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thereaper

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Posts posted by thereaper


  1. Sorry I didn't include the fn_hit code. Here it is, it is based on Altis Life's life_fnc_handledamage. In altis life its also added using the handledamage EVH and call life_fnc_handledamage.

    So I wonder why it didn't work for me.

    _unit = _this select 0;
    _part = _this select 1;
    _damage = _this select 2;
    _source = _this select 3;
    _projectile = _this select 4;
    
    if(!isNull _source) then 
    {
    if(_source != _unit) then 
    {
    	if (damage _unit != 0) then {
    		[[(_this select 0), "AcinPercMstpSrasWrflDnon_agony"], "switchMove",true,false] call BIS_fnc_MP;
    	} else {
    		_damage = damage _unit;
    		_randomizedDamage = random 0.5;
    		_damage = _damage + _randomizedDamage;
    	};
    };
    };
    _damage

    But as I mentioned in the OP, I also tried setting everything in comments and just made this function call endmission, that didn't work either.

    And using -showscripterrors, I get nothing. Not a single error :\


  2. Hi,

    I'm trying to get a function working where the target will take damage at a reduced rate, and will go down at a certain damage threshold. I got in the init:

    this addEventHandler["handleDamage",{_this call fn_hit;}];

    This didn't work at all, I placed everything of the function in comment and just made it call bis_fnc_endmission, and that didn't work either.

    I made a non-function version of the function as well, I got that working using:

    this addEventHandler["handleDamage",{_this execVM "Damage.sqf";}];

    In the execVM script, instead of returning the damage, I am using setdamage to injure the target. The target however sometimes regains health because of how the eventhandler works (going through all the body parts individually). How can I make the call function work? And is there a better eventhandler for this or should the function where damage is returned instead of using setdamage fix this as well?


  3. Hi,

    Found a few posts about this, but all were unanswered.

    I got radio alpha set to onact _handle = createdialog 'Reaper_teleport_dialog';

    However, this works perfectly in singleplayer, so I added it to my clans training mission so we can easily get to firing ranges etc. But when 1 person calls radio alpha. Everyone will get the dialog.

    How can I use createdialog in a way that it doesn't create the dialog for every player?

    Thanks in advance.


  4. Copied the @sc_items map to the serverroot and copied the keys from @sc_items/keys/ into serverroot/keys/. And enabled it in the startup parameters. Just like I did with every mod. In serverconfig I disabled the keys/mods check, since the server is passed and only for my clanmembers, and it works. But I prefer to have the server just checking for keys/mods.


  5. Hey, I placed this on my server.

    The @sc_items folder as well as copied the keys folder from /@sc_items/keys/ into /keys/.

    Added the @sc_items to -mod= parameter.

    Yet, when I try to join my server I get kicked off and get message

    Files "(...)@sc_items\addons\scorch_invitems.pbo" are not signed by a key accepted by this server. To play on this server, remove listed files or install additional accepted keys.


  6. I take that as u didn't understand any of it? :P

    I want to use this on Insurgency

    When I did all the readme stuff and opened the mission in the editor I got an error about RscPictures. This was mentioned in the comments above and I removed it from description.ext

    After that I got an error about RscTitles. This was mentioned in the comments above as well and copied the content of class RscTitles to common/resources/titles.hpp (it conflicted with that) and removed it from =BTC=_Hud.h

    After that I got no more errors so I assumed it worked.

    My mission has no pilots so I set btc_lift_pilot = [] as described in the hints& tips, so every class can use the lifting script.

    I got in a CH-47, which is in the init to lift, but I tried hovering above everything in my base and I didn't get the option to lift.


  7. Hey, I'm trying to get this to work with my insurgency mission, but when I try to use it it says that RscTitles are already defined, so I moved the content of that to common/resources/titles.hpp, it fixes the RscTitles problem, but after that an error pops up saying that IceBaseBOXHUD isn't defined. I move the #include "common/resources/titles.hpp" above HUD.hpp, but that didn't work.


  8. Hey, trying to get this working on my insurgency mission, but at first I got the RscPicture error, so I deleted that.

    Then RscTitles was already defined in common/resources/titles.hpp, so I copy pasted the rsctitles content into that.

    Edited btc_lift_pilot to = [] so everyone can use it, tested it with a CH47 and it doesn't work. I don't get the option, it should pop up at the auto-hover, engine off and eject, right?

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