

davt
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Looking for new active Spanish players for Arma 2 CO (Spanish Topic)
davt replied to Sgt.Spunkmeyer's topic in ARMA 2 & OA - MULTIPLAYER
Yo estoy interesado en conoceros y ver si nuestros gusto respecto al juego son compatibles un saludo -
: Icon_eek:: Icon_eek: Hi again. It works perfectly, thank you very much for your help and interesting. This mission has given me very problems with de radio messages and now it works!!. It´s amazing. Thanks you. See you.:icon_eek::icon_eek::icon_eek::icon_eek:
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I try it and comment thank you very much for your reply ---------- Post added at 16:24 ---------- Previous post was at 14:50 ---------- ---------- Post added at 16:30 ---------- Previous post was at 16:25 ---------- The message is still missing and I put the module of functions with the publisher, but not what to write in the module functions iniciciacion
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activation is performed by the vehicle "scud1_2" once this
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Hi all I have as an activator in this "mil3" setmarkerpos getpos scud1_2;"mil3"setmarkertype "hd_dot"; [West,"HQ"] Sidechat"El tercer misil Scud se ha puesto en marcha hacia su objetivo, inteligencia nos informa de que este misil se dirige hacia La ciudad de Staroye, interceptenlo y destuyanlo" mil3=marker scud1_2= vehicle everything works fine when I do server, but when we got the mission to a dedicated server. The marker if it appears, but the message does not appear Please help sorry for my English and thank you for your time
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scripts mochila por xeno
davt replied to davt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
many thanks CarlGustaffa it works but if I have a defect "MK17" your boots often fail to pass a backpack and grab a secondary weapon how to solve it? x_setupbackpack.sqf // by Xeno private ["_p","_pos","_trigger","_s"]; if (!local player) exitWith {}; _p = player; _pos = position _p; player_backpack = []; pbp_id = -1000; _wCName = ""; _wDName = ""; _wModel = ""; _wType = ""; _wscope = ""; _wPic = ""; _wDesc = ""; prim_weap_player = primaryWeapon _p; _s = format ["%1 A Mochila", getText(configFile >> "cfgWeapons" >> prim_weap_player >> "displayName")]; if (prim_weap_player != "") then { pbp_id = _p addAction [_s, "x_backpack.sqf",[],-1,false]; }; // No Weapon fix for backpack _trigger = createTrigger["EmptyDetector" ,_pos]; _trigger setTriggerArea [0, 0, 0, false]; _trigger setTriggerActivation ["NONE", "PRESENT", true]; _trigger setTriggerStatements[ "primaryWeapon player != prim_weap_player"," prim_weap_player = primaryWeapon player; if (pbp_id != -1 && count player_backpack == 0) then {player removeAction pbp_id;pbp_id = -1;}; if (pbp_id == -1 && count player_backpack == 0 && prim_weap_player != """") then {pbp_id = player addAction [format [""%1 A Mochila"", getText(configFile >> ""cfgWeapons"" >> prim_weap_player >> ""displayName"")], ""x_backpack.sqf"",[],-1,false];}; ",""]; while {true} do { waitUntil {!alive player}; _p = player; _weapons = weapons _p; _magazines = magazines _p; if (pbp_id != -1000) then { _p removeAction pbp_id; }; waitUntil {alive player}; _p = player; removeAllWeapons _p; {_p addMagazine _x;} forEach _magazines; {_p addWeapon _x;} forEach _weapons; _primw = primaryWeapon _p; if (_primw != "") then { _p selectWeapon _primw; _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles"); _p selectWeapon (_muzzles select 0); }; if (count player_backpack == 0) then { _s = format ["%1 A movchila", getText(configFile >> "cfgWeapons" >> (primaryWeapon _p) >> "displayName")]; pbp_id = _p addAction [_s, "x_backpack.sqf",[],-1,false]; } else { _s = format ["Weapon %1", getText(configFile >> "cfgWeapons" >> (player_backpack select 0) >> "displayName")]; pbp_id = _p addAction [_s, "x_backpack.sqf",[],-1,false]; }; }; if (true) exitWith {}; x_backcpack.sqf // by Xeno private ["_p"]; _p = player; _p removeAction pbp_id; if (count player_backpack == 0) then { _primary = primaryWeapon _p; if (_primary != "") then { _mag_types = getArray(configFile>> "cfgWeapons" >> _primary >> "magazines"); _magazines = magazines _p; _mags_backpack = []; { if (_x in _mag_types) then {_mags_backpack = _mags_backpack + [_x]}; } forEach _magazines; _muzzles = getArray(configFile>> "cfgWeapons" >> _primary >> "muzzles"); if (count _muzzles == 2) then { _mag_types = getArray(configFile>> "cfgWeapons" >> _primary >> (_muzzles select 1) >> "magazines"); { if (_x in _mag_types) then {_mags_backpack = _mags_backpack + [_x]}; } forEach _magazines; }; player_backpack = [_primary, _mags_backpack]; _weapons = weapons _p; _pistol = ""; { scopeName "pistolsearch"; _base = inheritsFrom (configFile >> "cfgWeapons" >> _x); for "_xs" from 1 to 3 do { if (configName _base == "Pistol") then { _pistol = _x; breakOut "pistolsearch"; }; _base = inheritsFrom (configFile >> "cfgWeapons" >> (configName _base)); }; } forEach _weapons; if (_pistol != "") then { _p removeWeapon _pistol; }; { _p removeMagazine _x; } forEach _mags_backpack; _p removeWeapon _primary; _anim = animationState _p; WaitUntil {animationState player != _anim}; _s = format ["Arma %1", getText(configFile >> "cfgWeapons" >> _primary >> "displayName")]; if (_pistol != "") then { _p addWeapon _pistol; _p selectWeapon _pistol; }; pbp_id = _p addAction [_s, "x_backpack.sqf",[],-1,false]; } else { // has no primary }; } else { // switch weapon _primary = primaryWeapon _p; if (_primary == "") then { { _p addMagazine _x; } forEach (player_backpack select 1); _p addWeapon (player_backpack select 0); _muzzles = getArray(configFile>>"cfgWeapons" >> (player_backpack select 0) >> "muzzles"); _p selectWeapon (player_backpack select 0); _p selectWeapon (_muzzles select 0); _s = format ["%1 A Mochila", getText(configFile >> "cfgWeapons" >> (player_backpack select 0) >> "displayName")]; player_backpack = []; _p removeAction pbp_id; pbp_id = _p addAction [_s, "x_backpack.sqf",[],-1,false]; } else { _mag_types = getArray(configFile>> "cfgWeapons" >> _primary >> "magazines"); _magazines = magazines _p; _mags_backpack = []; { if (_x in _mag_types) then {_mags_backpack = _mags_backpack + [_x]}; } forEach _magazines; _muzzles = getArray(configFile>> "cfgWeapons" >> _primary >> "muzzles"); if (count _muzzles == 2) then { _mag_types = getArray(configFile>> "cfgWeapons" >> _primary >> (_muzzles select 1) >> "magazines"); { if (_x in _mag_types) then {_mags_backpack = _mags_backpack + [_x]}; } forEach _magazines; }; { _p removeMagazine _x; } forEach _mags_backpack; _weapons = weapons _p; _pistol = ""; { scopeName "pistolsearch2"; _base = inheritsFrom (configFile >> "cfgWeapons" >> _x); for "_xs" from 1 to 3 do { if (configName _base == "Pistol") then { _pistol = _x; breakOut "pistolsearch2"; }; _base = inheritsFrom (configFile >> "cfgWeapons" >> (configName _base)); }; } forEach _weapons; if (_pistol != "") then { _p removeWeapon _pistol; }; _p removeWeapon _primary; sleep 1; _anim = animationState _p; WaitUntil {animationState player != _anim}; { _p addMagazine _x; } forEach (player_backpack select 1); if (_pistol != "") then { _p addWeapon _pistol; }; _p addWeapon (player_backpack select 0); _muzzles = getArray(configFile>> "cfgWeapons" >> (player_backpack select 0) >> "muzzles"); _p selectWeapon (player_backpack select 0); _p selectWeapon (_muzzles select 0); player_backpack = [_primary, _mags_backpack]; _s = format ["Arma %1", getText(configFile >> "cfgWeapons" >> _primary >> "displayName")]; pbp_id = _p addAction [_s, "x_backpack.sqf",[],-1,false]; }; }; if (true) exitWith {}; the mission a trigger condition "local player" in AI ACT handle = [] execVM "x_setupbackpack.sqf"; Thanks for your time -
i am Spanish and my English is very bad I apologize : I took it from here http://forums.bistudio.com/showthread.php?t=115455&highlight=backpack init.sqs if (!isDedicated) then { execVM "x_init_backback.sqf"; }; x_init_backback.sqf // by Xeno #define __COMP x #define FUNC(funcname) __COMP##_fnc_##funcname #define GVAR(varname) __COMP##_##varname #define QUOTE(qtext) #qtext #define __pGetVar(pvarname) (player getVariable #pvarname) #define __pSetVar player setVariable #define __prma _p removeAction _id #define __addbp __pSetVar [#x_pbp_id, _p addAction [_s call FUNC(GreyText), "x_backpack.sqf",[],-1,false]] #define __addmx _p addMagazine _x #define __addwx _p addWeapon _x waitUntil {!isNull player}; sleep 1; _p = player; FUNC(GreyText) = {"<t color='#f0bfbfbf'>" + _this + "</t>"}; FUNC(GetDisplayName) = { private ["_obj_name", "_obj_kind", "_cfg"]; _obj_name = _this select 0; _obj_kind = _this select 1; _cfg = switch (_obj_kind) do {case 0: {"CfgVehicles"}; case 1: {"CfgWeapons"}; case 2: {"CfgMagazines"}; }; getText (configFile >> _cfg >> _obj_name >> "displayName") }; FUNC(CreateTrigger) = { private ["_pos", "_trigarea", "_trigact", "_trigstatem", "_trigger"]; _pos = _this select 0; _trigarea = _this select 1; _trigact = _this select 2; _trigstatem = _this select 3; _trigger = createTrigger ["EmptyDetector" ,_pos]; _trigger setTriggerArea _trigarea; _trigger setTriggerActivation _trigact; _trigger setTriggerStatements _trigstatem; _trigger }; FUNC(playerkr) = { private "_p"; _p = player; if ((_this select 0) == 0) then { _id = __pGetVar(GVAR(pbp_id)); if (_id != -9999) then { __prma; __pSetVar