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HazJ

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About HazJ

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    Warrant Officer

core_pfieldgroups_3

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    Seriously... Who uses this anymore? lol!

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    Programming, gaming, food and swimming!

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  1. HALO Attitude Parameter: Alive | 50/50 | Splat |
  2. Authority 20 player coop.

    Preview showing half icons in use:
  3. EDIT: Not sure why but after I reloaded the mission, I had completely different results. I thought I had done this already. I guess I must of changed something again and forgot to repeat. I have got it all working now though. The only thing I don't like but had to add is: Does anyone know a better way to do this or just check inside class? allLoadouts[] = {"testLoadout"}; // this reflects the loadouts in class loadouts class loadouts { class testLoadout { Can't I just return all sub classes inside loadouts? https://i.imgur.com/IUWVf7b.jpg EDIT 2: To answer my own question for EDIT, I guess I could use configClasses command.
  4. Read the Wiki. Everything is pretty much there, you just gotta be willing to learn and try. respawn = "BASE"; respawnDelay = 1; respawnTemplates[] = {"Counter", "MenuPosition"}; respawnOnStart = 1; The next part is probably where you will get stuck. What you want to do is upon sector capture (regardless of who captures it): [mySectorsName, "ownerChanged", { params ["_sector", "_owner", "_ownerOld"]; if (_owner isEqualTo blufor) then { [blufor, _sector] call BIS_fnc_addRespawnPosition; // flagpole in sector with var name sector1 [opfor, _sector] call BIS_fnc_removeRespawnPosition; } else { [opfor, _sector] call BIS_fnc_addRespawnPosition; // flagpole in sector with var name sector1 [blufor, _sector] call BIS_fnc_removeRespawnPosition; }; }] call BIS_fnc_addScriptedEventHandler; NOT TESTED! You will need to replace sectorName obviously. EDIT: // add respawn on squad leaders [blufor, bluforSL] call BIS_fnc_addRespawnPosition; [opfor, opforSL] call BIS_fnc_addRespawnPosition; // where bluforSL and opforSL are var names EDIT 2: { [_x, "ownerChanged", { params ["_sector", "_owner", "_ownerOld"]; if (_owner isEqualTo blufor) then { [blufor, _sector] call BIS_fnc_addRespawnPosition; // flagpole in sector with var name sector1 [opfor, _sector] call BIS_fnc_removeRespawnPosition; } else { [opfor, _sector] call BIS_fnc_addRespawnPosition; // flagpole in sector with var name sector1 [blufor, _sector] call BIS_fnc_removeRespawnPosition; }; }] call BIS_fnc_addScriptedEventHandler; } forEach [ sector1, sector2, sector3 ];
  5. I gave this a test yesterday as someone was asking me questions about it. I used the GitHub version and it is broken and messed up. Certain things aren't working and most things are missing. No idea what happened. I have added this project back on my TODO list so I will try to push update ASAP.
  6. As I said, it wasn't tested. That will loop since last condition returns false.
  7. [SP] Pilgrimage

    Speeding past a full AAF squad smiling that I managed to escape alive and not damaged then... Titan AT Missile!!!
  8. Are you passing the right arguments to the function?
  9. GF Set AISkill Script

    No need for all those if statements. You can pass values in the parameters. values[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10}; Then divide by 10.
  10. lol. I must admit that I didn't think too much about it except the look of escargot (snails) did cross my mind but then after that I thought... Very tasty! C'est trés bon! (it is very good)
  11. @Spatsiba - Nothing wrong with French food. It is the best. Btw, @pierremgi is French lol.
  12. Hello. Sorry for late reply, only just got home. Where are you stuck? You can configure respawn points in the config_respawnPoints file inside config\ folder. If you wish to add/remove respawn points on the fly, use the function. See first post for info & examples. EDIT: // try... createDialog "dlg_respawnSelectionMenu"; // to have it show upon respawn, use the EH... player addEventHandler ["Respawn", { createDialog "dlg_respawnSelectionMenu"; }]; Can't remember for sure. Been a while since release. I still need to finish it off but was demotivated as nobody really seemed interested until now.
  13. I assume they aren't used with backpacks IRL. If so then you can stop players using them if using ghillie suit...
  14. You can just ditch the while loop and do it all in one waitUntil block. Not tested: waitUntil { sleep 2; if (sunOrMoon < 0.5) then {setApertureNew [2, 8, 14, .9];} else {setAperture -1;}; false; }; This will loop the command however. I guess you could add some other check. I thought there was some time change EH but guess not as can't see it anywhere.
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