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mr_shadow

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Everything posted by mr_shadow

  1. Hello everyone, as far as I know we can put scripts to server side and exec them by mission, but my question is: Is that possible to do the same with the addon vest/weapon/vehicle? For example, when the dayz was on arma 2 we were able to see custom vehicles on some of the servers like police car or else. Or the only way is to put it inside the mission file? Apreciate you answers and help.
  2. mr_shadow

    Server side mod

    Looks like all cpp and hpp files should be included into description.ext, isn't it? It doesnt work.
  3. mr_shadow

    Server side mod

    No worries, it's my own work, just I tryed to put the mod inside the mission and obviously it didn't work, so I believe I need to "call" it somehow or define. ---------- Post added at 17:34 ---------- Previous post was at 17:33 ---------- I tryed with the vest addon. ---------- Post added at 17:35 ---------- Previous post was at 17:34 ---------- As soon I will deal with that I will release it for everyone.
  4. mr_shadow

    Server side mod

    Do I need just to pack it into mission? So that's all actions?
  5. mr_shadow

    Zeus Lightning without module

    PlacidPaul's lightining is in the air and never comes to land, and the zeus's lightinig is coming from the air to land, dinamically creating danger.
  6. mr_shadow

    Zeus Lightning without module

    Was the problem solved? Is it possible to combine PlacidPaul's code with this zeus lighting and it will also do damage?
  7. mr_shadow

    Squad system SQ-1

    Thanks a lot for release.
  8. Hello, does anyone have code to disable respawn button in menu to prevent suicide?
  9. Use eventhandler "killed" inside unit init, so basically it will work like: if this unit was killed then setpos blablabla. If you want to teleport player once he spawned make a script example.sqf where you will place setpos blablabla, and exec it in the init.sqf file.
  10. Hello guys, I have playeble: unit1, unit2 and unit 3. There is an object on a map that have: station1 addAction ["Take a hostage","take1.sqf",[],1,true,true,"",""]; take1.sqf: unit1 addaction ["Test 2","takereb.sqf",[],1,true,true,"","(player distance unit1 <= 3)"]; unit2 addaction ["Test 2","takereb.sqf",[],1,true,true,"","(player distance unit2 <= 3)"]; unit3 addaction ["Test 2","takereb.sqf",[],1,true,true,"","(player distance unit3 <= 3)"]; But my question is how to hide the takereb.sqf from myself if im unit1? So only unit2 will be able to press it on me.
  11. mr_shadow

    action question

    Is that possible to make an array if i have 60 units?
  12. Hello, I have a config file that have 5 cars based on 1 p3d model, is that possible to change a texture in this config for every vehicle? Something like setobjecttexture. Thanks for help. ---------- Post added at 18:21 ---------- Previous post was at 17:44 ---------- One guy said me that the file called texHeaders.bin is creating automatically but i need to setup texture there, so what programm should i use to actually do it?
  13. mr_shadow

    config.cpp

    Nope, the model have a white texture and we want also to make red, blue, yellow, black and green textures as well.
  14. mr_shadow

    config.cpp

    Nope the author is my freind. But he is doing models only so im new to this and really dont understand how to change the texture of 1 vehicle without making new models, because ht actual difference is only colour and we dont want to create a really big file. So is that possible, or we need each model for each new texture? ---------- Post added at 18:41 ---------- Previous post was at 18:31 ---------- Also many guys made addons where the vest/uniform/car models belongs to BIS but the texture is their, so how basically set the colour in this case, does it require to have a special permission from BIS to make a retexture? Whats the procedure if yes? ---------- Post added at 20:33 ---------- Previous post was at 18:41 ---------- ok this thing called hiddenSelectionsTextures can some check my please? class skoP2 : skobase { _generalMacro = "P2"; displayname = "Skoda"; model = "\sko"; scope = public; side = TCivilian; faction = CIV_F; crew = "C_man_1"; typicalCargo[] = {"C_man_1"}; hiddenSelectionsTextures[] = {"\sko\data\texturesko1.paa"}; };
  15. mr_shadow

    config.cpp

    From BIS? how can i get it?
  16. mr_shadow

    Death messages

    Yeah, it will help a lot, thanks.
  17. Hello, I am just wondering if someone have a script with death messages like player 1 was killed by player 2 with a weapon weaponname from distance 123. It will be also great if you have a code that will say player was been ran over by player 2. I have seen this feature on wasteland server, but the author posted only 1 script but it also required the second script which I don't have. Here is the code that was posted _player = _this select 0; _killer = _this select 1; _distance = _killer distance _player; _distance = floor(_distance); if (_distance > 3000) exitWith { //Killed while respawning (or when driving over a mine and the killer is over 3km away) _killerName = name _killer; if (isNull _killerName) then { [player, nil, rGlobalChat, format["soldier K.I.A."]] call RE; } else { [player, nil, rGlobalChat, format["got killed by «%1»",name _killer]] call RE; }; }; //_distance = format["%1",round(_distance)]; switch (true) do { case (_distance < 300) : { // Close range kills _distance = format[" from close range"];}; case (_distance > 300 && _distance < 800) : { //Show no distance _distance = format[""];}; case (_distance > 800 && _distance < 1500) : { //Long distance kills _distance = format[" over long range"];}; case (_distance > 1500 && _distance < 3000) : { //Show the distance in meters only for really remarkable long shots _distance = format[" from far (%1 meters)",_distance];}; default {}; }; // Define the name for killer and his weapon _killerName = name _killer; _killerWep = currentWeapon _killer; _weaponName = (configFile >> "cfgWeapons" >> _killerWep); _weaponName = format["%1",getText(_weaponName >> "displayName")]; _killerWep = format[" with «%1»",_weaponName]; if (_killerName == "ERROR: NO UNIT") exitWith { // Drive a car into a wall/rock etc. or drive over a mine [player, nil, rGlobalChat, format["should learn how to drive"]] call RE; }; if (_weaponName == "HORN") exitWith { // Same as before, but different (suitable for passengers) [player, nil, rGlobalChat, format["died in a tragic car accident"]] call RE; }; if (side _killer == Civilian) exitWith { if (_player == _killer) then { // Respawn suicide or killed by a explosion of a vehicle [player, nil, rGlobalChat, format["soldier K.I.A."]] call RE; } else { //AI Kill (not always AI so I removed the "AI" from the killmessage) [player, nil, rGlobalChat, format["killed by «%1»%2%3",name _killer,_distance,_killerWep]] call RE; }; }; if(_player == _killer) then { //Suicide - Might be obsolete since respawning suicide get's catched in the "Civilian" section [player, nil, rGlobalChat, format["soldier K.I.A."]] call RE; } else { //Normal kill - Player kills Player with a weapon [player, nil, rGlobalChat, format["got killed by «%1»%2%3",name _killer,_distance,_killerWep]] call RE; }; which runs clientside and gets called in the onKilled.sqf via [_player,_killer] execVM "client\functions\killMessage.sqf"; directly below these two lines _player = (_this select 0) select 0; _killer = (_this select 0) select 1;
  18. Hello, I have a question, don't know how to explain it correctly, I hope you will understand. Object_1 have action_0 that is executing script. Script is adding action_1 to unit_1 and action_1 to unit_2. Unit_1 and unit_2 are playable units in MP mission. But I don't want to be able unit_2(if he is player) to see this action on him. So if unit_2 is player he mustn't see action1 on him but he will be able so see this on unit1. Same with unit_1. Hope you got my idea, thanks for help.
  19. Hello, is that possible to clear vehicles in the trigger with timeout? If yes - can you please edit my code to make it working? I dont know where I done wrong. _clear = nearestObjects [areaobject, ["Car", "Ship","Air","Tank"], 70]; _vehicle = _clear select 0; while{true} do { sleep 140; if (_clear in list clear_trigger) then { if (count crew _vehicle == 0) then { deleteVehicle _vehicle; }; }; };
  20. mr_shadow

    Autoclear script

    is that possible?
  21. mr_shadow

    Autoclear script

    It's named clear.sqf And I have added to init []execvm "clear.sqf" How to make it working like: if any vehicle will be in trigger area( when missions is starting trigger area is empty) it will wait 140 sec then delete empty vehicle?
  22. Hello guys, on arma 3 beta, BIS have added random headgear for civ team, is there any way to disable it? Using add headgear can't help me, because in my mission they are able to select the headgear they want. Probably there can be another solution, every time when new player joins the game its setting random headgear to every civ, so is it possible to fix that?
  23. mr_shadow

    Random civ headgear

    I have tested all civ units in editor, and its really random and all of them have that, steps to repeat: Open editor and place any same civs on a map. For exaple 10. Like Civilian 1. All of them exept 1 will have a random head gear. I know this was made to make them unique, but if the new player joins the MP mission he well make other civs wearing random headgear.
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