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aceking

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About aceking

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  1. nice, it seems to work well, thx for the help Demonized. i got a question tho... if a gave a player a weapon with the addWeapon command in his init, and if he was to place that weapon into the DMZ_DA ammo crate as a result of swapping for another weapon, then would other players be able to see that weapon he placed in there and be able to take it?
  2. ah, this looks like what I'm looking for. how can i make it so that i can correctly assign multiple units to a loadout availability, such as like this==[unit1, unit2, unit3]. (im not good at scripting so thats the best i can explain what im talking about, im guessing this is an array, but i don't know how to type it correctly that it will work. i have over 30 slots, so i don't wanna have to put a whole bunch of blocks for every unit in the script
  3. I am looking for a script that will work in MP where I can choose what kinds of weapons and magazines each specific players can take from an ammocrate. Does anyone have any such script or can me one? Something like the Domination weapon limit script, but I don't know how to implement that in a regular MP coop mission. The purpose of this script is so that each player can only take the weapons and magazines for his designated role.
  4. ah, okay. i was hoping there could be like a ratio or percetange of the rescuable units present count, but i can work with switching them to another side and putting a present trigger. thx for help
  5. I'm making a combat search and rescue mission where a large group of players starting off at a base has to rescue a smaller group of players (s1, s2, s3, and s4) that start off somewhere else on the map. I'm using this script that checks if all playable units are within 70m from a game logic object called "base1", and this script condition (b_platoonReorgdBLU) fires a mission success end trigger to end the mission after all players have "returned to base". The problem is is that many times when all players have died, it will still fire off the mission success end trigger, even if there is nobody back at the base (near base1). Can someone modify this script so that at least 2 out of 4 of the group of players that's supposed to be rescued (s1, s2, s3, and s4), as well as keeping the original condition that all playable units have to be near "base1" for the mission end trigger to fire? sleep 2.0; if(isServer) then { [] spawn { while {true} do { private ["_unitsBLU", "_num"]; _unitsBLU = []; { if ((side _x == WEST) && (alive _x)) then { _unitsBLU = _unitsBLU + [_x]; }; } forEach PlayableUnits; _num = 0; { if (_x distance base1 < 70) then { _num = _num + 1; }; } forEach _unitsBLU; b_platoonReorgdBLU = (_num >= (count _unitsBLU)); sleep 10.0; }; }; };
  6. Okay, thx buliwyf. yah, its def something with my mission cuz none of the spectator scripts ive tried on my mission has worked. I actually don't plan to use GDT spectate script anymore because one of my mission end trigger requires that all player return to base and checks if all players are within a vicity of a game logic called base... and since GDT spectate respawn dead players at a specPen, it would prevent my RTB mission end trigger from firing. But im sure that w/e reason my mission didn't work with GDT script is also the reason y its not working with any of the other spectate script that ive been trying to use EDIT: N/m... I got it working. apparently i had to set respawn=0, even though the spectate example mission had set it to respawn="BIRD" in the extention.ext
  7. I've been trying to get spectating to working on my missions, but for some reason, any spectating script I use doesn't work on a dedicated server. I've tried using GTD spectating script, ACE Kegety, and some other spectating script. When I used GTD spectate, it just said that it was entering spectating mode, but nothing happens after that (I didn't forget to add specPen and spec starting point). With ACE mod Kegety spectate, i think last time i tested, u see the spectate screen for a second and then u just turn into a butterfly. The spectate script im using now, it will work fine in the editor or hosted server when i test through entering spectate mode via addaction menu, but when i test on dedicated server with another player, I just turn into a butterfly. Anyone know what's wrong?
  8. ive trid with Init.sqf: if (!(isNull player)) then //non-JIP player { [] execVM "scripts\medkitscheck.sqf"; [] execVM "scripts\medkitscheck2.sqf"; player execVM "x_client\x_savelayout.sqf"; }; if (!isServer && isNull player) then //JIP player { waitUntil {!isNull player}; [] execVM "scripts\medkitscheck.sqf"; [] execVM "scripts\medkitscheck2.sqf"; player execVM "x_client\x_savelayout.sqf"; }; but i still don't see a saved loadout message on the bottom left corner of my screen when i enter the server. where is this d_init.sqf file located? Also, i had another related question... i also customized the cargo in each of the respawnable vehicles. how can i make those vehicles respawn after getting destroyed with the same cargo lodaout as it started with?
  9. ah, ok got it working with the f2 crew type check framework. thx
  10. i have customized the gear for every playable unit, is there a way that i can make it so that it automatically saves that gear loudout that the player starts with as soon as he enters the server? i've tried to run execVM "x_client\x_savelayout.sqf" onto the units init line, but it doesn't save.
  11. aight, ill look for that push away trigger... if not that, then the delete vehicle barrier sounds like a good idea. thx again
  12. Is there a way that I can lock all DAC spawned enemy armor vehicles from human blufor players from getting in and operating it?
  13. I have this script that someone gave me that basically delays the mission start so that Dynamic AI Creator (DAC) that I've implemented in my mission can have some time to load. disableUserInput true; titleText [format["WELCOME TO OPERATION VENOM\n\nThe Battlefield is being generated . . .\n\nplease be patient"], "BLACK OUT",0.01]; waituntil {DAC_Basic_Value > 0}; disableUserInput false; titleText ["", "BLACK IN",2]; This script disable user input and turns the screen black. I would like to have another method instead where players cannot go a certain distance far from a game logic object until the condition that the DAC has finished its initialization. Can somebody script this for me?
  14. i've restarted arma and loaded different mission to in-game. but when i go back to my original modified arma mission.. the parameter options are still the same. is there some kind of parameter sqf file somewhere in the mission folder that i am missing? EDIT: o n/m, i got it working... just made a stupid mistake and forgot to save in editor i guess. thx for the help grimes
  15. Does anyone know where/how i can access the mission parameters? i tried to manipulate the settings from the description.ext file... but when i test it on the server, the parameters list shows no changes. for example... i changed the ACE wounds times and default settings in the description.ext file... when i tested to see the changes in the server... it showed the same options and setting as before i had changed it.
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