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Laviski

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Everything posted by Laviski

  1. first off i wanna say thx kylania for helpin me in my threads. ok but i'm gonna start losing hair soon on why some things choose to work when they want to. music works now magically :D another problem i noticed is when i export to multiplayer mission it doesn't do it right. I have 24 team1 and 3 on team 2 but when i load the pbo i only have 12 on team 1 and 1 team 2. and i might as well ask back in ofp days it was .sqs files for the scripts can someone explain the difference of .sqf other than the extension?
  2. ok cheers. will finish the mission with the other endings first then will come back to this. it ain't a mission breaker as if all else fails stick them on an a island.
  3. ok to keep it simple i have 3 teams but only 2 can respawn. the other teams when they die they will get a black screen saying there dead and removing controls. here is what i have atm. guy on this team is named ResGuy1 trigger1: set repeat condition:!alive ResGuy1 act:ResGuy1Dead = true;[] exec "scripts\res_guy_dead.sqs" trigger2: set repeat condition:ResGuy1Dead; act: ResGuy1 moveincargo prision res_guy_dead.sqs: ; Fade to black. cutText ["You are dead!","BLACK OUT", 1] ; This should force the unit to stop. disableUserInput true the same is done for resguy2 resguy3. and when there all dead triggger: once condition: ResGuy1Dead and ResGuy2Dead and ResGuy3Dead; ACT: [] exec "scripts\lose.sqs"; the problem is when resguy1 dies the script is intiated but what happens is resguy2/3 get black screens too. I just want the black sceen happen to the person that dies until all 3 are dead then its game over. Note: the init.sqs ResGuy1Dead = false ResGuy2Dead = false ResGuy3Dead = false
  4. this still doesn't work :( - if i'm resguy1 and i shoot resguy2 i still get the black screen.
  5. any ideas how to achieve this? also change my res_guy_dead script to: ; Make sure this is only displayed to the player who is respawning ; *and* only if at least 5 seconds have passed - otherwise this script ; will run when the game starts (assuming the player isn't killed after ; only 5 seconds ;) ? not local _this or time < 5 : exit ; Fade to black. cutText ["You are dead!","BLACK OUT", 1] ; Move the player out of the playing area - so he's not killed while waiting ; to respawn. This is on a small island off Malden. Work out your own on the other islands. _this MoveinCargo Prision ; This should force the unit to stop. disableUserInput true ; Keep looping until they're both dead. #loop ~1 ; When both guys are dead, the game can end. ? ResGuy1Dead and ResGuy2Dead and ResGuy3Dead: goto "game_over" goto "loop" #game_over ; Fade back in. cutText ["","BLACK IN"] ; And finally give control back to the player. disableUserInput false
  6. well i did this mission before for ofp years ago. this is used in a lan scenario and it was aimed at a bunch of role players. in ofp there was a limit on what you could do. I will look around for a spectating script it would be better for mp (but what about dem screen watchers :P ) it may solve my problem.
  7. if you know the mod that does that at least i have the option.
  8. there is only 2 UH-1H in the air so i will consider anything that will get rid of there advantage of spotting vehicles
  9. thx! works now - playing spot the difference in what you do did and still no idea why it didn't work the first time. no matter
  10. yes i did read post #2 and then went back to read #2 again when it didn't work i have everything copied exactly like in post #2 still doesn't work ---------- Post added at 18:54 ---------- Previous post was at 17:07 ---------- or even better can someone link me a working mission with this at least i can take it from there
  11. sry for bumping old thread but this is exactly what i'm looking for but can't seem to get it to work! am i supposed to name the backpack heap? put it into the init.sqs?
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