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frezinator

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Everything posted by frezinator

  1. it works but I can't eject out of the boat :/ ---------- Post added at 23:26 ---------- Previous post was at 23:25 ---------- it doesn't work
  2. how do you re-supply it??? or make it loop? By the way, I like you profile pic, cute and creepy.
  3. if the jet respawns, does the line "yourVehicle addMagazine "2Rnd_GBU12" disappears? ---------- Post added at 01:35 ---------- Previous post was at 01:32 ---------- thnx but I just want to increase the number of missiles not unlimited.
  4. I agree converting to jpg to paa is annoying! but It's really easy and quick to do, it takes at least less than 3 minutes to convert it.
  5. I could make the Static ZU-23 immortal, I use: this addEventHandler ["HandleDamage", {false}]; But I couldn't make the ai gunner be immortal.. How do you make him immortal???
  6. I found a problem guys.. I just tested in dedicated server, THe ZU-23 AI gunner won't shoot and move... How do I fix this?
  7. It didn't worked :/ it gave me an error message. Thank you!!!! it worked!!!
  8. If you want to remove that error then just go into the init.sqf script and remove this code: [] execVM "cleanup.sqf"; KK thank you!!! Quoting my whole tutorial was simply not necessary, I mean seriously I know what I posted, it took me an hour to put that together, as trying to describe something for someone and make it understandable can be tricky. aah kk im sorry, I will try change my bad quoting habits :) No i did not, the one for Arma I extracted from a mission I played and have no idea which one, its been 2-3 years since that time, and the firs one I posted I got back when Arma2 was the only game being played at the time and I forget where I got that one, but I had used it for a long time. Aaah I see Once again, thank you Gunter for helping me :)
  9. I just finished testing it! it works perfectly fine, it does show some errors but it still works. one error that i found is that it says "cleanup.sqf not found" the other error i found is that its about in the description.ext, scrollbar not found something like that.. it's too long, i can't remember the whole error message. I like that menu it shows the map, which i think is really cool! Im sorry about replying with quotes lol, im really used to replying with quotes >.< Thank you for everything!!! i really appreciate it so much!!! By the way ,did you create these two respawns menu's?
  10. I only have the Arma 2 Free version, I don't have the desert map :/ do you have one for utes or chernarus?
  11. Sure I would love to!!! it's kk, everyone makes mistakes :)
  12. Finalllllllllllllllllly!!!!!!!!!!!! it worked!!!!!!!!!!!! after all those countless hours of testing, I could finally get it to worked!!!!!!!!!!!!!! Thank you so much!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!:bounce3::eek::bounce3::D:bounce3: One more thing, im using a R3F revive script but it seems that its not compatible with the respawn script, do you know how to make it compatible or do you know any other revive scripts that is compatible? Also, My intro image and intro music won't work but the respawn selection works, I can live with that :)
  13. It still won't work :( I don't see the blackbox this time... Does the init.sqf need some changes?? im just curious because I see the words "spawn 1,spawn 2, etc.." enablesaving [false, false]; doogetloc = { if (!isNil "doorespawn_names") exitWith { doorespawn_names select (doorespawnarray find _this) }; private "_loc"; _loc = nearestlocations [getPos _this, ["NameCityCapital", "NameCity", "NameVillage", "NameLocal", "Hill", "NameMarine"], 1500]; if (count _loc != 0) then { if (text (_loc select 0) != "") then { text (_loc select 0) } else { mapgridposition _this }; } else { mapgridposition _this }; }; doorespawn_names = ["Spawn 1", "Spawn 2", "Spawn 3", "Spawn 4", "Spawn 5"]; doorespawnarray = [flag1, flag2, flag3, flag4, flag5]; titletext ["","black faded"]; if not isserver exitwith {}; This is my actual init.sqf looks like: if ((!isServer) && (player != player)) then { waitUntil {player == player}; }; //Init UPSMON scritp (must be run on all clients) call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf"; //Process statements stored using setVehicleInit processInitCommands; //Finish world initialization before mission is launched. finishMissionInit; enablesaving [false, false]; doogetloc = { if (!isNil "doorespawn_names") exitWith { doorespawn_names select (doorespawnarray find _this) }; private "_loc"; _loc = nearestlocations [getPos _this, ["NameCityCapital", "NameCity", "NameVillage", "NameLocal", "Hill", "NameMarine"], 1500]; if (count _loc != 0) then { if (text (_loc select 0) != "") then { text (_loc select 0) } else { mapgridposition _this }; } else { mapgridposition _this }; }; doorespawn_names = ["Spawn 1", "Spawn 2", "Spawn 3", "Spawn 4", "Spawn 5"]; doorespawnarray = [flag1, flag2, flag3, flag4, flag5]; titletext ["","black faded"]; if not isserver exitwith {}; {_x setMarkerAlphaLocal 0} foreach ["w1","w2","w3","w4","w5","w6","d1","d2","d3","d4"]; execVM "tk_protection\tk_init.sqf"; [player,0.2,0.15,3,true] execVM "cly_heal.sqf"; execVM "DRN\DynamicWeatherEffects\DynamicWeatherEffects.sqf"; veh = [this] execVM "vehicle.sqf"; //begin init.sqf //Add briefing execVM "briefing.sqf"; if(true) exitWith {}; Could you just make a quick sample mission?
  14. KK I made a trigger and put "_dummy = [] execvm "player.sqf" on the activation code, I didn't edit the trigger, when I respawn no black box shows up.... So I tried making a "game logic" then "objects" (which looks like a trigger too) then I put in the init: "_dummy = [] execvm "player.sqf" When I respawn the black box shows up!!! but the black box is still empty.... I only see "Cancel" and "Ok"... I don't see respawns list like flag1 and flag2... I can't pick any respawns because it shows none.. How many flags do I need to put??? is there something else do I need to add?? do I need to add respawn_west??? Sorry for asking too many questions, im trying my best to figure out how to make this works. Does the pick spawn menu from Arma 1 works with Arma 2???
  15. Omg THank you so much!!!!!!!!!!!!!!!!! I've been posting threads to ask for help but no one is answering :( your the only who helped, Thank you so much really appreciate it!!! im gonna try it out and let you know if it works!! Brb ---------- Post added at 01:52 ---------- Previous post was at 00:32 ---------- I just finished testing, im halfway there. I think im doing something wrong This is what I did: 1. I put all the scripts in my mission file. (including putting all codes to my description.ext and init.sqf) 2. I went to to the mission editor and start editing my mission. 3. I deleted respawn_west. 4. I added two USA flags and named them flag1 and flag2. 5. I made a trigger and set it to: Axis: 0 Axis B:0 Once Present Blufor Activation type: None Condition: this On activation: _dummy = [] execvm "player.sqf" Note: I changed _dummy = [] execvm "playerinit.sqf" to _dummy = [] execvm "player.sqf" because when I tried _dummy = [] execvm "playerinit.sqf" it just tells me playerinit.sqf is not found. 6. I start to preview my mission My Results: When the mission starts I already see the transparent black box.... I haven't even died yet... the box already showed up.. The transparent black box is empty except with two orange little boxes called "Cancel" and "OK". I don't see any respawns list in the black box, am I doing something wrong???? Questions: What do I remove in the description.ext if I want to the remove the word "Cancel"??? and What do I do to make the black box only shows when Im dead???
  16. Anyone knows a repair script with addaction? and works when the vehicle respawns and in multiplayer?
  17. im hosting a dedicated sever mission, after 1-2 hours when new players join in, they spawn as a bird... I know a solution to fix it, I just reassign and restart the mission, but im wondering if there's a script for fixing the bird spawn:confused: Does anyone knows a script for fixing bird spawn???
  18. Does anyone know how to get a mission protection system just like in "the longest day" mission by xeno?? or if not, does anyone know a way how to make a safe base, so team killers wont put satchels, destroy vehicles, and prevent them from shooting teammates on base???
  19. Anyone knows a simple hostage script??? or done by triggers?
  20. I found one but its done by triggers.
  21. Anyone knows a hostage rescue script that works well with multiplayer? I tried a hostage script from kylania but it's so glitchy :( in the beginning of the mission my teammates spawn near the hostages.. Anyone know a good and reliable hostage script? and works well with multiplayer?
  22. Im planning to make a team vs team pvp mission which I had never done before... I only make coop missions but I want to try new things so Im gonna try making a team pvp mission. The problem is I don't how to make objectives for pvp missions :( How do you make objectives for pvp missions??? for example: if Opfor team got 100 kills, they win! then the mission ends. How do I that?
  23. How do you endmission when all enemies are dead??? I made a mission where we infiltrate a town and kill all the Russian insurgents. The problem is I don't know how to endmission when all Russian insurgents are dead..
  24. Im making a mission where you have to defend a town. Problem is players leave the town instead of defending it... How do I respawn players back to base when they step into triggers?
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