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EACC

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About EACC

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  1. Sorry if im reposting this issue but i thought it was important. On the SOCR - M2/MK19 and also on the SOCR Heavy - M2/MK19 there's something messed up with the commander seat. you can crew the gun but if you're standing outside or in 3rd person view you can see that the is unmanned (when its actually already occupied). Sry for my bad english. Also a great addon! :)
  2. Thanks for quick reply people. You've helped me alot! :)
  3. Hey im working on my first addon and i dont have alot of experience of working in oxygen2. So here's my problem: When i shoot with the pistol the shoots go 90 degrees to the right instead of going straight forward. Believe me this makes shooting really hard! Also how can i make the muzzleflash appear at the end of the barrel?
  4. Okay, well that sucks lol! I guess ill have to find a workaround then and use the addaction to the player. it will look a bit silly though :) Thanks! //EACC
  5. Thank you all! Sorry for really late reply! :) // EACC
  6. Hey i need help with a script to drag out dead players and Ai from vehicles. the problem is that i give the action to players vehicle since adding to the player give some problems. so how can i find the player in (vehicle player) that the script is assigned to? Thanks! // EACC #Theaction ?vehicle _player != _player : _Act = vehicle _player addaction ["Pull out Player from vehicle", "Pullout.sqs"] Pullout.sqs _Player = _this select 0 _Aliveplayer = _this select 1 _id = _this select 2 #Pullout _Player removeAction _id _Aliveplayer playmove "Medic" ~4 >>>>>> _player setpos (position _aliveplayer) <<<<<<< exit
  7. Hey i need help with a script to drag out dead players and Ai from vehicles. the problem is that i give the action to players vehicle since adding to the player give some problems. so how can i find the player in (vehicle player) that the script is assigned to? Thanks! // EACC #Theaction ?vehicle _player != _player : _Act = vehicle _player addaction ["Pull out Player from vehicle", "Pullout.sqs"] Pullout.sqs _Player = _this select 0 _Aliveplayer = _this select 1 _id = _this select 2 #Pullout _Player removeAction _id _Aliveplayer playmove "Medic" ~4 _player setpos (position _aliveplayer) exit
  8. Hi! :) I have a problem with onmapsingleclick. When you have activated it you can press on the map tons of times and place artillery there but is there a way to like... turn it off? >.< Here the codes btw! Launch.sqs: ?!local player : exit player Sidechat "Click on map"; onMapSingleClick "[_Shift, _Pos] exec ""Radio\Cluster.sqs""; True"; Cluster.sqs: #Bomb ?Bombbusy : Player sidechat "Artillery is busy!"; exit Bombbusy = true publicvariable "Bombbusy" Cash = Cash - 500 player sidechat format ["your cash is now %1",Cash] player sidechat "Estimated impact: 25 seconds!" ~25 player sidechat "SPLASH!" _Pos = _This select 1 _Launcher = "Logic" Camcreate [0,0,0]; _Launcher setpos (_pos) _Bomb1 = "Laserguidedbomb" _Bomblet = "Heat73" _Many = 20 #Firststage _explosion = Getpos _Launcher _cx = _explosion select 0 _cy = _explosion select 1 _cz = _explosion select 2 _RH = Random 100 + 200 _tempObj = _bomb1 camCreate [_cx, (_cy) - 10, (_Cz) + _RH] _RX = Random 10 - 5 _RY = Random 10 - 5 _RZ = Random 40 + 60 _tempObj setVelocity [_RX, _RY, -_RZ] #60 _RH2 = Random 10 + 90 ?getpos _tempobj select 2 < _RH2 :goto "boom" ~0.01 goto "60" #Boom _tempObj setVelocity [0, 0, 0] _explosion2 = getpos _Tempobj _Cx2 = _explosion2 select 0 _Cy2 = _explosion2 select 1 _Cz2 = _explosion2 select 2 _tempObj2 = _bomb1 camCreate [_cx2, _cy2, _Cz2] _Count = 0 #secondStage ~0.000001 ?_count == _Many : goto "Exit" _SRX = random 190 - 95 _SRY = random 190 - 95 _SRZ = random 40 + 180 _CxR2 = _CX2 + random 3 + 6 _CyR2 = _CY2 + random 3 + 6 _CzR2 = _CZ2 + random 1 + 2 _tempObj = _Bomblet camCreate [_CXR2, _CYR2, _CZR2] _tempObj setVelocity [_SRX, _SRY, -_SRZ] _Count = _count + 1 goto "secondstage" #Exit Bombbusy = false publicvariable "Bombbusy" deletevehicle _Launcher exit Have a nice weekend! ;) //EACC
  9. Thanks for the Quick replies. I got it all sorted out and it works. And i know im no genious at scripts but i've just started with scripting. Maybe a year or so. But i will check out the links and hopefully get a little better at it :) Thanks again! // EACC
  10. Hi me and my friend were playing on a map i just made. the problem is that he cant buy units or weapons like i can from the host computer. but he can still buy vehicles. Heres the scripts SSoldier.sqs: _Shop = _this select 0 _Pos = Barracks _caller = _this select 1 _id = _this select 2 _Price = 100 ?(side _Caller == west) : goto "pay" ?(side _Caller == East) : Hint "You're not allowed to buy this soldier"; exit #Pay ?(Cash >= _Price) : goto "Buy" ?(Cash < _Price) : goto "Nocash" #Buy "SoldierWB" createUnit [position _Pos, Group _Caller, "Man = this"] [Man] exec "Ai.sqs" Cash = Cash - _Price _caller sidechat format ["your cash is now %1",Cash] exit #nocash _caller sidechat "You dont have enough cash!" exit ShopA.sqs: _Shop = _this select 0 #West ?(Side player == west) and player distance _shop <= 10 : Goto "addW" ~1 goto "West" #West2 ?(Side player == west) and player distance _shop > 15 : Goto "removeW" ~1 goto "West2" #Addw _Actw1 = _shop addaction ["Recruit Soldier/100$","Soldiers/SSoldier.sqs"] goto "West2" #removew _Shop removeAction _Actw1 goto "West" And here's the vehicle script which works Buyjeep.sqs: _Shop = _this select 0 _Pos = Mark1 _caller = _this select 1 _id = _this select 2 _Price = 200 ?(side _Caller == west) : goto "pay" ?(side _Caller == East) : Hint "You're not allowed to buy this vehicle"; exit #Pay ?(Cash >= _Price) : goto "Buy" ?(Cash < _Price) : goto "Nocash" #Buy _Car = "Jeep" createvehicle (position _Pos) _Car setdir (getdir _pos) Cash = Cash - _Price _caller sidechat format ["your cash is now %1",Cash] exit #nocash _caller sidechat "You dont have enough cash!" exit Shop.sqs: _Shop = _this select 0 #West ?(Side player == west) and player distance _shop <= 10 : Goto "addW" ~1 goto "West" #West2 ?(Side player == west) and player distance _shop > 15 : Goto "removeW" ~1 goto "West2" #Addw _Actw1 = _shop addaction ["Buy Jeep/200$","buyjeep.sqs"] goto "West2" #removew _Shop removeAction _Actw1 goto "West" Thanks in advance! :)
  11. Okay i got this to work but the message "You killed a civilian" still shows up. Any solutions on that? :D And ahh... the solution was to make multiple triggers foreach player that executed the "penalty.sqs" script
  12. > Hi! > Im trying to make a mission with a "Civilian killing penalty" script. > But when a player on another computer kills a civilian the host gets the > cuttexts and the actual killer gets the setpos command resulting that > he's the one going to jail. > Could be that the script only runs properly on the host computer. > is there anyway to solve this limitation? > > here's the code btw > > > ;;Every civilian on map has this script executed wtih a trigger > > Civ.sqs > > _Civ = _this select 0 > > _Civ addEventHandler ["killed",{_this exec "civKill.sqs"}] > exit > > > __________________________ > > Civkill.sqs > > _killerA = _This select 1 > > ?(_KillerA == S1) : _KillerI = S1 > ?(_KillerA == S2) : _KillerI = S2 > ?(_KillerA == S3) : _KillerI = S3 > ?(_KillerA == S4) : _KillerI = S4 > ?(_KillerA == S5) : _KillerI = S5 > ?(_KillerA == S6) : _KillerI = S6 > > _Killer = Gunner (vehicle _KillerI) > > ?(Side _Killer == east): exit > ?(side _Killer == west): goto "exec" > > #Exec > [_Killer] exec "Penalty.sqs" > exit > > ____________________________________ > > Penalty.sqs > > _Killer = _This select 0 > > #Penalty > > ;Messages > ?_Killer == _Killer:cuttext ["You Have killed a civilian","Plain",2] > ~4 > ?_Killer == _Killer:cuttext ["Prepare for trial!","Plain",2] > _Killer action ["Eject",(Vehicle _Killer)] > _Killer switchmove "FXstandsur" > ~10 > > ;Prison > _Killer setPos (getPos Prison) > _Killer setdamage 0 > Removeallweapons _Killer > [_Killer] join grpNull > _Killer switchmove "Stand" > ?_Killer == _Killer:cuttext ["You will be back in 1 and a half > minute","Plain",2] > > ~90 > > ;Goto Base > ?_Killer == _Killer:cuttext ["You did your time, but you will have no > privileges to lead a group again","Plain",2] > _Killer setPos (getPos Base) > > #exit > exit > > > > Feel free to give suggestions on how to improve the script. > > Thank you!
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