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frezinator

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Everything posted by frezinator

  1. Im making a night mission, how do you allow the night vision goggles?
  2. It works but they dance like in slow mo... how do you make it normal speed or faster?
  3. Just finished testing it The second script wont work it just crashed my game. the first script works but he dances so slow... how do you make it faster? Also, I want three units to dance at the same time, how do I do that?
  4. Thank you for your advice!!! I will definitely check Mr. Murray scripting guide!!! :)
  5. aaaah I see!!! I was actually testing by myself, that's why when I went to the gunner or passenger seat, the hint keep popping up. I also found another way to stop the hint messages popping up, I just removed the hint in the script, and I just decided to put a repeatedly trigger with hint "pilots only can only fly" you could say its a noob way lol:) I will still try the new script u just showed I be back and let u know if it works ---------- Post added at 00:19 ---------- Previous post was at 23:48 ---------- I just finished testing the new script u gave me and it works perfect now!!!!! here the checklist I made: pilot are only allowed to fly aircraft vehicles: Check eject players that are not a pilot class: Check no hint message popping up when sitting on gunner and passenger positions: Check The script still works when aircraft newly respawn: Check The script works when unit respawn: Check When a non pilot class soldier seat on passenger seat and tried to switch to pilot seat, he still get ejected: Check this is the Script I use now, Could you do one last check to make sure there are no errors: []Spawn { WaitUntil {Sleep 5;Local Player}; While {True} Do { If ((Vehicle Player IsKindOf "Air") && (TypeOf Driver (Vehicle Player) != "USMC_Soldier_Pilot") && (TypeOf Driver (Vehicle Player) != "")) Then { Driver (Vehicle Player) Action ["Eject", Vehicle Player]; Hint Format ["%1 you're not a qualified pilot.", Name Player]; }; Sleep 0.5; }; }; Thank you iceman!!! I've been searching for weeks to find a good pilot check script that works well for multiplayer and I finally found one!!!!! Thank you so much!!!!! :) you inspire me to learn more about scripting
  6. Thank you!!!! :) I just changed sleep 5; to sleep 0.5; Do I change the top also? or just the bottom? For now I just changed the bottom but not the top so it look like this: []Spawn { WaitUntil {Sleep 5;Local Player}; While {True} Do { If ((Vehicle Player IsKindOf "Air") && (TypeOf Driver (Vehicle Player) != "USMC_Soldier_Pilot")) Then { Driver (Vehicle Player) Action ["Eject", Vehicle Player]; Hint Format ["%1 you're not a qualified pilot.", Name Player]; }; Sleep 0.5; }; }; Edited: I just found another problem when I tried to go to gunner position and passenger seat the hint message keeps popping up every seconds >.< how do I fix it?
  7. Wow thank you!!! I just finished testing it and it works like a charm!!! but one more thing when I get in the aircraft vehicle there's like a 5 seconds delay and I have enough time to turn on the engine before I get kick out of the aircraft. im guessing that its the sleep 5; that makes the 5 seconds delay or am I wrong? is there a way that I can make no timer delay? so when a rifleman soldier get in the helicopter or plane he will get kick immediately before he has a chance to turn on the engines.
  8. How do I run this? like what do I put for the init sqf and whats the script should be called? sorry im still newbie lol but I just forced myself last night to start reading the "scripting for begginers" so I can read and understand the codes more :)
  9. im using kylania's pilot check script http://www.kylania.com/ex/?p=49 the problem I found is that when I go back to lobby and switch to a different class (for example: rifleman) then I go in a helicopter driver seat it doesn't kick me... Also, when I host my mission in multiplayer some players that are not using pilot class still can drive the helis... anyone know how to fix this??? or knows a better pilot check script that works well for multiplayer???
  10. Anyone know a Script for automatic kicking players for putting satchels, mines and time bombs on base???
  11. How do you run this?? sorry im not a pro scripter :/ im still new in scripting
  12. i made an invisible heli pad and put a transport unload waypoint there for my ai pilot helicopter. It works in preview mode but when i tried it in multiplayer mode it just hover... he doesn't land the heli... does anyone know how to fix this???
  13. I'm trying to make an ambush scene where the enemy infantry squad will ambush us while we're driving on the road. How do you create infantry ambush?
  14. Ooo nice! I will try the urban patrol script
  15. I made a mission where you have to eliminate an officer. The problem is that when the officer gets in a firefight, he runs away and we can't finish the mission because we can't find the officer... How do I make the AI stop fleeing???? And stay in one spot???
  16. Thnx!!!! I've done some scripting but all i've done is just copy and paste >_< I don't know how to make a script. That's why I came to this forum asked for help. ---------- Post added at 14:23 ---------- Previous post was at 14:21 ---------- Aah I see! I will try to explore BI wiki
  17. Aaah thank you! Good tutorial vid! ---------- Post added at 14:12 ---------- Previous post was at 14:08 ---------- Wiki? I don't know what u talking about 0.0
  18. Thank you!!!!! Yea officer is really smart lol!
  19. im using an anti-team killing punishment script. It works great but the problem is that when you accidentally kill yourself it will also count as teamkill... Does anyone know how to fix this??? Here is the script: /* TK punishment v 1.1 by Demonized Teach Team Killers a lesson.. 1: Make sure you have a functions module on your map. 2: Place a marker called DMZ_TKP_marker in your base or your no TK zone, or change marker name below in options. 3: Place this in init of any unit you wish to be included in TKP script. _null = [this,"start"] execVM "TKP.sqf"; */ _timer = 0; // time in seconds until TK´er can move again. _increase = 60; // extra time in seconds added for every amount of TK´s commited, if its the second TK, it will be total wait of (_timer + _increase + _increase) in seconds. _distance = 0; // this is the distance to DMZ_TKP_marker, if within this punishment will be done, if this is set to 0, punishment will be done no matter where the TK happened. // default marker used, can be any marker, for example "respawn_west". _noTKzone = "DMZ_TKP_marker"; // message given to Team killer. _message = "You are being punished because of Team killing"; waitUntil {!(isNil "BIS_MPF_InitDone")}; _killer = _this select 0; if ("start" in _this) exitWith { if (local _killer) then {_killer addEventHandler ["killed", {[(_this select 1),(side (group (_this select 0))),(getPos (_this select 0)),"EH"] execVM "TKP.sqf"}]}; }; if ("EH" in _this) exitWith { _side = _this select 1; _pos = _this select 2; if (_side == (side (group _killer)) AND _killer == player) then {[nil, _killer, "loc", rEXECVM, "TKP.sqf", _killer, _pos] call RE}; }; if (_killer != player OR (_distance != 0 AND ((_this select 1) distance (getMarkerPos _noTKzone)) > _distance)) exitWith {}; if (DMZ_TKP) exitWith {DMZ_TKP_rapsheet = DMZ_TKP_rapsheet + 1}; disableUserInput true; if (isNil "DMZ_TKP_rapsheet") then {DMZ_TKP_rapsheet = 1; DMZ_TKP = true} else {DMZ_TKP_rapsheet = DMZ_TKP_rapsheet + 1}; _cnt = DMZ_TKP_rapsheet; _timeLeft = ((_timer - 3) + (_increase * DMZ_TKP_rapsheet)); _killer setVariable ["DMZ_TKP", true, false]; _text = format["%1 is being punished for total %2 Team kills",(name player),DMZ_TKP_rapsheet]; [nil,nil,rHINT,_text] call RE; cutText [_message,"BLACK OUT",3]; sleep 3; while {_timeLeft != 0} do { _text = format["time left \n %1 \n \n %2",_timeLeft,_message]; cutText [_text,"BLACK FADED",0]; sleep 1; _timeLeft = _timeLeft - 1; if (_cnt != DMZ_TKP_rapsheet) then { _timeLeft = _timeLeft + (_increase * (DMZ_TKP_rapsheet - _cnt)); _cnt = DMZ_TKP_rapsheet; _text = format["%1 is being punished for total %2 Team kills",(name player),_cnt]; [nil,nil,rHINT,_text] call RE; }; }; cutText ["You can now join the game again, be more careful in the future","BLACK IN",5]; _text = format["%1 has finnished his punishment for his %2 Team kills \n \n %1 is now back in play",(name player),_cnt]; [nil,nil,rHINT,_text] call RE; if (!isNull player) then {disableUserInput false; DMZ_TKP = false};
  20. I used the game logic and the trigger it works perfectly fine!!!!!!!!!!!!!!!!!!! Thank you so much!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  21. Now it works!!!!!!!!!!!!!!!!!!!!!!!!!! I don't know what I was doing wrong >.< but when I copied and paste the script that u just edited, it works perfectly fine now. Im so happy!!! Thank you so much!!!!!!!!!!!!!!!!!!!!!!!!!!!! Also, thank you iceman for helping! Thank you guys!!!!!!!! really appreciated it !!!!
  22. I just tested it, it still wont work.. Also, what I noticed is that ur script is different the script that I showed. you used "noTKzone" and I use "DMZ_TKP_marker", so I tried changing it to noTKzone but it still wont work... :( Could you just edit this script for me??? and paste it back here when ur done?? then im just gonna test it again see if it works /* TK punishment v 1.1 by Demonized Teach Team Killers a lesson.. 1: Make sure you have a functions module on your map. 2: Place a marker called DMZ_TKP_marker in your base or your no TK zone, or change marker name below in options. 3: Place this in init of any unit you wish to be included in TKP script. _null = [this,"start"] execVM "TKP.sqf"; */ _timer = 0; // time in seconds until TK´er can move again. _increase = 60; // extra time in seconds added for every amount of TK´s commited, if its the second TK, it will be total wait of (_timer + _increase + _increase) in seconds. _distance = 0; // this is the distance to DMZ_TKP_marker, if within this punishment will be done, if this is set to 0, punishment will be done no matter where the TK happened. // default marker used, can be any marker, for example "respawn_west". _noTKzone = "DMZ_TKP_marker"; // message given to Team killer. _message = "You are being punished because of Team killing"; waitUntil {!(isNil "BIS_MPF_InitDone")}; _killer = _this select 0; if ("start" in _this) exitWith { if (local _killer) then {_killer addEventHandler ["killed", {[(_this select 1),(side (group (_this select 0))),(getPos (_this select 0)),"EH"] execVM "TKP.sqf"}]}; }; if ("EH" in _this) exitWith { _side = _this select 1; _pos = _this select 2; if (_side == (side (group _killer)) AND _killer == player) then {[nil, _killer, "loc", rEXECVM, "TKP.sqf", _killer, _pos] call RE}; }; if (_killer != player OR (_distance != 0 AND ((_this select 1) distance (getMarkerPos _noTKzone)) > _distance)) exitWith {}; if (DMZ_TKP) exitWith {DMZ_TKP_rapsheet = DMZ_TKP_rapsheet + 1}; disableUserInput true; if (isNil "DMZ_TKP_rapsheet") then {DMZ_TKP_rapsheet = 1; DMZ_TKP = true} else {DMZ_TKP_rapsheet = DMZ_TKP_rapsheet + 1}; _cnt = DMZ_TKP_rapsheet; _timeLeft = ((_timer - 3) + (_increase * DMZ_TKP_rapsheet)); _killer setVariable ["DMZ_TKP", true, false]; _text = format["%1 is being punished for total %2 Team kills",(name player),DMZ_TKP_rapsheet]; [nil,nil,rHINT,_text] call RE; cutText [_message,"BLACK OUT",3]; sleep 3; while {_timeLeft != 0} do { _text = format["time left \n %1 \n \n %2",_timeLeft,_message]; cutText [_text,"BLACK FADED",0]; sleep 1; _timeLeft = _timeLeft - 1; if (_cnt != DMZ_TKP_rapsheet) then { _timeLeft = _timeLeft + (_increase * (DMZ_TKP_rapsheet - _cnt)); _cnt = DMZ_TKP_rapsheet; _text = format["%1 is being punished for total %2 Team kills",(name player),_cnt]; [nil,nil,rHINT,_text] call RE; }; }; cutText ["You can now join the game again, be more careful in the future","BLACK IN",5]; _text = format["%1 has finnished his punishment for his %2 Team kills \n \n %1 is now back in play",(name player),_cnt]; [nil,nil,rHINT,_text] call RE; if (!isNull player) then {disableUserInput false; DMZ_TKP = false}; One more thing, what did you use for init.sqf? or init's player box?
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