave. Now this just spawns a random group. Is there anyway to get this group to have a waypoint when they spawn in to move into the town? I also need this trigger to be repeating. I need infinite waves of militia that keep trying to move into town. Any help is appreciated, thanks guys!
  5. Blakestophen

    3D Performance?

    I don't have 1 clue about this problem. It happens when you start ArmA and see those Check marks and squares. A little window pops up and says," No entry 'C:\Users\Blake\Documents\ArmA2\ArmA2OA.cfg.3D_Performance'. It doesn't crash ArmA and I don't really now what this does. I haven't played ArmA without this at startup, so I don't know what the effect is. Someone please help :). I wanna know I I can fix this. P.S. Does anyone else have this problem?
  6. Blakestophen

    combining arma 2 and arma 2 AO

    Hi Unfortunately you aren't able to merge them :( unless you buy a another version called ArmA 2 Combined Operations. I am not aware if you can merge them, but you should probably try install the original ArmA 2 first. If you do buy ArmA 2 CO it includes all the factions,weapons,units,campaigns, and vehicles from both OA and the original. ArmA 2 CO comes with a normal ArmA 2 USMC cover disc, while CO is really ArmA 2 OA's disc except BI gives you a CD key with a special code that unlocks the original ArmA 2 with OA. Have a nice Killing Spree. P.S. My first post even though I have had ArmA 2 since the release and ArmA 2 CO since it's release.
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