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mrkarp

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About mrkarp

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  1. Hey code34, awesome job sir. Glad to see this still alive. Couple questions, 1st. How much help are you willing to give? As in if I ask some simple questions are you gonna flame me for not knowing and or Google'n, cause I have and there is sh*t for examples/ help, or would you be willing to help me out. And I'm slowly learning how to use this, and not looking for just an answer, but a push in the right direction as I am deeply involved and wanting to learn as much as possible. 2nd. Whats the best way to use the inidb_exsits method. Right now I have a method that I am unsure is working. _Profile = format["%1", getPlayerUID user]; user = [_Profile] call iniDB_exists; trying to set up a persistent mission that when you spawn, it checks to see if you have a db file in existence, if not, spawn you blah blah...
  2. Hello, simple qeustion Google, and "search" has not been able to answer. Say I have a mod installed, @example. I have it loaded on the server with -mod=@example Then in the missions init.sqf I have call compile preProcessFile "\example\foldername\blah.sqf"; I continue to recieve errors that said script is not found. Now I've seen many addons use this method of calling scripts located within the addon, such as DayZ, inidb, etc. With DayZ its begins with "\z\addons\dayz_server\foldername\blah.sqf", but with inidb its "\inidb\blah.sqf" with out the addons part. I have tried both methods with no avail. Just confused on the syntax I am supposed to use.
  3. So is there anyway to make this not an addon, or serverside only? Im trying to init ur modules in the map itself so that I can just put it on the server, and not have it mandatory for clients.
  4. So heres the deal, I am currently having issues with someone killing another, and it is friendly fire, now, is there a way to to bypass this by adding 2 points when you get a kill by addScore in a repeating trigger or script? Ive tried playing around with with some addEventHandlers such as player addEventHandler ["killed", {_this exec "addons\karpcode\scoringSystem\killed.sqf"}]; with killed.sqf being: ?!(count _this == 2):exit _victim = _this select 0 _shooter = _this select 1 ?(_victim == _shooter): exit ?(side _victim == side _shooter): _shooter addScore 2 exit I think I am over thinking this and it should be easier than I am making it. Cant I just place a trigger, that runs an eventhandler that everytime you shoot someone, it gives you 2"said" amount of points? Any help would be appreciated. ---------- Post added at 06:08 ---------- Previous post was at 05:40 ---------- well couldnt it get it working, but thought of another idea. RESISTANCE setFriend [RESISTANCE, 0];
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