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Kill_Phil

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About Kill_Phil

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  1. Hi everyone, this is a simple ~20min COOP mission I made. (The first one actually) Note that it is not optimized for JIP. You are sent out to kill a traitor who wants to give out information to the enemy. A separate marksman is already in position to support you. And I don't want to spoil the fun :p I really recommend not to leave the Squad-leader to AI. Also, having the marksman player-controlled might come in handy. Download: http://www.file-upload.net/download-7377461/co_05_OperationEagleEye_v08.Stratis.pbo.html Armaholic mirror: - Operation Eagle Eye Co-05 [ALPHA] Feedback (good or bad) appreciated! I found it quite difficult to balance the mission, because of the group respawn. So please tell me if it is too hard or easy. Thanks for playing!
  2. Kill_Phil

    Respawn with Custom loadout

    init field: null = [this,1] execVM "Loadout_Regular.sqf"; this addeventhandler ["respawn","[_this select 0,1] execVM 'Loadout_Regular.sqf'"]; With that you pass an array with [unit, role] on respawn. The script selects first element (unit) and second element (role) correctly. Also see: http://community.bistudio.com/wiki/addEventHandler (Remember _this resturns already an array, thats why you have to select the 0. element (the respawned unit) and pass that.) Regards, Phil
  3. Kill_Phil

    Respawn with Custom loadout

    No problem, I'm glad that this helped you out. :-) So..I understand it this way: you want your friend to spawn/respawn with his personal loadout, right? OK, I would do this as follows: Create two loadout script files (e.g. loadout1.sqf, loadout2.sqf): In the 1st players init: null = [this] execVM "loadout1.sqf"; this addeventhandler ["respawn","_this execVM 'loadout1.sqf'"]; 2nd players init: null = [this] execVM "loadout2.sqf"; this addeventhandler ["respawn","_this execVM 'loadout2.sqf'"]; Also, to help you understanding the "null = [this] execVM "loadout2.sqf"; " line (If you don't care how this works, ignore :P): this returns the unit, e.g. player1. You can pass arguments to the script with an array (this is why there is "[this]" and not "this" before execVM!). So, e.g. [player1] is passed to the loadoutscript. In this script you access the array with _this, however, you don't want the array, but the first element of it. Thats why you use "_this select 0;".
  4. Kill_Phil

    Respawn with Custom loadout

    Hi slrruthless, try this: loadout.sqf waitUntil {!isNull player}; //to prevent MP / JIP issues _unit = _this select 0; removeallweapons _unit; removeallassigneditems _unit; removeallcontainers _unit; _unit addbackpack "B_Kitbag_Base"; _unit addvest "V_Chestrig_khk"; _unit addheadgear "H_HelmetB_light"; _unit addmagazines ["100Rnd_65x39_caseless_mag_Tracer", 1]; //<- it is addmagazines ["string", number] or addmagazine "string"! _unit addmagazines ["100Rnd_65x39_caseless_mag_Tracer", 1]; _unit addweapon "arifle_MX_f"; _unit addPrimaryWeaponItem "muzzle_snds_H"; _unit addPrimaryWeaponItem "optic_Hamr"; _unit addPrimaryWeaponItem "acc_flashlight"; _unit addweapon "NVGoggles"; /* you'd probably also use here: * _unit assignItem "NVGoggles"; */ if(true) exitWith{}; init field: null = [this] execVM "loadout.sqf"; this addeventhandler ["respawn","_this execVM 'loadout.sqf'"]; The eventhandler is to ensure the gear is reloaded at respawn. Tell me if you have questions or it didn't work :)
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