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dcthehole

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About dcthehole

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  1. Maybe create the mines in a server script and put them in an array? You might be able to work a little magic after that.
  2. Assuming that you are editing the standard arma 2 life mission then this would work. _copplayernumber = 0; for[{_i=0},{_i < (count playerarray)},{_i=_i+1}] do { _curplayer = playerarray select _i; if((isplayer _curplayer) && (!isnull _curplayer) && (_curplayer in coparray)) then { _copplayernumber = _copplayernumber + 1; }; }; Then you could just use the variable _copplayernumber to run a simple exit-with check.
  3. If the _grrrVal is being used anywhere else in the script try this out. if((_object getvariable "Sarge")==1) exitwith {}; if(!_parachuteWest and !(locked _object)) then { //if (_objectID == "0" && _uid == "0") then if(_objectID == "0" && _uid == "0" && (vehicle _object getVariable ["Sarge",0] != 1)) then { _object_position = getPosATL _object; _isNotOk = true; }; };
  4. At work so cant test code, but try this out. private ["_var","_grrrVal"]; _var = _object getvariable "Sarge"; if(isnil "_var") then {_grrrVal= 0;} else {_grrrVal = _var;}; if(_grrrVal== 1) exitwith {}; if(!_parachuteWest and !(locked _object)) then { //if (_objectID == "0" && _uid == "0") then if (_objectID == "0" && _uid == "0" && (vehicle _object getVariable ["Sarge",0] != 1)) then { _object_position = getPosATL _object; _isNotOk = true; }; };
  5. Maybe something like this? _bridge = nearestbuilding this; _bridge addeventhandler ["HandleDamage",{false}];
  6. dcthehole

    Object placement

    Try using setPosATL or setPosASL.
  7. dcthehole

    List of all Playable Groups

    { //Code } foreach playableunits; Is this what you are talking about?
  8. dcthehole

    Arma 3 RCon

    Try this. If you would have taken 10 seconds to scroll down before you started this topic you would have seen it.
  9. Dont run anything like this [] spawn { while {true} do { player setFatigue 0; sleep 0.1; }; }; Thats an unnecessary loop to run and less efficient. Not to mention there is a command to do exactly what you want. Use this if (local player) then { player enableFatigue false; player addEventhandler ["Respawn", {player enableFatigue false}]; }; Like Foxy said.
  10. No, it should not be in quotes. cuel's above code seems right.
  11. dcthehole

    end animation go back to original state

    Maybe something like this? To start saluting: S2 switchmove "AmovPercMstpSrasWrflDnon_Salute"; S2 enablesimulation false; To stop saluting: S2 enablesimualtion true; S2 switchmove "AidlPercMstpSrasWrflDnon_AI"; That should work.
  12. dcthehole

    Player Disconnect Question

    Oh nice thanks. Does it record anything else? Also where did you find that at?
  13. I have one quick question about the onPlayerDisconnect command. Is there a way to record the player name in the onPlayerDisconnect? I've tried with no luck. Any help would be appreciated.
  14. dcthehole

    Dog barking possible?

    Two questions. Did the dog spawn and can you post script errors if any?
  15. I think the only way to do this would be a combination of if's with alive and !alive commands.
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