Jump to content

gc8

Member
  • Content Count

    3077
  • Joined

  • Last visited

  • Medals

Everything posted by gc8

  1. if you make the _itemsArray global you can then access it in any sqf file. to make variable global just leave out the _ like so: itemsArray = ["rvg_canOpener", "rvg_plasticBottlePurified", just execute the sqf where itemsArray is before the other sqf files
  2. oh yeah I have CBA activated. didn't know it does that :)
  3. @bad benson nice thank you! One thing though I get lot of black pixels flying around, is that normal?
  4. Any change you could make the thing taller? I still have some space on my screen. i'ts not as tall as the default console. I have ton of custom commands and could use the extra space :) keep up the good work... :) thx!
  5. there is synchronizeObjectsAdd command btw are you sure the player is not synced after respawn? just curious.
  6. gc8

    [SP/MP] [RPG] Fall of men

    New release! What' new: You can now make any house in the wilderness your home (locked buildings required unlocking before they can be claimed) You can now lock your car And many other changes! Bug fixes!
  7. Hi Does anyone know what is the best way to change player's side. For now I have always created a new group and used joinsilent to put player in there so that he's side changes. But is there a better way, anyone knows? the reason I need better way is because I want to add respawn point for the player's group. thx!
  8. gc8

    [SP/MP] [RPG] Fall of men

    Sorry not yet. why not use steam?
  9. The player may have AIs in his group.
  10. The problem is I'm making MP mission so I don't think I can use setFriend because only some players are supposed to be hostile to resistance.
  11. I need to make the player hostile to resistance by changing side to east and not hostile by changing side to west.
  12. @HazJ I said what for I need it in my post :) respawning places
  13. I didn't but you can insert your code there. Updating my post to show where...
  14. Check this thread out welcome to the forums!
  15. Maybe something like this: player setVariable ["mgMags", 10]; _id = player addAction ["<t color='#f4ee42'>Reload</t>", { hint format["Reloading! %1", (player getVariable ["mgMags", 0])]; // <------------------- Insert weapon reloading code here! player setVariable ["mgMags", (player getVariable ["mgMags", 0]) - 1]; }, nil, 1.5, true, true,"","(player getVariable ['mgMags', 0]) > 0",3];
  16. _group_members deleteAt (_group_members find _uid); like that, you almost had it :)
  17. it deletes everything because you get the index from _group_members and delete from serverGroups the _group_members remains same but serverGroups becomes empty....
  18. Hi I'm making a script where player has to press one button to rotate through objects and another button to place that object. The problem is how do I know to pick such buttons the player has not binded? Or maybe I use the movement keys (default wasd) but that might move the player and how do I know those are in fact player's movement keys? thanks for any advice!
  19. @Mr H. Thanks! Think I have the right tools now :)
  20. @Mr H. Thanks , i'm using the EH. But I may still need some solution to check the player keybindings I guess.
  21. yeah I used the blur commands to remove blur in one of my missions but it was singleplayer... for multiplayer I never had to use them so I don't know whats going on, sorry. =/
  22. since you are doing multiplayer and using the respawn system I don't know why you even need to use BIS_DeathBlur ..... you running the mission from editor as singleplayer or multiplayer?
  23. One place to use them is onPlayerKilled.sqf
×