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MrSanchez

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Everything posted by MrSanchez

  1. Hey, Does anyone know whether its possible to fire a static weapon remotely? I wouldn't mind an invisible AI or whatsoever but just that u can only see the weapon fire.
  2. Mercenaries Recently there has been a big change in the unit. No longer are we a PMC unit, the idea people had about PMCs only providing security was bothering us since we in fact did a lot of offensive/covert operations too. Therefore we now are mercenaries, soldiers of fortune. We do all kind of operations as long as it pays well. In-game there are not so many changes, we use different skins now (modpack), the missions are no longer legal and our bases are now further away from civilization. Financing system We have an unique financing system that adds a little roleplay aspect into the unit. The unit has a budget and with this budget we are capable of buying new vehicles, weapons and other equipment. If a purchased vehicle gets destroyed in a mission it will no longer be available in a future mission and thus we have to buy a new one. The price list has been made up with prices compatible with the money we receive from our missions so that we have to work for our weapons. Roles Now that we're recruiting we have a few available roles open for new recruits to fill in. Available roles: Machinegunner AT Specialist Medic Rifleman(always available) In the future we might open airborne roles but since we don't have any aircraft yet this is unavailable. We recently acquired a MH-6 Little Bird and the airborne roles will be opening quite soon. Interested? Join the Teamspeak server or fill in an application on the website. www.phantominc.enjin.com
  3. Squad name:- Phantom Incorporated Timezone/location : GMT+1, European Gamemode preference (eg coop or pvp): Both Website address: www.phantominc.enjin.com Short description: Mercenary realism unit, unique financing systems, serious fun, 15+ We're a bunch of folks who enjoy playing ArmA 2 on a realistic matter but not too restricted. Language: English
  4. Update 14/4/13: -Promotional video uploaded -Joint operation was a success, though the entire 1st Takistani Regiment got wiped out, one of us survived and completed the objectives, alone. -WIP website under construction: www.phantominc.enjin.com However, application section is open. _____________________________________________________________________________________ This unit is still actively recruiting more members, if you want to be in an unique realism unit, join Phantom Inc. www.phantominc.enjin.com
  5. Update 30/3/13: -The Phantom Unit has been renamed to Phantom Incorporated. -Joint operation planned with 1st Takistani Infantry Regiment on 06/04/13 - delayed to 13/04/13 -ACRE is now fully initialized into the unit, making it a requirement to join, aswell as a training subject. ____________________________________________________________________________________ This unit is still actively recruiting more members, if you want to be in an unique realism unit, join Phantom Inc. www.phantominc.enjin.com
  6. Hello, I've heard about it and now I yet again saw it in the changelog of the beta patches, can someone explain, in simplified English what the headless client does and what the benefits of using it are? If I posted in the wrong section, then I'm sorry. Best regards, Martin.
  7. MrSanchez

    ACE for OA 1.13

    Hey guys, is this fixed yet? ace wounds issue There seemed to be a bug ticket on dev heaven, but i am not authorized to see that or so. my problem is, I have ace wounds enabled and such, ace is enabled, but when i use this in a script i made, i get the 'undefined variable in expression ace_sys_wounds_isUncon' error, and the variable _uncon is 'any'(nil?) when using it in a formatted message _uncon = [lord] call ace_sys_wounds_isUncon
  8. Hello, I'm stuck on a multiplayer-compatible script, in which I need to create a player boolean. At first I thought SetVariable, but that doesn't support booleans, which i need for various checks. So how do I create a boolean that is also compatible with various SQF scripts? e.g. a 'death' boolean, if I assign it the value 'true', and make it global it will be set 'true' to every player, if i use '_death' instead, i can only use in that particular sqf file. Long story short, I need something like setVariable but for booleans.
  9. MrSanchez

    Player boolean

    aliveUnits is a custom function, designed in previous posts in this thread, anyway i got it working with this [] spawn { while {alive player} do { if (!(player in (list senzor)) && alive player) exitWith { [player,true] call Pdeath; }; sleep 0.1; }; }; the only small issue in the Pdeath function, i got a globalChat message which is executed locally, but that would be easy for me to fix. Thanks alot all!
  10. MrSanchez

    Player boolean

    well i tried [] spawn { areacheck = { while {true} do { { if !(_x in (_this select 0)) then { _x setDamage 1; _x globalChat format ["%1 got killed because he went out of the area of operations.",name _x]; }; } forEach aliveUnits; hint "loop"; }; }; }; and [thislist] call areacheck; hint "called"; still doesn't loop, it executes once.. even if i remove the forEach line.
  11. MrSanchez

    Player boolean

    yes, I know that.. I have also done that yes.. :/
  12. MrSanchez

    Player boolean

    Activation 'Blufor' (my players are Blufor) I set condition to 'true', and set it repeatedly, because I wasn't sure how to do the condition otherwise, { if !(_x in thislist) then { _x setDamage 1; _x globalChat format ["%1 got killed because he went out of the area of operations.",name _x]; }; } forEach aliveUnits; upon placing a hint, i noticed it doesn't loop, this code is executed once while trigger is set to repeatedly. I'm also pretty sure that some code u just shouldn't paste into a trigger, but I don't know how to do it else wise.
  13. MrSanchez

    Player boolean

    so with scope they mean piece of code (between brackets e.g.) but I edited my previous post, when i did some research, i found this: http://forums.bistudio.com/showthread.php?138583-detecting-when-2-units-are-out-of-an-area but for more units they suggest repeating the trigger, naming every playable unit and create new trigger for that(would be alot of work if u have 50 playable units) what is the most efficient, fastest way to do this? (compatible with multiple players)
  14. MrSanchez

    Player boolean

    Cheers, works perfectly. Just got a question if you have time, what does private[] do? on wiki it says something about innermost scope but I have no clue what this means. edit: I can't seem to get it working, i got a couple of playable units, players.. and i got a trigger that covers a 250x300 area, i want the trigger to activate if any player walks out of that zone, and kills him and displays the message posted in my previous post, how would I do this?
  15. MrSanchez

    Player boolean

    Hahaha, facepalm, as I've been working on this script for like a week, trying to figure out stuff, i just got so tired that i missed that the lines i posted above are actually on top of _b = _this select 1.. noticed due to by Horner, I noticed I declared _b under setvariable, I'm going to test now, pretty sure it will work ;)edit: however, how would I return an array of all alive units? not the number of alive units. its because of this code { if!(_x in thislist) then { _x setDamage 1; _x globalChat format ["%1 got killed because he went out of the area of operations.",name _x]; }; } forEach playableUnits
  16. MrSanchez

    Player boolean

    Hmm, it appears, i erased my work where i was stuck upon, so I can't really figure out what my problem is right now, I'm going to do rewrite it and then i'll see. edit: alright, i got something odd _b setVariable ["death",true]; _death = _b getVariable "death"; hint format ["_death = %1",_death]; _death returns 'any' everytime
  17. Hello all, I wonder where to find these object animation names, used with animate. like 'maindoor' or 'BarGate'. I opened Arma 2 oa's config.bin, in arma2oaroot/common/ca, but was unable to find anything there.
  18. MrSanchez

    Object Animation list

    I don't think I can find animation names in the allinone config, I'll try the vehicle browser though :)
  19. Hi'yall. I'm having a problem, and I can't figure it out, i already commented out everything in my init.sqf to make sure the problem is not in there, well here's what I got on my init.sqf tvon = false; "tvon" addPublicVariableEventHandler {hint "hi"}; my TvOn.sqf _holder = [tvon]; tvon = true; publicVariable "tvon"; //hint format ["tvon was %1 at first, but then it turned %2",_holder select 0,tvon]; I commented out the hint format to test whether it might not be overwriting the "hi" message, but no message is shown. and my TV object this addAction ["Turn on TV","TvOn.sqf", nil, 6, true, true, "", "(_target distance _this) < 2"]; This looks totally legit to me, I have no idea what is causing the EventHandler not to execute.
  20. Well yeah, I want mine to be listen and dedicated compatible, since I made this mission for my realism unit, which will be hosted on the dedi tomorrow. so what i got right now is: init.sqf tvon = false; "tvon" addPublicVariableEventHandler {script = ["init\untitled.ogv",1.15] spawn bis_fnc_customGPSvideo;}; TvOn.sqf tvon = true; publicVariable "tvon"; _script = ["init\untitled.ogv",1.15] spawn bis_fnc_customGPSvideo; and the addaction on the first post, but thats not a problem, would this work on dedicated aswell?
  21. Yeah I got it working already, but I meant an example of what cuel said, or using CBA's event handlers.
  22. Yeah an example would be nice, also I am using CBA, although never coded using its functions.
  23. I just read, posted by sickboy, 2008 Okay a few facts about PVEH's:[*] When you change a variable on this machine and then publicVariable it, a PVEH hooked to this PV will not fire on this machine (but it will on all the other machines). So history doesn't matter, it simply comes down to "The PVEH will not fire on the machine that updates the variable, and pv's it"[*] To my experience, every single publicVariable action, will be received by other machines PVEH's. Even if you do 100 transactions in a second. Even from multiple machines.[*] By using (_this select 1) inside the PVEH, and not a reference directly to the variable itself, you make sure that you use the value of the variable, as it was at the exact moment of the receive so I'll go test it with another player, see if he gets the message, if he does I just add a message after the publicVariable line, as it's locally executed anyway. edit: oops, just read your post, mikie boy, oh well.. i wud've thanked you if I didn't figure it out myself ;P thanks for the effort though.
  24. According to your conclusion, how would I fix this issue then?
  25. I was looking forward to something like this. Thanks alot.
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