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Persian MO

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Everything posted by Persian MO

  1. Try some other scripts like USPS.sqf. If it didn't work, u had to use addwaypoint command and create some way-points manual . http://community.bistudio.com/wiki/addWaypoint
  2. im not sure, maybe this work for spawn just a goat with name. _spawnPos = getMarkerPos "marker_1"; goat1 = createGroup West; "Goat" createUnit [(_spawnPos), goat1, "nul = [this, 'marker_1','nofollow'] execVM 'ups.sqf'",0.2,"SERGEANT"]; Don't use this [ ] for naming. If using UPS.sqf : add this parameter, "random" , //last line code change to "Goat" createUnit [(_spawnPos), goat1, "nul = [this, 'marker_1','random','nofollow'] execVM 'ups.sqf'",0.2,"SERGEANT"]; Find random location in map: there is some ways to do this. 1- find location with buildings classname "also good way to put something inside buildings - Put a location GameLogic in the center of map and name it: centertown // my game logic _gamelogic = centertown; // "Land_Barn_Metal" is building classname,collect all buildings in radios 25000 meter from game logic _objects = nearestObjects [_gamelogic, ["Land_Barn_Metal"], 25000]; // select random a building _RandomTownPosition = position (_objects select (floor (random (count _objects)))); Now _RandomTownPosition is position and i use it in my script : // my game logic _gamelogic = centertown; // "Land_Barn_Metal" is building classname,collect all buildings in radios 25000 meter from game logic _objects = nearestObjects [_gamelogic, ["Land_Barn_Metal"], 25000]; // select random a building _RandomTownPosition = position (_objects select (floor (random (count _objects)))); // CREATE UPS MARKER _ups_areamarker = createMarker ["marker_1",_RandomTownPosition]; _ups_areamarker setMarkerShape "RECTANGLE"; _ups_areamarker setmarkercolor "Colorred"; _ups_areamarker setMarkerSize [200, 200]; _ups_areamarker setMarkerBrush "SOLID"; _ups_areamarker setMarkerDir 0; // SPAWN GOAT AT MARKER _spawnPos = getMarkerPos "marker_1"; _group = createGroup West; "Goat" createUnit [(_spawnPos), _group, "nul = [this, 'marker_1','random','nofollow'] execVM 'ups.sqf'",0.2,"SERGEANT"]; I think now u know how it work, find random location, create a marker at selected location and spawn object/unit at the marker, so other ways to find random location in map: 2- find location around towns ... //my game logic in center map _gamelogic = centertown; //find positions//5000 M is radios from center to search _towns = nearestLocations [getPosATL _gamelogic, [ "NameVillage","NameCity","NameCityCapital"], 5000]; //select random a position _RandomTownPosition = position (_towns select (floor (random (count _towns)))); Note: now u have to add this code to the script first lines: // Server only if (!isServer) exitWith {}; //waiting for done FUNCTION MODULE waituntil {!isnil "bis_fnc_init"}; Note: put a FUNCTION MODULE to ur map. ...Still there is some other ways to find random location, u can search for it in forum. easy way to get classnames: http://forums.bistudio.com/showthread.php?171208-Need-Help-Finding-This-Class-Name-Urgent
  3. _spawnPos = getMarkerPos "marker_2"; _group = createGroup West; Goat1= _group createUnit :"marked red" is ur goat name, u can't have same name for 2 objects/units, should change to goat2. search ups.sqf script in forum. - create a marker Solid, example 50 X 50 cover the area you want goat walking.name it: marker_1 _spawnPos = getMarkerPos "marker_1"; _group = createGroup West; "Goat" createUnit [(_spawnPos), _group, "",0.1,"PRIVATE"]; "Goat" createUnit [(_spawnPos), _group, "",0.1,"PRIVATE"]; "Goat" createUnit [(_spawnPos), _group, "nul = [this, 'marker_1','nofollow'] execVM 'ups.sqf'",0.2,"SERGEANT"]; im not sure what is ur mean "my weak english".maybe this help u: Con: player distance Goat1 < 3 Activ: Goat1 domove detposATL barn; Goat2 domove detposATL barn; Goat3 domove detposATL barn
  4. yes,its script. easy way to use it: // spawnpos is my marker _spawnPos = getMarkerPos "marker_1"; // the animal belong to which side ""WEST", "EAST", "GUER", "CIV"" _group = createGroup West; // spawn the animal at my pos Goat1= _group createUnit ["Goat", [_spawnPos select 0,_spawnPos select 1,1], [], 1, "FORM"]; // hide the created marker "u can use this line in ur init.sqf too "marker_1" setMarkerAlpha 0; Save it as myanimal.sqf and move it to ur mission folder create a trigger, any condition u like, in ON ACT: _nul = [] execVM "myanimal.sqf"; to move them somewhere, i think is better if use waypoint: http://community.bistudio.com/wiki/addWaypoint Other links: hide markers - http://community.bistudio.com/wiki/setMarkerAlpha sides: - http://community.bistudio.com/wiki/side
  5. This code spawn vehicle with crew inside it. - create a marker "heavyDefSB1" - put a west side unit somewhere in map _gaurd = [getMarkerPos "heavyDefSB1", 270, "M2A2_EP1", West] call BIS_fnc_spawnVehicle; read more: - BIS_fnc_spawnVehicle this code spawn random vehicle with crew inside it. // Select random a vehicle from list "classnames" _vehicle = [ "LandRover_MG_TK_INS_EP1","LandRover_SPG9_TK_INS_EP1","BRDM2_TK_EP1","T34_TK_EP1","T55_TK_EP1","M113_TK_EP1", "Offroad_DSHKM_INS","Pickup_PK_INS","UAZ_AGS30_TK_EP1","T72_TK_EP1" ] call BIS_fnc_selectRandom; // select where to spawn _ran_post = getmarkerpos "heavyDefSB1"; // create a invisible H empty at pos _position = "HeliHEmpty" createVehicle (_ran_post); // Spawn vehicle with crew inside it _veh_patrol = [(getpos _position), (getdir _position), (_vehicle), east] call BIS_fnc_spawnVehicle; // give name to ur vehicle vehicle_1 = _veh_patrol select 0; // Execute a script in the vehicle init //ran_veh_ups setVehicleInit "nul = [this, 'area1','nofollow','onroad','delete:',500] execVM 'scripts\upsmon.sqf'"; //processInitCommands;
  6. I use this command to spawn animals, maybe help u. - create a marker on map, "name it: marker_1" _spawnPos = getMarkerPos "marker_1"; _group = createGroup West; Goat1= _group createUnit ["Goat", [_spawnPos select 0,_spawnPos select 1,1], [], 1, "FORM"]; Goat1 is ur animal name.
  7. here is a simple way to get classnames via a code in trigger - Create a trigger size 0 X 0 , Activation: Radio Alpha, Repeatedly - Condition This - On Act hint format["%1", typeOf cursorTarget];copyToClipboard typeOf cursorTarget; In Game: Look at to object/unit or aiming on that and then hit 0-0-1.You receive a hint, it show you object/unit classname and also copy it on clipboard. in the text file or else where you can type, hold CTRL + V .it ll paste ur object/unit classname.
  8. - Add at least a west unit to ur map ! same for east or indep if want to spawn for them too. - Use show script error parameter. 3- -showscripterrors : If you're encountering a mysterious malfunction in your scripts, the first thing you should do is put the -showScriptErrors parameter in your ArmA 2 shortcut's target line. It will allow you to see script error output in the top part of your screen. An error message will a) help you solve the problem yourself, or b) help us solve it for you without needless guessing and elaborate proofreading. how to find it: create a shortcut arma in desktop, right click on it and select properties. now in shortcut menu you could see target and add -showscripterrors to end line : like this ( "D:\Program Files (x86)\Bohemia Interactive\ArmA 2 Operation Arrowhead\ArmA2OA.exe" -showscripterrors ) also you can add some more parameter to start game faster, mine target line is: (("D:\Program Files (x86)\Bohemia Interactive\ArmA 2 Operation Arrowhead\ArmA2OA.exe" -nosplash -world=empty -showscripterrors )) note: a space need between aerma2oademo.exe" and -nosplash parameter and between other parameters. 4- RPT is a note file and it collecting everything happen while ArmA game running, using it for find out if any problem you got in game or scripting, how to find it: first enable show hidden files in windows setting, then follow this address: C:\ur nick name or username\user or ur nick name again\appdata\local In this address you can see your arma game folders. Open it and find RPT file, open it with windows notepad.
  9. About Mission: You play as Us rangers and starting conquer the CAO BANG island.There is 7 large zones include some tasks for each zones.Capturing zones one by one until conquer the whole of island. Features: - Include 35 tasks - Simple MHQ - MP parameters "such as select weather, daytime, episode, grass, Environment, Visibility" - Used UPS script for smart enemy - Land/Air/Sea units - Respawn at base Mods/addons needed: - CBA-CO - ACE - ACEX - ACRE - JAYARMA2_lip - UNS - UNS_ACE_compact Scripts: UPS by Kronzky Vehicle respawn by Tophe of Östgöta Ops Changelog: V-1.0.0 "added new episode" V-0.5.7 first update V-0.5.1 first release Armaholic mirror: - FrontLine Vietnam Co-15 (@) Download: - Co_FrontLine Vietnam
  10. Persian MO

    [COOP-15][UNSUNG][ACE] FrontLine Vietnam

    I tested mission again and everything was fine. You will receive first task in normal episodes after almost 30 sec.Open map and find the markers ( red colors) and hit J for task note. Check out what mods u r using.Need to be same with requirement mods in first post. Use Mp parameters in MP lobby and select a episode. After unrar/unzip the mission file, mission file size (.PBO) is 625 kb.
  11. Persian MO

    [COOP-15][UNSUNG][ACE] FrontLine Vietnam

    hey, tanx. Not really. SP missions need more time and a lot issues. :) ---------------------------------- Mission Updated to version 1.0 - Added a New episode as Extra bonus "Defend air base" - Added defensive statics and bunkers and walls to Air base - Added guards to Air base - Added ACE backpacks - Added Teleport flag to Naval base - Fixed Medical box - Fixed vehicle respawn time - Now need ACEX mod too Note: To play Bonus episode, it should be select through MP Parameter in MP lobby.Its separated from main Episodes. New version added to first post
  12. Persian MO

    [COOP-15][UNSUNG][ACE] FrontLine Vietnam

    Mission updated. - Fixed Vehicles respawn - Fixed weapons and ammo - Added ACE bandage - Better dead body cleaner script - Added backpack New version added to first post
  13. Persian MO

    Marker creation with trigger ?

    Create a icon MARK1 = createMarker["Objective1",[getPos h1 select 0, getPos h1 select 1]]; MARK1 setMarkerShape "ICON"; MARK1 setMarkerText "Blow Up UH-60M"; MARK1 setMarkerType "dot"; MARK1 setmarkercolor "ColorBlue"; MARK1 setMarkerDir 120; MARK1 setMarkerSize [1, 1]; h1 is a invisible Helipad or any object's. if you want use marker's intense object's, change getpos command to getmarkerpos. Create a sector MARK2 = createMarker["Objective2",[getPos h2 select 0, getPos h2 select 1]]; MARK2 setMarkerShape "ELLIPSE"; MARK2 setmarkercolor "ColorBlue"; MARK2 setMarkerSize [30, 30]; MARK2 setMarkerBrush "SOLID"; MARK2 setMarkerDir 90; Take a look for more command's : Category:Scripting Commands
  14. Persian MO

    [PVP] Utes beach

    PVP_Utes beach This is a PvP mission where Opfor is in defending and Blufor in attacking position. Blufor starts on an island and has to capture the beach and an Opfor garrison on the mainland. Opfor's task is to defend the beach and the garrison. Once the beach is taken it can't be retaken by Opfor, so first concentrate on the beach, then on the garrison (advice for both sides). REQUIREMENTS -Arma 2 FEATURES - Ticket system - Intro/Outro - Group join/leave - Sticky satchel - Mortar for blufor - Funny Safe zone - Unlimited ammo for some of static - Limited weapons for blufor - Recognize script - Save loadout - 3 bandage for each player - Minefield CREDITS Version 1.4 I have to thanks: -cobra4v320 for ticket system -Zuff's for Group Management Script -Tijan for sticky satchel -Deadfast for Recognize script -Celery for bandage script -(AEF)Wolffy.au [2CAV] for minefield script -[D.A.M] KSK for Text and info -Tour of teamrespawn -the ArmA community for Other stuff's Download Link PVP_Utes beach
  15. Persian MO

    Help with a briefing.

    i tested it and The briefing show up perfectly ! you can see task's but if u meant show u destination on map, need to add some more code about destination. and did u put 2 marker's on map? for: MAG_tskObj1 setSimpleTaskDescription ["Return to the airfield with the VIP.","Return To The Airfield","Return To The Airfield"]; MAG_tskObj0=player createSimpleTask ["Escort the VIP"];
  16. Persian MO

    How to make an insurgency map?

    hello, my english is weak.i used translator. here is not any guide about how to make an insurgency or missions, Best way is open insurgency official mission and take a look. You can use Eliteness.exe software for open .pbo files ( use search to find it). btw, i searched several month's and found this thread's about insurgency -Create random cache inside house's: Dynamic ammo cache spawn Or Hostage in random building I use this way and using an ammobox intense hostage . -Create The Ammo Cache Explosion: The Insurgency Ammo Cache Explosion -Create colored area: this is one of hard part's. first read this: How to change Colour of Marker once condition is meet first create a marker in center map and name it ( taskarea1) now u had to create some script. init.sqf #include "defines.sqf" #include "functions.sqf" #include "common\initclient.sqf" null = execvm "marker.sqf" now we must create this scripts are inside our init.sqf. (init.sqf must be in ur mission folder ) a script for changing colors: marker.sqf mymissionmarkers = []; private ["_mkr","_var","_pos","_houses"]; /// get all houses in location////// _houses = [markerpos "taskarea1",5000, 3, true] call findHouses; { _pos = _x call getGridPos; _mkr = str _pos; if (getMarkerPos _mkr select 0 == 0) then { _mkr = createMarkerLocal[_mkr, _pos]; _mkr setMarkerShapeLocal "RECTANGLE"; _mkr setMarkerTypeLocal "SOLID"; _mkr setMarkerSizeLocal [50,50]; _mkr setMarkerAlphaLocal 0.6; _mkr setMarkerColorLocal "ColorGreen"; }; // would I add it here if so is this correct ? mymissionmarkers set [count mymissionmarkers, _mkr]; } forEach _houses; private["_temvariable","_cv","_sc","_vardone","_vardone2","_objects","_mkr","_eastside","_westside"]; _vardone = 0; while {_vardone == 0} do { _temvariable = []; {if ((count (nearestObjects [(getmarkerpos _x),["MAN","TANK","CAR","TRUCK"],50])) > 0) then {_temvariable = _temvariable + [_x]};} foreach mymissionmarkers; sleep 0.1; _cv = count _temvariable; if (_cv > 0) then { _sc = 0; _vardone2 = 0; while {_vardone2 == 0} do { if (_sc < _cv) then { _mkr = _temvariable select _sc; _objects = nearestObjects [(getmarkerpos _mkr),["MAN","TANK","CAR","TRUCK"],50]; _westside = []; _eastside = []; {if (side _x == WEST) then {_westside = _westside + [_x]};} foreach _objects; {if (side _x == EAST) then {_eastside = _eastside + [_x]};} foreach _objects; if ((count _westside) > (count _eastside)) then { _mkr setMarkerColorLocal "ColorGreen" } else { if (count _eastside > 0) then { _mkr setMarkerColorLocal "ColorRed" }; }; _sc = _sc + 1; } else { _vardone2 = 1; }; }; }; }; this code wil change our sector's color at specific condition, if there is not any opfor it ll change to green color, and if opfor are in , sector colors will stay in red color. u can see we have a command inside this code (CALL findhouses and CALL getgridpos ) later we must create a Function for our call command but now we create a define (look to our init.sqf) defines.sqf //////map specific definitions/macros //spawnPos must remain available in global missionNamespace, a definition does not spawnPos = [0,0,0]; #define CENTERPOS [4382.35,2559.66,0] #define AORADIUS 5000 #define CACHEHOUSEPOSITIONS ["Land_House_K_1_EP1",[1,2,3,4],"Land_House_L_4_EP1",[6],"Land_House_C_5_V3_EP1",[0,2,6],"Land_House_C_12_EP1",[5,6],"Land_House_K_3_EP1",[9,1,2,3,5],"Land_House_C_5_V2_EP1",[4,0,1,5],"Land_House_L_8_EP1",[7,8],"Land_House_C_4_EP1",[7,12,13,15],"Land_House_C_2_EP1",[1,2,5,6,7,8,9],"Land_House_L_7_EP1",[0,1,2,3,4,5],"Land_House_C_10_EP1",[7,8,9,10,11,12,13,14],"Land_House_K_6_EP1",[6,7,8,9,10],"Land_House_C_11_EP1",[7,8,9,10],"Land_House_C_9_EP1",[2,3,4,5],"Land_House_C_3_EP1",[7,8,9,10,11,12,13,28,29,30,31,32],"Land_A_Office01_EP1",[5,6],"Land_A_Mosque_small_1_EP1",[3,4,5],"Land_A_Stationhouse_ep1",[6,9,13],"Land_House_C_5_EP1",[3,4,5],"Land_House_K_7_EP1",[4,5,6,11],"Land_Mil_ControlTower_EP1",[2,3,4,6],"Land_House_C_5_V1_EP1",[6,7],"Land_House_K_8_EP1",[4,0,1,2,3],"Land_A_BuildingWIP_EP1",[18,20,24,25,26,27,28,29,30,31],"Land_A_Villa_EP1",[4,6,7,8,9],"Land_House_C_1_EP1",[3],"Land_House_L_6_EP1",[4,0,3],"Land_House_L_3_EP1",[0,1,2],"Land_House_K_5_EP1",[1,2],"Land_House_C_1_v2_EP1",[0,1,2,3]] #define GUNROOFPOSITIONS ["Land_House_L_4_EP1",[[2,0],[3,0.2],[5,0]],"Land_House_L_3_EP1",[[3,0.8],[4,0.1]],"Land_House_C_12_EP1",[[7,0.9],[8,0.9],[9,0.6],[10,0.5]],"Land_House_C_5_V2_EP1",[[6,0.6],[7,0.7]],"Land_House_L_8_EP1",[[10,0.9],[11,0.9],[12,0.9],[13,1],[14,0.2],[15,0.8],[17,0.8]],"Land_House_C_4_EP1",[[5,0.1],[14,0.2]],"Land_House_L_6_EP1",[[1,0],[2,0]],"Land_House_C_10_EP1",[[18,0.9],[19,0.9],[20,0.6],[21,0.9]],"Land_House_K_6_EP1",[[11,0.1]],"Land_House_C_9_EP1",[[6,0.2]],"Land_House_C_3_EP1",[[14,0],[15,0],[16,0.4],[18,0],[19,0.4],[20,0],[21,0.1],[22,0],[23,0.3],[24,0.4],[25,0.4],[26,0.3],[27,0.4]],"Land_A_Office01_EP1",[[1,0.5]],"Land_A_Minaret_Porto_EP1",[[3,0],[5,0],[8,0],[9,0],[10,0.9],[11,0],[12,0],[13,0]],"Land_A_Stationhouse_ep1",[[14,0.8],[15,0.8],[16,0],[17,0],[18,0.1],[19,0],[20,0.1],[22,0.1],[23,0.3],[24,0.1],[25,0.2]],"Land_House_C_5_EP1",[[0,0.7],[1,0.9],[2,1],[6,0.8],[7,0.6]],"Land_House_K_7_EP1",[[12,0.1],[13,0],[14,0]],"Land_Mil_ControlTower_EP1",[[9,0.2],[10,0],[11,0],[12,0],[13,0],[14,0.3],[15,0],[16,0]],"Land_A_Mosque_big_hq_EP1",[[11,1],[12,0]],"Land_A_Mosque_big_minaret_2_EP1",[[2,0.9]],"Land_House_C_5_V1_EP1",[[0,0.7],[1,0.7],[5,0.6]],"Land_A_BuildingWIP_EP1",[[19,0.7],[22,0.9],[23,0.4],[33,0.1],[39,0.6],[40,0.5],[41,0.6],[47,0],[48,0.5],[53,0.6],[54,0.5],[55,0.1],[56,0.3],[57,0.2],[60,0.3]],"Land_House_K_8_EP1",[[5,0.2],[12,0.1]],"Land_Ind_Oil_Tower_EP1",[[2,0],[3,0],[4,0]],"Land_A_Villa_EP1",[[10,0.5],[11,0.5],[12,0.5],[13,0.5],[14,0.5]]] #define ILLEGALHOUSES ["Land_Mil_hangar_EP1", "Land_Mil_ControlTower_EP1", "Land_Mil_Guardhouse_EP1", "Land_Mil_Repair_center_EP1","Land_Mil_Barracks_i_EP1","Land_A_Minaret_EP1","Land_Ind_Coltan_Main_EP1"] // set EP1HOUSES to 'true' in order to have the param ignored and AI will spawn in every building, which got positions #define EP1HOUSES (configName(inheritsFrom (configFile >> "CfgVehicles" >> typeOf _x)) == "HOUSE_EP1") #define randPos [(CENTERPOS select 0)+random 6000-random 6000,(CENTERPOS select 1)+random 6000-random 6000, 0] i get this code from insurgency mission.in my way at moment this defines using for config what houses must be get colors and what houses don't need as ILLEGALHOUSES now we create our first function.sqf findHouses = { private ["_buildings","_minPositions","_enterables","_alive"]; _buildings = nearestObjects [_this select 0, ["House"], _this select 1]; _minPositions = (_this select 2) - 1; _alive = _this select 3; _enterables = []; { if ( format["%1", _x buildingPos _minPositions] != "[0,0,0]" && EP1HOUSES && !(typeOf _x in ILLEGALHOUSES) && (alive _x || !_alive) ) then { _enterables set [count _enterables, _x]; }; } forEach _buildings; _enterables }; save it in same address with mission.sqm this function will find house's. find all valid houses which offer a certain minimum count of positions. now create a folder in ur mission folder and name it (common). u had to create 2 script file in there. initclient.sqf #include "functions.sqf" to call our function getgridpos functions.sqf findHouses = { private ["_buildings","_minPositions","_enterables","_alive"]; _buildings = nearestObjects [_this select 0, ["House"], _this select 1]; _minPositions = (_this select 2) - 1; _alive = _this select 3; _enterables = []; { if ( format["%1", _x buildingPos _minPositions] != "[0,0,0]" && EP1HOUSES && !(typeOf _x in ILLEGALHOUSES) && (alive _x || !_alive) ) then { _enterables set [count _enterables, _x]; }; } forEach _buildings; _enterables }; countPositions = { private ["_i","_house","_hPos"]; _house = _this select 0; _i = _this select 1; _hPos = format["%1", _house buildingPos _i]; if (_hPos == "[0,0,0]") exitWith { _i; }; [_house, _i+1] call countPositions; }; #define nPos(X) ([X,0] call countPositions) getGridPos = { private ["_pos","_x","_y"]; _pos = getPosATL _this; _x = _pos select 0; _y = _pos select 1; _x = _x - (_x % 100); _y = _y - (_y % 100); [_x + 50, _y + 50, 0] }; insurgency is a Complex coding and i just find out this code's until now. i suggested u to try to create a PVP insurgency , it is easier then coop. im not scripter, just searching and copy/paste, as i said, search is ur best friend in community.
  17. try this, in each player init line: this addeventhandler ["respawn",{removeallweapons (_this select 0);}];
  18. yes. start with Murry, so many did. Category:ArmA 2: Scripting Commands List Category:Arma 3: New Scripting Commands List ArmA2/OA Scripts and Demos by kylania
  19. Team kill Punish with Jail Cell (All Versions) protect base: Put a logic named logic1 onto the map and this in your init.sqf _shield1 = "ProtectionZone_Ep1" createVehicleLocal (position logic1); _shield1 setvectorup [0,0,1] _shield1 setObjectTexture [0,""]; The third line makes it invisible. Otherwise it's a red tube (visible only from outside) with a diameter of 50m. Within this zone everybody is invulnurable and nobody can kill anybody inside and outside (might be fairer than being immortal but being able to kill others outside).
  20. i think onPlayerConnected command using for JIP and use in init.sqf.example i have 2 .sqf (ban.sqf and showmarker.sqf) and i want run this sqf files for JIP players too. so my init.sqf is like this: sm = [] execVM "showmarker.sqf"; TKonserver= false; indexTKlist=0; TKlist=[]; publicvariable "indexTKlist"; publicvariable "TKList"; onPlayerConnected "[_id, _name] execVM ""ban.sqf"""; Now ban.sqf will run for JIP but showmarker.sqf not run so i must add showmarker.sqf in ban.sqf file, like this: BAN.sqf sm = [] execVM "showmarker.sqf"; publicvariable "TKList"; ban_number = 4; _nameTK = _this select 1; for "_i" from 0 to ((count TKlist) -1) do { if ((_nameTK) == ((TKlist select _i) select 0)) exitWith { if ( ((TKlist select _i) select 1) >= (ban_number) ) then { serverCommand format ['#kick %1', _nameTK]; } ; }; }; Now showmarker.sqf will run for JIP.You can run more .sqf for JIP this way.i hope this help you.
  21. //////////ANTI TEAMKILLING //////////////////////////////////////////////////////////////////////////////// ATK_TKSLIMIT = 4; ATK_TKSTIME = 60; ATK_TKS = 0; ATK_TIMESTAMP = 0; ATK_IDSTKERS = []; ATK_F_PUNISH = { [] spawn { disableUserInput true; hint format [localize "STR_MSG_TK", ATK_TKSLIMIT]; sleep 5; endMission "end1"; }; }; "ATK_PUNISH" addPublicVariableEventHandler { if (getPlayerUID player == _this select 1) then { call ATK_F_PUNISH; }; }; onPlayerConnected " if (_uid in ATK_IDSTKERS) then { _uid spawn { sleep 2; ATK_PUNISH = _this; publicVariable 'ATK_PUNISH'; }; }; "; if (isServer) then { "ATK_REGTKER" addPublicVariableEventHandler { ATK_IDSTKERS = ATK_IDSTKERS + [_this select 1]; ATK_PUNISH = _this select 1; publicVariable 'ATK_PUNISH'; }; }; "ATK_TKEVENT" addPublicVariableEventHandler { if (getPlayerUID player == _this select 1) then { ATK_TKS = ATK_TKS + 1; if (ATK_TKS == 1) then { ATK_TIMESTAMP = serverTime; } else { if (serverTime - ATK_TIMESTAMP < ATK_TKSTIME) then { if (ATK_TKS > ATK_TKSLIMIT) then { ATK_REGTKER = getPlayerUID player; publicVariable "ATK_REGTKER"; }; } else { if (ATK_TKS > ATK_TKSLIMIT) then { ATK_TKS = 1; ATK_TIMESTAMP = serverTime; }; }; }; }; }; if (! isDedicated) then { [] spawn { waitUntil {alive player}; player setVariable ["ATK_PLAYERSIDE", side player, true]; player addEventHandler [ "killed", { if (_this select 1 getVariable "ATK_PLAYERSIDE" == playerSide) then { ATK_TKEVENT = getPlayerUID (_this select 1); publicVariable "ATK_TKEVENT"; }; } ]; }; }; //////////////////////////////////////////////////////////////////////////////// I found this in forum.give name to this script and call it from init.sqf. anti teamkilling system & automatic ban easy way is if you playing Coop, use a trigger. 0X0 none repeatedly condition: Score player<-2 act: removeAllWeapons player; You can change score number ( at now for 3 team kill, teamkiller will punish) also you can use more option for punish like move teamkiller to far away with this: player setpos getpos teamkillpoint; Use Bi wiki for find more code's to use against teamkillers. almost teamkilling happen in base.one of best way is protect everything in base. use this thread to protect base: ProtectionZone_Ep1
  22. If u play Coop mission,this solution working for u. game Logic safezone = { _obj = _this select 0;thislist = _this select 1; _obj allowdamage false; waituntil {!(_obj in thislist)}; hint "out from safezone"; _obj allowdamage true;}; Trigger: trigger cover base area. 50X50,anybody,present,repeatably condition:true act: {[_x,thislist] spawn safezone} foreach thisList and add this allowdamage false to players init.
  23. age: 31 weak English, know military game talking arm 2 :CO (BAf lite,PMC lite,ACR lite) Time zone; CET Team Role; infantry Game Experience; since 2009 veteran skill Type of group you want to join; just ( PvP)
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