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About demonized

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  1. Dont think that works in MP, but i hope i am wrong. If that does not work, try a simple loop in unit init. _null = this spawn { if (!local _this) exitWith {}; while {true} do { waitUntil {sleep 0.5; alive player AND player != leader (group player)}; (group player) selectLeader player; }; }; will run until mission end, and when player is alive and not a teamleader, he will be teamleader.
  2. a trigger with anybody present END type trigger Condition: !alive HVTname OR !(HVTname in thisList) on act: hint "HVTname is either dead or not in the area anymore - mission end";
  3. modifying code from DreadedEntity, using assignedCargo to get only passengers of boat. //code assumes all the boats are named using the editor { { _boat = _x; //dead units can't get out so there's no point in wasting processing time ordering them to if (alive _x AND _x in (assignedCargo _boat)) then { unassignVehicle _x; doGetOut _x; }; } foreach crew _x; } forEach [boat1, boat2, boat3, boat4];
  4. must be related to the wasteland revive system, check in there to find what gives suicide and do your code around that. best ask in wasteland thread.
  5. using isKindOf command witk the cfgVehicles list and you can get loosely or very specifically what killed the unit together with a "killed" eventhandler; note that this is not the cfgVehicles list for arma3, but will give you an idea what to search for when using subgroups, Landvehicle is car is hmwwtow, air is helicopter etc... example: this addEventHandler ["Killed", { _killer = _this select 1; _vehicle = vehicle _killer; if (_vehicle isKindOf "Man") then { hint "its a man"; }; if (_vehicle isKindOf "Tank") then { hint "its a tank"; }; if (_vehicle isKindOf "Plane") then { hint "its a plane"; }; if (_vehicle isKindOf "Helicopter") then { hint "its a helicopter"; }; if (_Vehicle isKindOf "HMMWVTOW") then { hint "its a hmww with tow missiles"; }; }];
  6. try this: place in the init of one of the groupmembers, myGroupName = group this; use the count command with alive in the trigger statement. _emptytrigger setTriggerStatements["{alive _x} count units myGroupName == 0", "hint 'group killed'", "hint 'done'"];
  7. demonized

    heal self

    youre absolutely right, my bad, was at work writing with phone, and obviously not focused :) try this place a global variable in init.sqf: zone1 = true; place a trigger with anyone present, repeatedly. in condition place: zone1 and this on activation: {_x setDammage (getDammage _x + 0.1)} foreach units thisList; zone1 = false; on deactivation: zone1 = true;
  8. demonized

    heal self

    Easy way: repeatedly trigger. Anyone present. { _x setDammage 0.1; } foreach (units thisList); Where you can change amount of damage and the time on trigger. Will damage alle units inside trigger x amount / seconds. ---------- Post added at 11:20 AM ---------- Previous post was at 11:15 AM ---------- Can also use a if statement to determin if unit is in a vehicle or not inside the foreach statement. if (vehicle _x == _x) then {_x setDammage 0.1};
  9. demonized

    trigger condition !alive

    maybe add in setTriggerActivation
  10. from another thread the solution was to weapon setDammage 1;
  11. demonized

    heal self

    wrong classname for toolkit.. "ToolKit"
  12. demonized

    Ammo supply questions

    https://community.bistudio.com/wiki/addMagazineCargoGlobal upon seeing it will be globally broadcasted, i would think you might need to enclose it to only server. if (isServer) then {this addMagazineCargoGlobal["100_Rnd_762_Mag_Belt_TR",30]}; its all depending on type of "respawn" and if you process init or just run the code in the respawn script. Only run the code once, no matter how you do things.
  13. demonized

    Ammo supply questions

    you call the script with //nul = [this] execVM "AAF_Ammo.sqf"; wich would make the crate _this select 0 in the script itself, but you are using _this wich will actually make _this [this] in the script, wich obviously is wrong
  14. demonized

    heal self

    just make use of the condition parameter in addAction: this addAction ["Heal self", "(_this select 1) setDammage 0", nil, 6, true, true, "", [color="#FF0000"]"(getDammage _target) != 0 AND _this == _target AND 'Medikit' in (items _this)"[/color]];
  15. I havent looked at that script in years, i will take a look when i get the chance to.