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x3djokerx

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Everything posted by x3djokerx

  1. About This script gives the player the ability to add a scroll wheel command to paradrop an ammo crate out of any flying vehicle. I was searching around for one that worked the way I wanted it to and could not find any, so I tossed one together myself. I hope this can be of use for others in the community. How it Works It's all done through addActions. Should be Multiplayer and JIP compatible, let me know if it isn't. If you have any suggestions or problems, please post! Installation create a file named aw_drop.sqf in your mission folder. put the following code in that file. aw_drop.sqf /* ::: ::: ::: ::: ::: ::: :+: :+: :+: :+: :+: :+: +:+ +:+ +:+ +:+ +:+ +:+ +#+ +#+ +#+ +#+ +#+ +#+ +#+ +#+ +#+ +#+ +#+ +#+ #+# #+# #+# #+# #+# #+# ### ### ### ### ### ### Helicopter ammo box drop script (aw_drop.sqf) was written by Jester [AW] of AhoyWorld.co.uk You may add or alter this code to your liking as long as you leave the authors name in place. set _reloadtime = 30 to however many seconds you want before it is available to use again. place "this addAction ["<t color='#0000f6'>Ammo Drop</t>", "aw_drop.sqf",[1],0,false,true,""," driver _target == _this"];" in the helicopter/plane init field. change the loadouts to the crate to your likings. */ private ["_heli", "_reloadtime"]; // lets set some local variables _heli = _this select 0; _chuteType = "B_Parachute_02_F"; //parachute for blufor, for opfor and greenfor replace the 'B' with 'O' or 'G' respectively _crateType = "B_supplyCrate_F"; //ammocrate class for blufor, feel free to change to whichever box you desire _smokeType = "SmokeShellPurple"; //smoke shell color you want to use _lightType = "Chemlight_blue"; //chemlightcolor you want used _reloadtime = 600; // time before next ammo drop is available to use _minheight = 55; // the height you have to be before you can actually drop the crate _HQ = [West,"HQ"]; // do not touch this! _toLow = format [ "<t align='center'><t size='2.2' color='#ed3b00'>TO LOW</t><br/><t size='1.2' color='#9ef680'>You need to be above</t><br/><t size='1.5' color='#ed3b00'>%1 meters</t><br/><t size='1.2' color='#9ef680'>in order to drop an ammo crate.</t></t>", _minheight ]; //text to display when not high enough to drop if (!isServer && isNull player) then {isJIP=true;} else {isJIP=false;}; // Wait until player is initialized if (!isDedicated) then { waitUntil {!isNull player && isPlayer player}; }; // meat and potatoes if ( !(isNil "AW_ammoDrop") ) exitWith {hint "Ammo drop is not currently available"}; if ((getPos player) select 2 < _minheight) exitWith {hint parseText _toLow}; if ((getPos player) select 2 > _minheight) then { AW_ammoDrop = false; publicVariable "AW_ammoDrop"; _chute = createVehicle [_chuteType, [100, 100, 200], [], 0, 'FLY']; _chute setPos [getPosASL _heli select 0, getPosASL _heli select 1, (getPosASL _heli select 2) - 50]; _crate = createVehicle [_crateType, position _chute, [], 0, 'NONE']; _crate attachTo [_chute, [0, 0, -1.3]]; _crate allowdamage false; _light = createVehicle [_lightType, position _chute, [], 0, 'NONE']; _light attachTo [_chute, [0, 0, 0]]; // clear crate - leaves medkits in place. add clearItemCargoGlobal _crate; to remove medkits clearWeaponCargoGlobal _crate; clearMagazineCargoGlobal _crate; // fill crate with our junk _crate addMagazineCargoGlobal ["7Rnd_408_Mag", 15]; _crate addMagazineCargoGlobal ["30Rnd_556x45_Stanag", 40]; _crate addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag_Tracer", 40]; _crate addMagazineCargoGlobal ["20Rnd_762x51_Mag", 30]; _crate addMagazineCargoGlobal ["200Rnd_65x39_cased_Box_Tracer", 10]; _crate addMagazineCargoGlobal ["30Rnd_65x39_caseless_green", 40]; _crate addMagazineCargoGlobal ["150Rnd_762x51_Box", 10]; _crate addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag", 40]; _crate addMagazineCargoGlobal ["SatchelCharge_Remote_Mag", 2]; _crate addMagazineCargoGlobal ["HandGrenade", 6]; _crate addMagazineCargoGlobal ["SmokeShell", 6]; _crate addMagazineCargoGlobal ["SmokeShellGreen", 6]; _crate addMagazineCargoGlobal ["1Rnd_HE_Grenade_shell", 6]; _crate addMagazineCargoGlobal ["RPG32_HE_F", 2]; _crate addMagazineCargoGlobal ["RPG32_F", 2]; _crate addMagazineCargoGlobal ["NLAW_F", 3]; _crate addMagazineCargoGlobal ["Titan_AT", 2]; _crate addMagazineCargoGlobal ["Titan_AA", 1]; // lets people know stuff happened _HQ sideChat "ammo crate has been dropped."; hint format ["ammo crate dropped, Next one will be ready in: %1 seconds",_reloadtime]; waitUntil {position _crate select 2 < 1 || isNull _chute}; detach _crate; _crate setPos [position _crate select 0, position _crate select 1, 0]; _smoke = _smokeType createVehicle [getPos _crate select 0, getPos _crate select 1,5]; // let ground forces know they can resupply _HQ sideChat "Be advised: ammo crate has touched down!"; sleep 3; _HQ sideChat "I say again, ammo crate has touched down!"; // time to reload a new ammo crate sleep _reloadtime; // we are back in action vehicle player vehicleChat "Ammo drop available..."; AW_ammoDrop = nil; publicVariable "AW_ammoDrop"; }; Add this to your vehicles init: this addAction ["<t color='#0000f6'>Ammo Drop</t>", "aw_drop.sqf",[1],0,false,true,""," driver _target == _this"]; Issues you are able to drop the ammo box from any height. This means that you CAN drop it while landed, which in turn will cause some major damage to your bird. If anyone feels like adding a height check in there, by all means go for it. This is just a base script to build off of that we are going to try. ****** FIXED ******** (you can now set the height the vehicle needs to be before it is allowed to be dropped) anyone on the vehicle can use atm. working on a fix for this. ******FIXED****** (only the pilot of the vehicle will be able to drop cargo, and only when in the driver seat) Lastly, feel free to post any bugs you may encounter with this so that I may correct them. Thanx in advance, Jester [AW] Changelog- 11/22/2013 - JIP compatible 11/22/2013 - added a bunch of stuff. made code pretty. ready to rock and roll. 11/21/2013 - 1.0 Released
  2. x3djokerx

    J.S.R.S. 2.2 Soundmod

    anyone have working BiKeys for this?
  3. Here is the scenerio. A side mission pops up in my mission. When that SM objective is done spawning I am running a script to add an action to plant c4 on it to blow it up. This is fine and works flawlessly. The problem I run into is that I want it to remove the action after 120 seconds, and then put it back on the object again after another 300 seconds. here is the code I am using..... functions.sqf aw_fnc_MPaddAction = { private["_object","_screenMsg","_scriptToCall"]; _object = _this select 0; _screenMsg = _this select 1; _scriptToCall = _this select 2; if(isNull _object) exitWith {}; _object addaction [_screenMsg,_scriptToCall]; }; then when the sideObj is spawned, this is used to apply the addaction.. sideMissionUp = true; publicVariable "sideMissionUp"; _null = [] execVM "sm\smUp.sqf"; //Wait until objective is destroyed waitUntil {sleep 0.5; !alive sideObj}; sideMissionUp = false; publicVariable "sideMissionUp"; and finally the actual code to place the addaction on the object.. smUp.sqf while {true} do { if (sideMissionUp) then { sleep 300; [[sideObj,"<t color='#ffff00'>Place C4 Charge</t>","sm\sabotage.sqf"],"aw_fnc_MPaddAction",true,true] spawn BIS_fnc_MP; sleep 120; removeAllActions sideObj; } else {}; }; This is the problem though. It for some reason applies 2 addactions to the object. so the scroll wheel will show "place c4 charge" and the next line "place c4 charge" and for testing if I drop the seconds to just 10 a piece it will end up creating 4-6 of the actions and then after they are removed, add 2 more right after. What am I doing wrong? And also how would I make it so that when the action is used, it removes it from the list so they cannot use it multiple times.? Any help would be greatly appreciated! Thank you in advance.
  4. x3djokerx

    Simple IR strobe script

    player addMPEventHandler ["MPRespawn", {Null = _this execVM "strobe\strobe.sqf";}]; put that line in the init line of each unit.
  5. x3djokerx

    Blastcore: Phoenix 2

    that is exactly what needed to be done. just take the .bisign out of the keys folder and rename it what you have, place it next to the .pbo in the addons folder and it now works. Thanks
  6. x3djokerx

    Blastcore: Phoenix 2

    possible fix to the bikeys so we can run it on our dedicated server? works fine locally, just not on a dedicated. no one can connect
  7. x3djokerx

    Blastcore: Phoenix 2

    the server keys are not working properly on our dedicated server. no one can join it with the keys supplied. just a heads up.
  8. x3djokerx

    randomWeather Script

    good on you mate for this post. this clarifies a lot of what my curiosities were. Thanks much!
  9. x3djokerx

    randomWeather Script

    yea i tested this earlier as well. Same as kamaradski. The initial startup weather works fine, its just it does not seem to want to change off that. I tried to run the debug as well and it does not show hints either. this was tested locally on the multiplayer editor. I have not tried it on our dedicated yet.
  10. x3djokerx

    Simple ammo crate drop script

    updated with most current script. Added a bunch of bells and whistles.
  11. Yeah, i would love for this to be implemented into EOS. right bIS jacked them way back up to aimbot again.
  12. x3djokerx

    Roadside IED Script

    is this not working for dedicated servers? I have tried it but it just does not work on a dedicated for some reason. It does however work fine locally.
  13. while {true} do { waitUntil {sleep 0.5; alive player}; if ((getPlayerUID player) in _UIDArray) then { _UIDArray = [uIDS IN HERE]; if (typeOf player != "B_Helipilot_F") then { private "_v"; while {alive player} do { waitUntil {sleep 0.5; vehicle player != player}; _v = vehicle player; if (_v isKindOf "Helicopter" && !(_v isKindOf "ParachuteBase")) then { if (driver _v == player) then { player action ["eject", _v]; waitUntil {sleep 0.5; vehicle player == player}; player action ["engineOff", _v]; hint "Pilots/Clan members only"; }; }; }; } else { waitUntil {sleep 0.5; !alive player}; }; }; there you go, wrapped in code tags
  14. x3djokerx

    Group Manager

    what do you mean by the "clients init" ? Do you mean the init.sqf in the mission folder? would love to give this a try. Or are you meaning the init line of a unit placed on the map?
  15. so is this still unable to connect to a localhost? I have tried everything I can think of and it just will not connect locally.
  16. but is there a way to change the "alpha 1-1" when yo uare in the unit selection screen?
  17. x3djokerx

    [MP][TVT/COOP] Total Conquest for Arma III

    omg tell me you will have it released for the holiday weekend!?!?
  18. x3djokerx

    [MP][TVT/COOP] Total Conquest for Arma III

    there is no resistance faction as of yet in arma 3
  19. x3djokerx

    [MP][TVT/COOP] Total Conquest for Arma III

    tvig, are you saying that if a player joins another player while playing then recruits AI to that group, then it bugs out? Have you tried to make premade groups via mission editor and try that out yet? Not sure if it will work or change anything, just throwing out some ideas. I think that a player can leave a "premade" group once they join into game. I could be wrong though. OR Only make like 2 premade groups for players who want to be grouped with their friends and then leave the other slots solo for those who want to recruit AI. I know a person can do this on their own (if they know what they are doing) but again, just throwing some suggestions out there to help "please everyone". If suggestion one would not work, then suggestion 2 should keep everyone happy.
  20. it has to do with the "allow damage = false" part. This happened to me when I put my base protection on during a multiplayer mission. For some reason Arma 3 does not always update or remove that line of code from a unit. If you set it so that the bird can take damage then it should be fine. If it still does it after you do that, I have no clue.
  21. x3djokerx

    [MP][TVT/COOP] Total Conquest for Arma III

    Holy shit, that is an excellent idea man. Makes a lot of sense as well only having to edit one mission rather then all of them when you want to make changes.
  22. x3djokerx

    [MP][TVT/COOP] Total Conquest for Arma III

    any plans of making the "all stratis" like these?
  23. x3djokerx

    [MP][TVT/COOP] Total Conquest for Arma III

    tvig0r0us, I want to openly apologize if anything I might have said offended you in any way, shape or form. with that being said, I can honestly say that I totally enjoy this mission. I never meant that what you created was bad or needed changed at all. The reason for my suggestion (for an option to maybe add) was more leaned for a play style I prefer a bit more then what you created. As is, out of the box, this mission is absolutley BRILLIANT! I could and probably never will be able to create something this superb. Now, I hope you get that thought out of your head that what you created might suck or whatever, because it does not! Hell if it sucked I would not have chosen it as a BASIS for what I would ultimately like to run publicly. Now, with your consent saying you don't mind us altering it to our liking and running it publicly, I am going to download your v006 when you upload it and just tweak it a hair to how my player base wants to play and make it public for all. I will not change any of the credits and be sure that you are given full credit. Not many mission builders like their work altered and made public, hence why I did not do that. but I guarantee you that you will see your mission hosted 24/7 on my server within the next week. I hope you visit it and let me know if you approve the changes I make or not. Please by no means! ever stop what you are doing. you have some great talent man! Again, I sincerely apologize if anything I said came out wrong and made you upset my friend.
  24. x3djokerx

    [MP][TVT/COOP] Total Conquest for Arma III

    actually I host this mod 24/7 on my server. The thing is I have altered a bunch of stuff to the way my regulars want to play and hence I have it locked to only a set group of people. The reason I do not have it open to the public is because of the modding I did to it and I do not want tvigorous getting pissed that I altered his code and made it public. Basically what I suggested a few posts back is what I have changed on the version I use on my server. Plus I added btc revive to it as well as norrins aerial extraction script and lastly VAS (for players to be able to select their own equipment). If tvigorous happens to implement the suggestion I made, I would have no problem running his to the open public 24/7. If i change anything to anyone elses mods, I usually never run them public because it is not fair to the original author of the mod. Again, I would rather have my player base only spawn at one location and have to move from there as well as be able to select their own gear they want to roll with. eyes this takes a couple extra minutes, but when a player uses VAS he can then save that loadout and then it only takes 2 seconds to reload it later on if you die or rejoin. The call for extraction script and revive script were just some bells and whistles my regulars asked for so i added them.
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