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Mangled

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Everything posted by Mangled

  1. Is there suppose to be 2 cases for west side?
  2. Im trying to restrict uniforms for each side. It doesn't seem to be working. Does anybody know what I'm doing wrong? In the config.sqf I put in the code below: if (playerside == west) then { vas_r_weapons = []; vas_r_items = ["U_I_CombatUniform","U_I_CombatUniform_shortsleeve ","U_I_CombatUniform_tshirt","U_I_GhillieSuit","U_ I_HeliPilotCoveralls","U_I_OfficerUniform","U_I_pi lotCoveralls","U_I_Wetsuit","U_O_CombatUniform_oca mo","U_O_CombatUniform_oucamo","U_O_GhillieSuit"," U_O_OfficerUniform_ocamo","U_O_PilotCoveralls","U_ O_SpecopsUniform_blk","U_O_SpecopsUniform_ocamo"," U_O_Wetsuit"]; vas_r_goggles = []; }; if (playerside == east) then { vas_r_weapons = []; vas_r_items = ["U_B_CombatUniform_mcam","U_B_CombatUniform_mcam_t shirt","U_B_CombatUniform_mcam_vest","U_B_CombatUn iform_mcam_worn","U_B_CombatUniform_sgg","U_B_Comb atUniform_sgg_tshirt","U_B_CombatUniform_sgg_vest" ,"U_B_CombatUniform_wdl","U_B_CombatUniform_wdl_ts hirt","U_B_CombatUniform_wdl_vest","U_B_GhillieSui t","U_B_HeliPilotCoveralls","U_B_PilotCoveralls"," U_B_SpecopsUniform_sgg","U_B_Wetsuit","U_I_CombatU niform","U_I_CombatUniform_shortsleeve","U_I_Comba tUniform_tshirt","U_I_GhillieSuit","U_I_HeliPilotC overalls","U_I_OfficerUniform","U_I_pilotCoveralls ","U_I_Wetsuit"]; vas_r_goggles = []; }; if (playerside == independent) then { vas_r_weapons = []; vas_r_items = ["U_B_CombatUniform_mcam","U_B_CombatUniform_mcam_t shirt","U_B_CombatUniform_mcam_vest","U_B_CombatUn iform_mcam_worn","U_B_CombatUniform_sgg","U_B_Comb atUniform_sgg_tshirt","U_B_CombatUniform_sgg_vest" ,"U_B_CombatUniform_wdl","U_B_CombatUniform_wdl_ts hirt","U_B_CombatUniform_wdl_vest","U_B_GhillieSui t","U_B_HeliPilotCoveralls","U_B_PilotCoveralls"," U_B_SpecopsUniform_sgg","U_B_Wetsuit","U_O_CombatU niform_ocamo","U_O_CombatUniform_oucamo","U_O_Ghil lieSuit","U_O_OfficerUniform_ocamo","U_O_PilotCove ralls","U_O_SpecopsUniform_blk","U_O_SpecopsUnifor m_ocamo","U_O_Wetsuit"]; vas_r_goggles = []; };
  3. Im trying to restrict uniforms for each side. It doesn't seem to be working. Does anybody know what I'm doing wrong? In the config.sqf I put in the code below:
  4. Mangled

    Simple Mortar script

    To assign it to an individual unit. Remove the line from your init or trigger and assign it to an individual units init. To have the unit respawn with the same capabilities, give the unit a name for instance "Bob" In your init.sqf, add this line: Cheers!
  5. [TVT/Coop] Cache_Hunt Based on the original alpha version Fock[ers] cache hunt, this version has been modified to work on Altis. The object of the mission is for both teams to seek and destroy the cache. The cache is randomly generated and placed on the map; Either hidden in a house, on the balcony or in the yard. Could be a challenge at times to find the cache as they are well hidden. The mission features smart AI which will thoroughly check every house and corner within the zone. AI could be disabled or enabled along with recruiting AI. To add to the fun, this mission can easily be turned into a Cooperative gameplay where players join alliances and fight the AI. They could be just as competitive and will definitely show no mercy. Latest build v6.5 - Includes 2 missions "TVT32_Sm_Cache_Hunt" and "TVT60_Lg_Cache_Hunt" >>Download<< Mirror - Armaholic (May not be up to date) Thanks to Mikie Boy and his team who made this possible!
  6. Mangled

    [TVT/Coop] - Cache_Hunt

    Update to v6.5 - 19/11/2013 -Cleaned up scripts -Removed stealth-stick's "explosive to vehicle" -Added vehicle unlocks -Some minor tweaks
  7. Mangled

    [TVT/Coop] - Cache_Hunt

    Update to v6.2 - 10/11/2013 -Added Ranks! -Updated VAS with 2.1 hotfix -Added new sounds -Many other tweaks
  8. Mangled

    [TVT/Coop] - Cache_Hunt

    Update to v6.1 - 06/11/2013 -Updated VAS to v2.1 -Updated vehicle respawn script -Added briefing and tasks -Increased vehicle respawn time on Sm_Cache_Hunt
  9. Mangled

    [TVT/Coop] - Cache_Hunt

    Update to v6 - 04/11/2013 -Updated =BTC= Revive to v0.95 -Added FOBS by ei8ght -Fixed HALO bug :: will now be available when helos respawn on Lg_Cache_Hunt
  10. Mangled

    [TVT/Coop] - Cache_Hunt

    Update to v5.9 - 02/11/2013 -Added option to restrict 3rd person view for infantry only -Cleaned up init and removed functions -Fixed "airstrike" respawn bug for spotters on Lg_Cache_Hunt :: Spotters will now have the option to call for air strike after respawn -Located bug: HALO option will not be available when helos respawn
  11. Hi, Im trying to get an mhq to respawn with the VAS option. I cant seem to get it to work. In the init.sqf I have: Can anyone tell me what Im doing wrong? Thanks!
  12. Mangled

    =ATM= Airdrop [A3] - Beta

    The script works however once the chopper respawns, the HALO option is gone. Is there a way to fix this? I tried to add this to init.sqs with: if (vehicleVarName "chopper1") then { this addMPEventHandler ["MPRespawn", {this addAction["<t color='#ff9900'>HALO jump</t>", "ATM_airdrop\atm_airdrop.sqf"]}]; }; though it doesn't work. Is there something im doing wrong?
  13. Mangled

    [TVT/Coop] - Cache_Hunt

    Update to v5.8 - 29/10/2013 -Added mod support for ACRE -Added parameter option to enable/disable ACRE
  14. Mangled

    [TVT/Coop] - Cache_Hunt

    Update to v5.7 - 28/10/2013 -Fixed Recruiting/Group HUD -Added civilian traffic parameter to Lg_Cache_Hunt -Added Stealthstick's "Explosive-To-Vehicle" Script -Updated markers
  15. Thank you! Script is working great!
  16. Mangled

    [TVT/Coop] - Cache_Hunt

    Update to v5.6 - 27/10/2013 -Added TAW view distance script -Added parameter to disable/enable ambient civilians on Lg_Cache_Hunt -Fixed JW Custom Air Support respawn bug for spotter class on Lg_Cache_Hunt -Increased vehicle respawn to 2 minutes for ground vehicles, 3 minutes for transport helos and 5 mins for attack helos on Lg_Cache_Hunt -Added VAS to MHQ on Lg_Cache_Hunt
  17. Mangled

    [TVT/Coop] - Cache_Hunt

    Update to v5.5 - 26/10/2013 -Added new parameter options to Sm_Cache_Hunt to enable/disable civilian casualties -Modified timelimit parameter -Added flip vehicle option to players -Added HALO jump option from helicopters on Lg_Cache_Hunt
  18. I cant seem to get this to work. I've tried to call the eventhandler on the player init field but it doesn't work with the new code. How do you run it on client side?
  19. Mangled

    [TVT/Coop] - Cache_Hunt

    Repacked mission folder. Updated download link
  20. Mangled

    [TVT/Coop] - Cache_Hunt

    Update to v5.4 - 25/10/2013 -Fixed restriction zones -Added support vehicles to Lg_Cache_Hunt -Tweaked AI -Removed HUD for countdown clock
  21. I have the same issue... any fixes? ---------- Post added at 10:12 PM ---------- Previous post was at 08:59 PM ---------- I figured it out. Add this script to the top of the init.sqf and add another line below the script sleep 20;
  22. Mangled

    [TVT/Coop] - Cache_Hunt

    Update to v5.3 -Fixed intro bug that prevented mission to work on dedicated servers -Added two spotter and sniper classes to each faction on Lg_Cache_Hunt
  23. Mangled

    [TVT/Coop] - Cache_Hunt

    Update to v5.2 -Increased player limit to 32 on Sm_Cache_Hunt -Added artillery "Close Air Support Field System by JW Custom" Script to Lg_Cache_Hunt :: Only the spotter can call artillery -Fixed =BTC= Logistics script error -Removed broken functions Restzones and =BTC= Tk punishment
  24. Mangled

    [TVT/Coop] - Cache_Hunt

    Thank you for catching that! I will update that on the next version.
  25. Mangled

    [TVT/Coop] - Cache_Hunt

    Update to v5.1 -Fixed Timelimit function -Increased weapon area size marker for Lg_Cache_Hunt -Fixed score HUD -Changed description
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