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unidad2pete

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Everything posted by unidad2pete

  1. unidad2pete

    Hint server to all players?

    Thanks to all for the help
  2. How I can do to convert an object (wall) in static? I want to put some barriers that can not be broken or moved, that you can not interact with those objects. Is it possible? Something like allowDamage false,,, allowMove false?
  3. Hi; Is there a script to disable the option to open the bags of other players in multiplayer? My objective is that players can not exchange anything. I have a script that deletes objects from the floor instantly, but players can open their backpacks to get the content. Any other method to prevent trade? Thank you.
  4. unidad2pete

    multiplayer money system

    Thank you Tuliq, that works fine!! you are genius.
  5. Hi; I want to create a AddEventHandler for add to killer 100 points to variable "mymoney" only for killer. in init.sqf: mymoney = 0; player addMPEventHandler ["MPKilled",{ _this select 1 exec "killed.sqf"}]; in killed.sqf mymoney = mymoney + 100; The result is 100 for killer and victim, apparently, killer and victim call killed.sqf and each adds 100 points. My intention was that only the killer call killed.sqf If I call killed.sqf with another action only with the killer, this add 100 correctly and only for killer. As I can do?
  6. In multiplayer, I have a unit that can create an object. This object disappears in 60 seconds Everything works fine, my problem is that when player disconnect and has object created, this object is forever. This is my script. player has action called muni, when activate: player removeAction muni; // delete action muni caches = createVehicle ["B_supplyCrate_F", position player, [], 0, "None"]; // creates ammo box Fock_addactionMP = { private["_object","_screenMsg","_scriptToCall"]; _object = _this select 0; _screenMsg = _this select 1; _scriptToCall = _this select 2; if(isNull _object) exitWith {}; _object addaction [_screenMsg,_scriptToCall]; }; [[caches,"REARM!!","scripts\rearm.sqf"],"Fock_addactionMP",nil,false] spawn BIS_fnc_MP; // add action to ammo box, visible for all players hint " NEXT BOX 60 SECS "; sleep 60; hint " YOU GOT AMMO BOX "; deletevehicle caches; // delete ammo box muni = player addAction ["AMMO BOX", "scripts\muni.sqf"]; // add action to create ammo box as I can do to make the box disappear when the player disconnects? im try with onPlayerDisconnected: https://community.bistudio.com/wiki/onPlayerDisconnected but I do not get fix, Im a begginer scripter. thx all!!
  7. synchronizeObjectsAdd: https://community.bistudio.com/wiki/synchronizeObjectsAdd player synchronizeObjectsAdd [myrequester]; This script works fine, I have a support requester module called " myrequester ", when I call this script, I can request artillery support. But to remove this synchronization with: synchronizeObjectsRemove :https://community.bistudio.com/wiki/synchronizeObjectsRemove player synchronizeObjectsRemove [myrequester]; doesn´t work, why? I don´t understand. As always, thanks for your help
  8. I have a support requester module called " myrequester " myrequester is synchronized with a virtual artillery but not with player. I add an action to player in unit init calling mortar.sqf ( player addAction ["Artillery","mortar.sqf"] ) mortar.sqf: player synchronizeObjectsAdd [myrequester]; sleep 5; player synchronizeObjectsRemove [myrequester]; On active action, I get message and get artillery support, but after nothing happens. It is possible that works fine, desynchronized the object, but this does not eliminate the action player for requesting artillery. No errors are displayed As I could do to eliminate the possibility of requesting artillery? Furthermore, it is in multiplayer. tested, synchronizeObjectsRemove works well, but when action was added to request artillery, not removed when the module desynchronized. that I can I do? :(
  9. unidad2pete

    variable title addActions

    OHH!! thanks for your quick response. Works fine!! And if I want to add text in front of the name? _addaction = amo addAction ["box of "_myname,"scripts\rearm.sqf"] this not works Im genius!! xD i solved _myname = name player; _mynamebox = " box of" _myname; _addaction = amo addAction [_mynamebox,"scripts\rearm.sqf"] THANK YOU !!
  10. unidad2pete

    New sniper rifles problem.

    Works fine thx!
  11. When I put new sniper rifle to any unit, ( _unit addWeapon "srifle_LRR_SOS_F"; ) in my PC works fine, but when I run mission in dedicated server, can not I play. Show this error: You Cannot Play/edit this Mission; it is dependent on a downloadable content that has been deleted. a3_weapons_f_longrangerifles_m320 Why is this happening? Class name is wrong?
  12. unidad2pete

    repair building script.

    Good idea!! adding addActions to buildings works fine!! Thank you!! Now, my problem is add cooldown to player for repair other building, any idea?
  13. Hi, Is there anything script for change the movement velocity of player? Im tried with: player setVelocity [7,7,0] but i dont understand how works.
  14. Hi; I have a script for limited grenades. first I put trigger: anybody / present / repeatedly condition: this && act onAct: {[_x] exec "glimit.sqf"} forEach thisList; act = false onDea: act = true In glimit.sqf: _unit = _this select 0 if ("HandGrenade" in magazines _unit) then { _unit removeMagazines "HandGrenade"; _unit addMagazines ["HandGrenade", 3]; hint "BLABLABLA";} The script works fine but the message ( BLABLABLA ) is read by all players, every time someone activates the trigger. That I can do to make it read only for player who activates the trigger? Thank you;
  15. unidad2pete

    hint problem multiplayer

    Oh! im stupid, I did not read that, I thought it was a quote. Works fine, Thank you very much!!
  16. unidad2pete

    hint problem multiplayer

    It is an error I made when making the post, in the original script is: onDea: act = true Can anyone help?
  17. Hi; I need a script to restart mission When the round finished. You know a some script? Thx.
  18. There is a bug with 7.62 ammo. The vendor of gunstore gets the money and does not give you the ammunition
  19. Ok thx, but I have a question. The vehicles respawn every time destroyed and deserted? or only respawn when mission starts? In my server only respawn when mission starts, after a while not there are vehicles in the map and need restart, is this normal? I use ctrl+C to copy marker called " respawn ", after i use ctrl+V to paste more spawn markers, but no respawn cars in new markers, is normal? Thank you for your work.
  20. Hi guys, 2 questions with my bad english, sorry for that. Is there any problem with spawn Cars? That file would have to change to add many more cars in the wasteland of my server? Or any way to delete all vehicles and respawn all vehicles with admin comands?
  21. unidad2pete

    =BTC= Revive

    Solved! The marker name for civilian respawn should be "respawn_civ" not "respawn_civilian"
  22. unidad2pete

    =BTC= Revive

    I do not know the version, is a modified version that I found myself playing. The version had a respawn system for civilians, that respawns in the houses near to a marker called "town_marker" But I eliminated any trace I found about it. Now the marker for civil respawn called " respawn_civilian " When respawns in the ocean, also changes your money to "any" I sent you a link to the mission to private message, if you want her see, I not good English. Thank you for help me.
  23. unidad2pete

    =BTC= Revive

    Hi; I'm trying to add = BTC = revive to version of Life. Cops works well, but civilians respawns in the ocean, at the corner of the map. A that could be due? Thank you.
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