Jump to content

Silderoy

Member
  • Content Count

    158
  • Joined

  • Last visited

  • Medals

Everything posted by Silderoy

  1. well you have not defined _this...
  2. You can use the IDs of the object.
  3. Silderoy

    Triggered Respawn

    you dont... you can make them spawn in a remote area of the map, then teleport them to the pos where you want them to "spawn" when you want to...
  4. You can sync the trigger with the units, then it will be "Vehicle". Than only the units synced to the trigger would activate it.
  5. Another approach would be thoe following: in the soldier's init field put this: _teleportstart = [this,truck1] execVM "truckteleport.sqf"; and the truckteleport.sqf: _soldier = _this select 0; //the soldier. _truck = _this select 1; //the truck. _postruck = [(getpos _truck select 0) +2, getpos _truck select 1, 0] //the position where the unit will teleport to. gets the location of the truck and then set it 2 meters to the east of the truck. _soldier setpos _postruck; //move the soldier to the position next to the truck. not tested.
  6. well for opening the gate, you can use that: _gateopen = [[block1,Block2], 123456789] execVM "opengate.sqf"; Block1 & block 2 are the Hbarriers you want to act as gate. 123456789 is the password that will open the gate. opengate.sqf: _gatearray = _this select 0; _truepass = _this select 1; [enter password script here] //make notice that you need to make a varable named "_usedpass", that will be the password that was entered to the laptop. if (_usedpass == _truepass) then { { _x hideobject true; } forEach _gatearray; sleep 10; { _x hideobject false; } forEach _gatearray; }; **not tested** cant help you with the entire password idea script, but when you got it, just put it in. ill give the dialog a try, but it would take time... always wanted to know how to do a ingame dialog, but it looks so complicated...
  7. Sup. I need 2 voice actors for a mission. Both English, one with an "old" voice, arabic accent. The other one is a yaunger voice, but still grown up. Again same accent. If somebody can do both voices, ut would be great!
  8. http://forums.bistudio.com/showthread.php?103623-Only-Pilots-can-Fly-Only-Crewman-can-Crew
  9. nvm I got it, can delete post
  10. Tell me what condition you want, then it would be easier to help. and limiting a zone can be done with a trigger. you need to create a trigger and set it to the size you want. set it to "NOT PRESENT". in the on act put: [unitname] setdammage 1; then syncronize\group it with the unit you had in the on act. it sould make it "VEHICLE". set "timeout" and put "10" for min, mid, and max. then go to effects and set "text". and write: "GET BACK! you have 10 seconds or you will die!" or something that idea... now you need to create a trigger like that for every unit you have. just change the "on act", and sync to the unit. place all of those triggers in the same spot, and there you go.
  11. Just use the Cycle waypoint after the "get in" in town 1: (Get in -> Move -> Get out -> Move -> Sleep -> Get In -> Move -> Get out -> Sleep -> Cycle). thats the whole thing. no need for a script...
  12. You want more then one respawn point? And you want it random, or if something is going around the main spawn, then respawn on the second one? ---------- Post added at 08:15 ---------- Previous post was at 08:07 ---------- For limiting the area, you can just serround it with big H barriers or something like this. It looks like alot of work, but you just need to place 2-3. Duplicate the rest… And by alternate respawn you mean just more then one respawn point, then random spawn on one of them, or you want a certain condition in order to respawn on the alternave respawn point?
  13. I gonna have to test it out, ill give you an answere in an hour or so ---------- Post added at 15:42 ---------- Previous post was at 14:06 ---------- OK. got it to work. I did not manage to make it with variables, so its a bit clumsy... SO, the Removeweapons.sqf is changed to "Removeweaponsp1.sqf", and inside there is this: while {true} do { waitUntil {!alive p1}; waitUntil {alive p1}; sleep 0.001; removeallweapons p1; sleep 0.001; }; with p1 being your unit name. now you need to copy and paste it for every unit you want, and change the following things inside the script: while {true} do { waitUntil {!alive [name here]}; waitUntil {alive [name here]}; sleep 0.001; removeallweapons [name here]; sleep 0.001; }; and change the script name to "Removeweapons[name here].sqf". in the Init.sqf, you need to execVM all of those scripts. for example: execVM "Removeweaponsp1.sqf"; execVM "Removeweaponsp2.sqf"; execVM "Removeweaponsp3.sqf"; execVM "Removeweaponsp4.sqf"; sorry its so clumsy and complicated, but could not make it work anyway easier. P.S: it is very wierd, I have a very similiar script that does work with variables: _unit = _this select 0; while {true} do { waitUntil {!alive _unit}; sleep 0.01; waitUntil {alive _unit}; sleep 0.01; [_unit] call _setLoadout; sleep 0.1; }; with the script being called with the following in the unit's init field: nul = [this] execVM "Removeweapons.sqf"; but it doesnt work in this case, no metter what I did... hope you understand how to use that...
  14. there is no way to know how many bullets are in a specific magazine as far as I know.
  15. What do you mean? You want a script activated by a trigger, that will create a game logic? Or a script that will rerun a script that was already used once?
  16. Can you call the script from a trigger? (Doesnt metter where). Is so, create a trigger, and in the condition write: "TLS && [whatever you need here];" In the on act you put your script call (execVM line). Now in the init.sqf you need to add at the end: "TLS = true; if (true) exitWith {};" Now to the script, add the following line somewhere (beginning or finish): "TLS = false;" What i made is I created kind of a variable which is true at the beginning, but after the script runs for the first time, it becomes false, so the script cannot run again.
  17. I think he wants it just after the unit REspawn, not first dpawn
  18. You got the first one (waituntil script) into a file and gave it the name "removeweapons.sqf"? Then, did you replace the [1,2,3] with the names you gave your units in the editor? If so, ill have to test it out...
  19. So, I got a DM type mission, and I want to make a score limit and a time limit. about the score limit, how do I even start? I mean, it should be automatic or I need to add something spesific to init.sqf/ingame? and time limit, I can use ForceEnd with a countdown, but is there a defult way? any way to make it finish the round by the time limit you choose? my parameters in description.ext: class Params { class Score { title = "$STR_mp_param_score"; values[] = {99999, 10, 30, 50, 100}; texts[] = {"Unlimited", "10", "30", "50", "100"}; default = 30; }; class Duration { title = "$STR_mp_param_duration"; values[] = {0, 600, 1800, 3600}; texts[] = {"Unlimited", "10 Minutes", "30 Minutes", "1 Hour"}; default = 0; }; class TimeOfDay { title = "Time of Day"; values[] = {0,15}; texts[] = {"Day","Night"}; default = 0; }; }; I did anything I need with the Time of day, need nothing about this one. only score and time limit. Thanks, Silderoy
  20. You run it through Init.sqf. ExecVM "Removeweapons.sqf"; Im not really fimiliar with MP part of the script, but its is a very simple script, and it should be running ok in MP just as well as in SP...
  21. You can use this: { Waituntil {!alive _x}; Waituntil {alive _x}; Removeallweapons _x;} forEach [1,2,3,..]; Replace 1,2,3 with the players you want to remove the weapons from.
  22. Silderoy

    MP Parameters

    no one can help me out? Many people use parameters in their missions, can someon explain me how to use those?
×