ELITEeNergizer
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How to get killed event handler working?
ELITEeNergizer replied to ELITEeNergizer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What I don't get is that there's 2 '_this select 0' Shouldn't "unit: Object - Object the event handler is assigned to " be already passed to addAction.sqf if I followed your advice? Why would I need to use '_this select 0' again if the object is passed via variable and not as an array? -
How to get killed event handler working?
ELITEeNergizer replied to ELITEeNergizer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
bumped -
How to get killed event handler working?
ELITEeNergizer replied to ELITEeNergizer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So here's an update of my script: addAction.sqf: player removeaction tx_myaction; player removeaction spawnViktor; player removeaction spawnBoat; waituntil {alive player}; tx_myaction = player addaction ["Teleport somewhere random","activateTP.sqf"]; spawnViktor = player addaction ["Spawn Lil' Hummy","spawnViktor.sqf"]; spawnBoat = player addaction ["Spawn Mr.Floaty","spawnBoat.sqf"]; removeAllWeapons player; removeAllItems player; player addWeapon "ACE_Map_Tools"; player addWeapon "ace_dagr"; player addWeapon "Binocular"; player addWeapon "M16A4_GL"; player addWeapon "ItemCompass"; player addWeapon "ItemMap"; player addWeapon "ItemRadio"; player addWeapon "ACE_HuntIR_monitor"; player addBackpack "CZ_Backpack_EP1"; for [{_i=0}, {_i<8}, {_i = _i + 1}] do { player addMagazine ["ACE_HuntIR_M203",1]; }; [player, "ACE_HuntIR_M203", 60] call ACE_fnc_PackMagazine; player addMagazine ["30Rnd_556x45_Stanag",5]; init.sqf trigTP = false; pos1=0; pos2=0; _xhandle = player addEventHandler ["killed", {_this execvm "addActionAgain.sqf"}]; tx_myaction = player addaction ["Teleport somewhere random","activateTP.sqf"]; spawnViktor = player addaction ["Spawn Lil' Hummy","spawnViktor.sqf"]; spawnBoat = player addaction ["Spawn Mr.Floaty","spawnBoat.sqf"]; removeAllWeapons player; removeAllItems player; player addWeapon "ACE_Map_Tools"; player addWeapon "ace_dagr"; player addWeapon "Binocular"; player addWeapon "M16A4_GL"; player addWeapon "ItemCompass"; player addWeapon "ItemMap"; player addWeapon "ItemRadio"; player addWeapon "ACE_HuntIR_monitor"; player addBackpack "CZ_Backpack_EP1"; for [{_i=0}, {_i<8}, {_i = _i + 1}] do { player addMagazine ["ACE_HuntIR_M203",1]; }; [player, "ACE_HuntIR_M203", 60] call ACE_fnc_PackMagazine; player addMagazine ["30Rnd_556x45_Stanag",5]; But both the scripts only work for one person. How can I get it working for all players? -
How to get killed event handler working?
ELITEeNergizer posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is my init.sqf trigTP = false; pos1=0; pos2=0; _xhandle = this addEventHandler ["killed", _this execvm "addActionAgain.sqf"]; tx_myaction = _this addaction ["Teleport somewhere random","activateTP.sqf"]; spawnViktor = _this addaction ["Spawn Lil' Hummy","spawnViktor.sqf"]; spawnSeaFox = _this addaction ["Spawn Foxxy","spawnSeaFox.sqf"]; removeAllWeapons _this; removeAllItems _this; _this addWeapon "ACE_Map_Tools"; _this addWeapon "ace_dagr"; _this addWeapon "Binocular"; _this addWeapon "M16A4_GL"; _this addWeapon "ItemCompass"; _this addWeapon "ItemMap"; _this addWeapon "ItemRadio"; _this addWeapon "ACE_HuntIR_monitor"; _this addBackpack "CZ_Backpack_EP1"; for [{_i=0}, {_i<8}, {_i = _i + 1}] do { _this addMagazine ["ACE_HuntIR_M203",1]; }; [_this, "ACE_HuntIR_M203", 60] call ACE_fnc_PackMagazine; _this addMagazine ["30Rnd_556x45_Stanag",5]; addActionAgain.sqf: _unit = _this select 0; _unit removeaction tx_myaction; _unit removeaction spawnViktor; _unit removeaction spawnSeaFox; _unit removeAllEventHandlers "killed"; waituntil {alive _unit}; _unit addEventHandler ["killed", {_unit execVM "addActionAgain.sqf"}]; tx_myaction = _unit addaction ["Teleport somewhere random","activateTP.sqf"]; spawnViktor = _unit addaction ["Spawn Lil' Hummy","spawnViktor.sqf"]; spawnSeaFox = _unit addaction ["Spawn Foxxy","spawnSeaFox.sqf"]; removeAllWeapons _unit; removeAllItems _unit; _unit addWeapon "ACE_Map_Tools"; _unit addWeapon "ace_dagr"; _unit addWeapon "Binocular"; _unit addWeapon "M16A4_GL"; _unit addWeapon "ItemCompass"; _unit addWeapon "ItemMap"; _unit addWeapon "ItemRadio"; _unit addWeapon "ACE_HuntIR_monitor"; _unit addBackpack "CZ_Backpack_EP1"; for [{_i=0}, {_i<8}, {_i = _i + 1}] do { _unit addMagazine ["ACE_HuntIR_M203",1]; }; [_unit, "ACE_HuntIR_M203", 60] call ACE_fnc_PackMagazine; _unit addMagazine ["30Rnd_556x45_Stanag",5]; The main problem is that I'm unsure if I should use the Player variable for init.sqf. Another problem I have is that the re-spawned player doesn't get the re-added actions or gear. And he still has the default gear. -
Script not found
ELITEeNergizer replied to ELITEeNergizer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It became working again when I gave the units names. -
I have a basic mission where I'm trying to test teleportation. My script was working before and later I started adding a trigger and some more stuff and suddenly my script couldn't be found. So I started a new mission from scratch and tried to put the addAction on my unit with: this addAction["Teleport somewhere random","randomTeleport.sqf"]; In the units init field. It works in the preview for the mission editor, there's no errors for the script being not found. But when I host the multiplayer server and try running the action, I then get the error that the script wasn't found. The script's name is randomTeleport.sqf There's not .txt at the end of it. The location is: C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\MPMissions which is the same as the map.
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I'm looking for a good PVP server that has tactical squads and all that. Any recommendations?
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Also when I was assaulting a town, it took a very long time because I was coming in from lower ground (trying to get to a top of a hill). When I sent a rifleman over somewhere he just got devoured so I was unsure whether I should've done something different. I didn't have a spawn point close by so that's why I didn't lead in. Should top ground be a priority all the time? Should I scout around the town first until I see the enemies clearly? Also I notice that whenever my team is in the open and not in prone, they just get raped by bullets. I also notice that the AI don't use their grenades, is that normal? What are useful units to have in your squad for invading a town? How should you advance your units? I advanced my units by having the 1 machine gunner and 1 sniper, that are beside eachother, cover while the rifleman advance headwards. Then had the machine gunner go, then the sniper, then me and the last units. Is this good? Should I have a sniper rifle instead of an automatic-capable rifle? Please give me any more tips or advice on commanding AI. Such as if I use 3-9(suppressive fire) do they just suppressive fire whatever they see? And the AI don't seem to use trees for cover in open areas when in danger mode, should i tell them to hide with 1-8(look for cover)?
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Combat Heli Help
ELITEeNergizer replied to ELITEeNergizer's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Chopper optics? Can you clarify what that is and how I use them? I fly in third person. -
How do I combat heli properly in CTI warfare? I'm talking about the Apache AH1 mainly. Every time I fly even close to a base, I get blown to pieces or shot down. How do I get close enough to the town without getting taken down? How low do I have to fly to avoid enemy radar? And also how do I launch an attack on them successfully? I'm usually just trying to target them and they take me down instantly. Just give me all the advice and tips you can please.
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Alright so I'm having troubles in CTI warfare multiplayer. I think I know somewhat of the basic squad command so I try to achieve a crew of 5 usually. However I run into so many problems that I just feel like not playing. Sometimes I find that when I'm driving to the place I'm capturing I get blown up randomly without being near any enemy bases. I remember one message saying "intercontinental ballistic missile incoming". How do I prevent this? I also find my squad mates dying very quickly. I tell them to go in danger status but they still die off. Also how should I blow up an armored vehicle properly? I told one of my anti-tank rifleman to go solo and blow it up but he ended up dying. What should I have done? Also I have selected the tank through the target menu since I didn't see it nor did I want to get shot. Please give me more advice to keep my squad alive and more successful. Also any links to succeeding as a squad would be great too. ---------- Post added at 07:57 ---------- Previous post was at 07:20 ---------- And the thing that frustrates me the most about this game is when I drive somewhere for 10 minutes, and I end up dying instantly from something unknown and that stays unknown. The combat and everything is great, but I hate wasting 10 minutes driving on roads constantly because I keep dying and I keep trying to get to the same town. ---------- Post added at 08:01 ---------- Previous post was at 07:57 ---------- Also there doesn't seem to be any detailed guides on CTI. For instance, how do I create a spawn point for myself? And is it possible to buy units at these spawn points so I don't have to CoD my way through.
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Commanding Questions and more newbie questions
ELITEeNergizer replied to ELITEeNergizer's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Megavideo doesn't work, it was apart of megaupload so the guides are gone now. -
Commanding Questions and more newbie questions
ELITEeNergizer posted a topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Why is it that when I tell my team to stop (1-6), they won't listen to Advance (1-2)? Also what does Scan Horizon do? And what does Supressive Fire do? Can I get more tips for easily positioning my people better? They don't seem to move to where I'm aiming. How can I tell if gun has thermal or nightvision on the scope? Any tips for seeing people more easily? How can I tell if someone that I'm looking at is an enemy or not? (some servers don't have the friendly name popup on mouseover) Also how does the spotting enemy thing work? I can't seem to understand where the enemies are.