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ringoray

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Everything posted by ringoray

  1. Cheers mate, I tried that script and again it gives error because of all the other scripts in insurgency clashing with it. When I change one error it just throws up another, and another, and another...so on and so on lol. Ill just keep working on it and see if I can fix it somehow.
  2. Thanks for your response KiloSwiss, much appreciated. I will try this out and see what happens. Thanks again. UPDATE: I did as you said and used your method Swiss. I put my UID in there and indeed I could enter the vehicle. I took out my UID again and entered a friends UID but I could also enter the vehicle, which should not have happened, I should have been kicked from the vehicle. Strange.
  3. I agree, it does work. One thing I have noticed much to my frustration is in the vehiclelock.sqf I have followed the instruction concerning the allowed names or UIDs which are allowed to enter the vehicles. It seems that even with my UID in the array, I still get locked out of the vehicle. _vehicle = _this select 0; // i added this line. _vehicle addEventHandler ["GetIn", { private ["_veh", "_pos", "_unit", "_namesArray"]; _veh = _this select 0; _pos = _this select 1; _unit = _this select 2; _namesArray = ["myUIDhere"]; if !(name _unit in _namesArray) then { _unit action ["Eject", vehicle _unit]; }; }]; Would changing namesArray to uidArray or something help solve this problem? Sorry scripting is something I am not very good at at all:(
  4. Thanks both of you for your input. Schatten, the first method you told me to use worked just fine as I am sure your second method will. Harzach, since I overlooked that Tophe does not want that script edited, I shall also try the method you suggest. If indeed it does work then I think it is only right that I use that method to respect Tophe's wishes. Again, thanks guys.
  5. Cheers pal, will give it a test an let you know the results. Just to clarify, I'll add the first code to the vehicle.sqf after the vehicle creation command like this? ========================================================= */ if (!isServer) exitWith {}; // Define variables _unit = _this select 0; _delay = if (count _this > 1) then {_this select 1} else {30}; _deserted = if (count _this > 2) then {_this select 2} else {120}; _respawns = if (count _this > 3) then {_this select 3} else {0}; _explode = if (count _this > 4) then {_this select 4} else {false}; _dynamic = if (count _this > 5) then {_this select 5} else {false}; _unitinit = if (count _this > 6) then {_this select 6} else {}; _haveinit = if (count _this > 6) then {true} else {false}; _hasname = false; _unitname = vehicleVarName _unit; if (isNil _unitname) then {_hasname = false;} else {_hasname = true;}; _noend = true; _run = true; _rounds = 0; if (_delay < 0) then {_delay = 0}; if (_deserted < 0) then {_deserted = 0}; if (_respawns <= 0) then {_respawns= 0; _noend = true;}; if (_respawns > 0) then {_noend = false}; _dir = getDir _unit; _position = getPosASL _unit; _type = typeOf _unit; _dead = false; _nodelay = false; // Start monitoring the vehicle while {_run} do { sleep (2 + random 10); if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true}; // Check if the vehicle is deserted. if (_deserted > 0) then { if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then { _timeout = time + _deserted; sleep 0.1; waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0}; if ({alive _x} count crew _unit > 0) then {_dead = false}; if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; if !(alive _unit) then {_dead = true; _nodelay = false}; }; }; // Respawn vehicle if (_dead) then { if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;}; if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;}; if (_explode) then {_effect = "M_TOW_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;}; sleep 0.1; deleteVehicle _unit; sleep 2; _unit = _type createVehicle _position; _unit setPosASL _position; _unit setDir _dir; [_unit] execVM "vehiclelock.sqf"; _unit addMPEventHandler ["MPRespawn", {[_this select 0] execVM "vehiclelock.sqf"}]; if (_haveinit) then {_unit setVehicleInit format ["%1;", _unitinit]; processInitCommands;}; if (_hasname) then {_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; processInitCommands;}; _dead = false; // Check respawn amount if !(_noend) then {_rounds = _rounds + 1}; if ((_rounds == _respawns) and !(_noend)) then {_run = false;}; }; };
  6. ringoray

    Northern Ireland Insurgents

    The UVF don't have RPG launchers. Nice work though.
  7. ringoray

    BIS_Effects_EH_Fired

    well I put it at the top of my init and it seemed to work for a long time, then it returned, beginning to give up now lol
  8. ringoray

    BIS_Effects_EH_Fired

    will try that for sure ---------- Post added at 15:54 ---------- Previous post was at 15:47 ---------- I wonder could I put the fire bug script into a separate file and execute it via the init.sqf
  9. Hey guys, although my motherboard does not have 7.1 sound on board, will a Logitech g930 still work as apparently the 7.1 sound is built in to the headset? I did read somewhere that the motherboard does not support Dolby surround sound, which is in the headset.
  10. Can anyone tell me why this init.sqf does not work in regards to the fire bug script by Dwarden. The script does not take away the fire bug for JIP players who see a huge fire if a vehicle is crashed/destroyed on the Insurgency map. Thanks. if !isDedicated then { startLoadingScreen ["Loading...","RscLoadScreenCustom"]; }; enableSaving [false, false]; waitUntil { isServer || !isNull player }; waitUntil { !isNil "BIS_MPF_InitDone" }; waitUntil { BIS_MPF_InitDone }; // Global Variable Init curTime = time; //mission start time serverLoadHint = false; //server load hint message /// place player UIDs here to enable extra toys for specific players. Toys are Apache, UH1Y, MH60M, and MV22 /// updated June 6, 2013. masterUIDArray = [ "xxxxxxxxxxxxxxxxx", "xxxxxxxxxxxxxxxxx", "xxxxxxxxxxxxxxxxx", "xxxxxxxxxxxxxxxxx", "xxxxxxxxxxxxxxxxx", "xxxxxxxxxxxxxxxxx" ]; masterClassArray = ["AH64D_EP1","UH60M_MEV_EP1"]; if (local player) then { call compile preprocessFileLineNumbers "initclient.sqf"; }; if (isServer) then { call compile preprocessFileLineNumbers "initserver.sqf"; }; /////////////////Dwarden fixing fire in the sky bug BIS_Effects_EH_Killed=compile preprocessFileLineNumbers "new_effects\killed.sqf"; BIS_Effects_AirDestruction=compile preprocessFileLineNumbers "new_effects\AirDestruction.sqf"; BIS_Effects_AirDestructionStage2=compile preprocessFileLineNumbers "new_effects\AirDestructionStage2.sqf"; BIS_Effects_globalEvent = { BIS_effects_gepv = _this; publicVariable "BIS_effects_gepv"; _this call BIS_Effects_startEvent; }; BIS_Effects_startEvent = { switch (_this select 0) do { case "AirDestruction": { [_this select 1] spawn BIS_Effects_AirDestruction; }; case "AirDestructionStage2": { [_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2; }; case "Burn": { [_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn; }; }; }; "BIS_effects_gepv" addPublicVariableEventHandler {(_this select 1) call BIS_Effects_startEvent;};
  11. ringoray

    BIS_Effects_EH_Fired

    Has anyone any ideas why this hasn't worked, I have tried and tried everything but nothing seems to work, very frustrating lol.
  12. Hey guys, I am running the fire bug fix from Dwarden on my server but it does not seem to run. Can anyone tell me if something is wrong with my init.sqf? You will see in the MasterUID part of the script I have used x to blank out my friends steam IDS at their request, just for the purpose of this post. I have the relevant folder in my mission directory as instructed yet still the fire bug appears. Thanks in advance for any help or suggestions. if !isDedicated then { startLoadingScreen ["Loading...","RscLoadScreenCustom"]; }; enableSaving [false, false]; waitUntil { isServer || !isNull player }; waitUntil { !isNil "BIS_MPF_InitDone" }; waitUntil { BIS_MPF_InitDone }; // Global Variable Init curTime = time; //mission start time serverLoadHint = false; //server load hint message /// place player UIDs here to enable extra toys for specific players. Toys are Apache, UH1Y, MH60M, and MV22 /// updated June 6, 2013. masterUIDArray = [ "xxxxxxxxxxxxxxxxx", "xxxxxxxxxxxxxxxxx", "xxxxxxxxxxxxxxxxx", "xxxxxxxxxxxxxxxxx", "xxxxxxxxxxxxxxxxx", "xxxxxxxxxxxxxxxxx" ]; masterClassArray = ["AH64D_EP1","UH60M_MEV_EP1"]; if (local player) then { call compile preprocessFileLineNumbers "initclient.sqf"; }; if (isServer) then { call compile preprocessFileLineNumbers "initserver.sqf"; }; /////////////////Dwarden fixing fire in the sky bug BIS_Effects_EH_Killed=compile preprocessFileLineNumbers "new_effects\killed.sqf"; BIS_Effects_AirDestruction=compile preprocessFileLineNumbers "new_effects\AirDestruction.sqf"; BIS_Effects_AirDestructionStage2=compile preprocessFileLineNumbers "new_effects\AirDestructionStage2.sqf"; BIS_Effects_globalEvent = { BIS_effects_gepv = _this; publicVariable "BIS_effects_gepv"; _this call BIS_Effects_startEvent; }; BIS_Effects_startEvent = { switch (_this select 0) do { case "AirDestruction": { [_this select 1] spawn BIS_Effects_AirDestruction; }; case "AirDestructionStage2": { [_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2; }; case "Burn": { [_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn; }; }; }; "BIS_effects_gepv" addPublicVariableEventHandler {(_this select 1) call BIS_Effects_startEvent;};
  13. ringoray

    BIS_Effects_EH_Fired

    Hey no worries dude you have been more than helpful already!
  14. ringoray

    BIS_Effects_EH_Fired

    I have already unpacked you mission and added the new_effect folder to my mission and added the relevant lines of the init script into my init script but the problem persists. There must be something I have missed, although I dont think so. Here is my entire init.sqf, please have a look if you will and tell me if all is correct please. if !isDedicated then { startLoadingScreen ["Loading...","RscLoadScreenCustom"]; }; enableSaving [false, false]; waitUntil { isServer || !isNull player }; waitUntil { !isNil "BIS_MPF_InitDone" }; waitUntil { BIS_MPF_InitDone }; // Global Variable Init curTime = time; //mission start time serverLoadHint = false; //server load hint message /// place player UIDs here to enable extra toys for specific players. Toys are Apache, UH1Y, MH60M, and MV22 /// updated June 6, 2013. masterUIDArray = [ "xxxxxxxxxxxxxxxxx", "xxxxxxxxxxxxxxxxx", "xxxxxxxxxxxxxxxxx", "xxxxxxxxxxxxxxxxx", "xxxxxxxxxxxxxxxxx", "xxxxxxxxxxxxxxxxx" ]; masterClassArray = ["AH64D_EP1","UH60M_MEV_EP1"]; if (local player) then { call compile preprocessFileLineNumbers "initclient.sqf"; }; if (isServer) then { call compile preprocessFileLineNumbers "initserver.sqf"; }; /////////////////Dwarden fixing fire in the sky bug BIS_Effects_EH_Killed=compile preprocessFileLineNumbers "new_effects\killed.sqf"; BIS_Effects_AirDestruction=compile preprocessFileLineNumbers "new_effects\AirDestruction.sqf"; BIS_Effects_AirDestructionStage2=compile preprocessFileLineNumbers "new_effects\AirDestructionStage2.sqf"; BIS_Effects_globalEvent = { BIS_effects_gepv = _this; publicVariable "BIS_effects_gepv"; _this call BIS_Effects_startEvent; }; BIS_Effects_startEvent = { switch (_this select 0) do { case "AirDestruction": { [_this select 1] spawn BIS_Effects_AirDestruction; }; case "AirDestructionStage2": { [_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2; }; case "Burn": { [_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn; }; }; }; "BIS_effects_gepv" addPublicVariableEventHandler {(_this select 1) call BIS_Effects_startEvent;}; You will noticed that in the MasterUID part of the script I have hidden player steam ID's with XXXXXXXXXXXX becuase they don't want me to show them in the post.
  15. ringoray

    BIS_Effects_EH_Fired

    I have implemented these scripts on my server, but the fire bug persists still when people crash the aircraft. Any Ideas?
  16. ringoray

    BIS_Effects_EH_Fired

    Haha, it's all good guys, thanks for that too Beazley
  17. ringoray

    BIS_Effects_EH_Fired

    That's exactly what I needed, thank you!!
  18. ringoray

    BIS_Effects_EH_Fired

    Thank you much!! ---------- Post added at 17:59 ---------- Previous post was at 17:55 ---------- cant seem to unpack those missions.
  19. ringoray

    BIS_Effects_EH_Fired

    Any chance you could share that script please?
  20. Hey guys I know this question has probably been asked in another thread, but, is there a way to get rid of the annoying huge fire bug in A2CO? I seen something about a line of script in domination that takes it out, but I cant seem to find that either. Thanks for any help or answers.
  21. ringoray

    @acex

    Hi guys not sure if this is the right place but, I have installed ACE and all the other necessary stuff, ACEX and such. When I launch the game it says that I need ACEX 1.5.1 or higher. Has anyone a link to this version as I can not seem to find such a version? Thanks in advance for any help.
  22. Hey, If I am posting in the wrong place, then I apologise for that, but what the hell is going on since Gamespy was removed? What I mean is, ever since Gamespy has been removed, it is really annoying trying to find servers. I know it does take a while for the servers to show up on the server list but, some servers do not show up at all, period, unless I get the IP and port and connect remotely, even then that may not work. Is this problem a big one for others? Also, when I search for servers and tab out while I wait for however long it takes to see servers appear, I lose the ability to do web searches, say that I am unable to connect to pages and that no internet connection is available, even though I am still connected to Teamspeak! LOL. Again if this is posted in the wrong place, I apologise, some help or suggestions would be appreciated with this issue as I feel it is ruining peoples game experience. Thanks.
  23. Save yourself a headache, and use a respawn script :)
  24. PUBLIC SERVER Domain Name ......................... www.1stairborne.co.uk 1AGR Public Server ............ 81.19.216.33:2300 Location: ............................... UK Type of Server......................... CO-OP
  25. You could just use a vehicle respawn script, there are many on here and Armaholic.
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