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Aralvar

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Everything posted by Aralvar

  1. I've searched and searched and searched for this script but I can only seem to find scripts for Arma 1 that don't seem to work for Arma 2, at least not for me (and yes, I've renamed the sqs areas to sqf where needed so that it is supposed to work with Arma 2). All I want is some script, that is configurable, that lets me choose what a player respawns with on death. Like right now, I would like players to respawn with their weapons and maybe some misc items, but no ammunition that they had. Is anyone aware of a script like this that works with Arma 2? Again, I'm sorry for all my questions recently.
  2. Okay, so I found a script that spawns loot into crates ( http://forums.bistudio.com/showthread.php?158571-Custom-Ammo-Crates-with-Random-Loadout ), but I can't find out how to make the crate refill itself after a certain amount of time. I tried putting "sleep 10;" at the end of the script to make it refill after 10 seconds (for testing purposes) since I saw other scripts do that to refill the crate, but it doesn't work here.
  3. I'm looking for a respawning loot script. I know there are already scripts out there to spawn in the loot, but I can't seem to find any to respawn it after a certain period of time. I need one that will work with both item crates and items just laying on the ground. Will someone please help me with this?
  4. Ah, sorry, realized the first problem is with the mod I'm using. I could still use a good pistol holstering script that doesn't have a duplication exploit or delete the weapon after awhile.
  5. I need to know how to make the character that has no primary select their pistol when they spawn in instead of holding an invisible primary. Is there a way to do this? Also, it seems I can't holster my pistol if I have no primary. Is there a fix for this?
  6. I'm looking to create a post apocalyptic roleplaying server, however I need proper a proper survival mod. This means things like hunting and meat gathering, eating and drinking, sleeping, and random loot and vehicle spawning. Now, I am a 3D modeler but not a scripter. I can contribute things like consumables and whatever 3D work is needed, but I could really use a good scripter for programming and a 2D artist for a HUD. The mod would be uploaded to Armaholic for all to enjoy once complete, with credit given of course. Does anyone want to collaborate on such a mod?
  7. I hate how they still use the Glock icon when the P07 is clearly not a Glock, from what I can tell it's a Walther P99. Certainly not a Glock though. What's with the icon? It shouldn't be that hard to fix.....
  8. I have the server ready to test. It is post-nuclear style (takes place on a desert map with buildings placed) roleplaying server. It emphasizes roleplaying over item looting, you must have a good in character reason for killing someone. "I'm a bandit" does not count. Banditry is allowed of course. Players are not required to give you their items. Bandits are allowed to kill players if the players try to fight back, run away, or refuse to give up items. Roleplaying is required even in the testing stages. I may make an exception to the fighting rule for the duration of the test, since there is no AI to fight at the moment (there are no real mutant scripts for Arma 2, other than zombies and bloodsuckers). If enough people request zombies and bloodsuckers I may add them. The map is in a very crude state, there are two identical plain military bases and two identical plain towns with wrecked cars and buildings scattered around the wasteland, as well as vehicles and loot spots. Helicopter crashes and military bases have a higher chance of spawning better loot. This is most likely not the final version of the map, I am awaiting player feedback. There are currently 10 player slots available, though I will allow more than ten people to apply since people are not on at all times. If you are interested in helping me test this server, please post a reply or send me a private message with your Steam or Skype contact information.
  9. I've searched for a solution to this without succeeding. I edited the Glock and removed the Flashlight (though the flashlight effect still works, still waiting on a fix for that) but now the muzzle flash stays there permanently. I've already tried the solution listed here: https://community.bistudio.com/wiki/Muzzle_Flash_Bug When I try doing what it says and put that in my config.cpp I get the error message "No entry 'bin\config.bin/cfgmodels/Default.sections'." when I try and preview it in the editor. Here's my config.cpp: class cfgPatches { class Glock { units[] = {}; weapons[] = {}; requiredVersion = 0.1; }; }; class cfgWeapons { class glock17_EP1; class Glock : glock17_EP1 { displayName = "Glock 17"; model = "\post apocalyptic weapons\Glock 17\glock17"; picture = "\ca\weapons_E\Data\icons\glock17_CA.paa"; reloadTime = 1; //change this value to change the fire rate. 1 means there is 1 second in between each shot }; };
  10. Ah, didn't realize I needed a model.cfg. Should have known after reading those instructions. Doesn't matter though, when I do what it says and put that piece of code from https://community.bistudio.com/wiki/Muzzle_Flash_Bug into my model.cfg, it says "No entry 'model.cfg/CfgModels/glock_17.sections'." And yes, glock_17 is the name of the p3d file. I changed it to avoid the script trying to load the original glock17 p3d or something. That's what it says to do on that page, and what they did for the original Glock 17 (they just put in the name of the p3d there, but for some reason it doesn't work for me). And as far as listing all the animations somehow in the model.cfg, are you sure? The original Glock 17 model.cfg doesn't contain anything like that.
  11. As it turns out, FlashLight = false does seem to work. I apparently just placed it in the wrong place. Placing it like this seems to work for disabling it: class cfgPatches { class Glock { units[] = {}; weapons[] = {}; requiredVersion = 0.1; }; }; class cfgWeapons { class glock17_EP1; class Glock : glock17_EP1 { displayName = "Glock 17"; model = "\post apocalyptic weapons\Glock 17\glock17"; picture = "\ca\weapons_E\Data\icons\glock17_CA.paa"; reloadTime = 1; //change this value to change the fire rate. 1 means there is 1 second in between each shot }; FlashLight = false };
  12. Hey people, I'd like to disable the flashlight on the Glock 17 so that I can make a version without the flashlight. Here is what I have so far: class cfgPatches { class Glock { units[] = {}; weapons[] = {}; requiredVersion = 0.1; }; }; class cfgWeapons { class glock17_EP1; class Glock : glock17_EP1 { displayName = "Glock 17"; model = "\ca\weapons_E\glock17\glock17"; picture = "\ca\weapons_E\Data\icons\glock17_CA.paa"; reloadTime = 1; //change this value to change the fire rate. 1 means there is 1 second in between each shot }; }; How would I edit this code to try and disable this? I already tried FlashLight = false because I thought that might work, but it did not.
  13. EDIT: *There is no init.sqf Won't let me edit the title, sorry. I tried installing inidb but it says there is no such script as init.sqf in the inidb folder. I went to go and check and the game is right! There is no init.sqf in the inidb folder, only in the examples folder (which you're told you're supposed to delete anyways). What's going on? Sorry for all my questions lately, but a lot of things seem to like not working in this game for me.
  14. 1. I'm looking for a good script that allows me to place loot spawn points in the editor, both inside and outside of buildings with the possibility or multiple loot spots within buildings. It needs to be configurable, so that I can change what items spawn in which locations and the frequency of them spawning, as well as spawning the correct corresponding ammunition with each weapon. For example, if I want to spawn an AK-74 and a couple magazines of it's corresponding ammunition to spawn within a building location (position 1, 2, 3, 4, etc. within a building) with a 50% chance to spawn. I also need to be able to edit each individual spawn point to my liking. For example, if I want AK-74s to spawn only in certain areas that I have chosen and for Makarovs to only spawn in certain areas that I have chosen. 2. I'm looking for a hunger script. One that is also configurable would be great, so I can set it to use S.T.A.L.K.E.R. themed food items. 3. I'm not sure if this would be a script or not, but I would like to implement armor suits within the game as well. I'd like to be able to have the player find a S.T.A.L.K.E.R. suit and be able to equip it and have it not only change their appearance, but their defense values as well. I'd like this to be configurable as well, of course. So that I can say "This piece of armor uses X model when you see it on the ground. When you equip X armor, your player model becomes X and your defense/health value becomes X." 4. I need a random respawn script, possibly with the option to have faction members spawn at their set base. For example, to have Duty spawn at their base and Freedom to spawn at theirs when they spawn in and when they die. 5. I need a script to make it so items that are left by players in containers and on the ground will despawn eventually, to prevent the server from becoming inflated with items. 6. I need a death penalty script, to set a custom death penalty. I would like to create a partial loot death penalty, so that players lose certain specified item classes when they die. For example, all ammuntion, all misc items, but no weapons. In case anyone is wondering what this is for, I am trying to set up a S.T.A.L.K.E.R. Roleplaying server (using the S.T.A.L.K.E.R. Mod found here: http://www.armaholic.com/page.php?id=13589 ). I would greatly appreciate any help! :D
  15. I've made a description.ext with the following code and placed it in my mission folder: respawn = BASE; respawnDelay = 5; Then I made a marker called respawn_west and had a BLUFOR guy get killed as the player, but it just takes me to a menu where all I can do is restart or end the mission, no respawn. I am aware respawning doesn't work in singleplayer, so I tried saving it as a multiplayer mission and it still doesn't work when I click preview and die!
  16. Success! I didn't have an MPmissions folder so I created it and placed my mission into it and when I launched it in multiplayer it worked! :D Thanks so much to all of those who helped!
  17. Aralvar

    Scripts I need

    Good idea, but I don't know how they would react if I asked them questions about how to develop a server that isn't DayZ.
  18. Thanks for trying to help guys, but it still doesn't work. I thought it might be because I was putting spaces in my mission title, but fixing that did nothing to help the problem. Here's some pictures in case they help: http://i.imgur.com/KYIoXbW.png http://i.imgur.com/ZjxxaZI.png http://i.imgur.com/ZLMZ6m8.png http://i.imgur.com/W6OWe1E.png I tried using the quotes around base as well, didn't work. I appreciate the attempt anyways.
  19. Sorry for posting this stuff in the troubleshooting area earlier. 1. Is there a way to make enemies idle (EDIT: as well as making them walk rather than run until they spot an enemy)? For example, standing there with their weapons lowered very casually. 2. Is there a way to make enemies that only have a pistol keep their pistol in their backpack or uniform and then pull it out when they see an enemy? 3. Is there a way to make enemies that have binoculars or a rangefinder scan the area?
  20. Whenever I try and export my model as a .p3d with this Blender addon, it sits there for a few seconds and then returns to the Blender screen as if it has finished. However, the file is not there no matter where I try and export it, so the export tool does nothing. Anyone know what might be the problem?
  21. Aralvar

    Arma 3 has stopped working

    Already tried all of that. I got it working again but I had to reset my PC to factory settings. Thanks anyways.
  22. Suddenly (and I do mean suddenly, the game was working perfectly fine yesterday) I get the "Arma 3 has stopped working" error every single time I launch it. I had some problems with other programs not working and those have been resolved. I have run a malware scan and deleted some malware off my computer, and have run a virus scan, but the problem persists. It loads through the "loading addons" and such pop up but when it goes to actually launch the game I get a black window with the error message that I mentioned.
  23. Aralvar

    Arma 3 has stopped working

    I went and found the error log and this is what it said: Faulting application name: arma3.exe, version: 1.18.124.97, time stamp: 0x5360ee05 Faulting module name: d3d11.dll, version: 6.2.9200.16570, time stamp: 0x5153774d Exception code: 0xc0000005 Fault offset: 0x00010860 Faulting process id: 0x142c Faulting application start time: 0x01cf680cf7d637e5 Faulting application path: C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe Faulting module path: C:\Windows\system32\d3d11.dll Report Id: 3f0001f0-d400-11e3-a7e1-2c27d7383bbb Please, I really need some help. I can't play the game at all.
  24. Aralvar

    Agree or disagree?

    This is not my comment, but I was wondering what the community's thoughts are on this. Do you agree or disagree?
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