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Lala14

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Everything posted by Lala14

  1. Lala14

    Helicopter Positions

    the copilot is turret [0] so you would do unit moveInTurret [chopper,[0]] if that doesn't work then you have done something wrong! or if you want try [0,0] but that will probably move you onto the right gun.
  2. I'm assuming you mean like with the addaction how at the centre of the screen it comes up with the text so instead you want like a picture? Well with what I've gathered from previous work you can't do that unless you want you can add an image with the addaction in the writing.
  3. his missing a ';' at _this addWeapon "LMG_mas_M249_F_a"; }
  4. I'm just gonna post 2 things for question 1 use setTimeMultiplier and then for question 2 I use this in my init.sqf [] spawn { while {true} do { if ((vehicle player != player) && (cameraView == "EXTERNAL")) then { vehicle player switchCamera "INTERNAL"; hint "No Third Person while in a vehicle!"; }; }; }; edit I dunno how you can not allow someone to accelerate the mission time .... maybe if you want have a while in place that simulates time in a script? probably would cause massive lag though. edit #2 for question 2 why not use an displayEventHandler e.g. (findDisplay 46) displayAddEventHandler ["KeyDown",{if ((_this select 1 in (actionKeys 'PersonView')) && (vehicle player isKindOf 'LandVehicle') && (vehicle player != player) then {vehicle player switchCamera "INTERNAL"; hint "No Third Person while in a vehicle!";};}]; edit #3 fixed code above with this although there is a major flaw, if the person enters in third person he will stay in third person until they switch, the eventHandler only launches when the player hits the key so yea. (findDisplay 46) displayAddEventHandler ["KeyDown", { if ((_this select 1 in (actionKeys 'PersonView')) && (vehicle player != player)) then { null = [] spawn { sleep 0.1; vehicle player switchCamera "INTERNAL"; hint "No Third Person while in a vehicle!"; }; ;} ;} ];
  5. Lala14

    XmedSys on spawned units

    the reason no body has answered is because not everyone uses xmed ... anyway all I can suggest is this put it in your init.sqf [] spawn { while {true} do { { if (!(isPlayer _x) && (_x == vehicle _x) && (isNil {_x getVariable "xmed39_added"})) then {_x call X39_MedSys_fnc_initializeUnit; _x setVariable ["xmed39_added",true,true];}; }forEach allUnits; sleep 5; }; }; EDIT #1 Optional other way [] spawn { private "_x39_countCurrentUnits"; while {true} do { { if (!(isPlayer _x) && (_x == vehicle _x) && (isNil {_x getVariable "xmed39_added"})) then {_x call X39_MedSys_fnc_initializeUnit; _x setVariable ["xmed39_added",true,true];}; }forEach allUnits; _x39_countCurrentUnits = allUnits; waitUntil {allUnits != _x39_countCurrentUnits}; }; }; also this will be applied on ALL AI units. (didn't state this before) (and yes this is dynamic including the other one although the last one is more of a instant action) also I have not tested either
  6. Lala14

    Idk how to use EH's

    try this instead so you don't need to make a script player addEventHandler ["Hit", { [] spawn { "dynamicBlur" ppEffectEnable true; // enables ppeffect "dynamicBlur" ppEffectAdjust [5]; // intensity of blur "dynamicBlur" ppEffectCommit 0.2; // time till vision is fully blurred sleep 1; "dynamicBlur" ppEffectEnable true; // enables ppeffect "dynamicBlur" ppEffectAdjust [0]; // enables normal vision "dynamicBlur" ppEffectCommit 1; // time it takes to normal }; }];
  7. Ok so there is two ways, you can actually command the AI to attach the vehicle using the action menu (6) or You can do this [unit, vehicle to attach, [model space rope positions], vehicle classname (how much we want the helicopter to think it is carrying)] spawn AuxSling_fnc_TheAttaching; //e.g [player,veh1,[], "I_Quadbike_01_F"] spawn AuxSling_fnc_TheAttaching; //or if you have some positions [player,veh1,[[1,3,0],[1,-3,0],[-1,3,0],[-1,-3,0]], "I_Quadbike_01_F"] spawn AuxSling_fnc_TheAttaching;
  8. qq I SAID ---------- Post added at 20:02 ---------- Previous post was at 20:01 ---------- Do you mean sling people? ... there are parts you will need to edit to do that.
  9. Your right ... I broke the respawn action ... Just fixed it! The link is updated
  10. Well see the way the script works is the addActions are actually set on the player. And also it will look for the vehicles, nothing to do with anything else ... ---------- Post added at 11:42 ---------- Previous post was at 11:36 ---------- I'll try and replicate your results though and see if I also get this error. ---------- Post added at 12:47 ---------- Previous post was at 11:42 ---------- Ok i just went through testing it with using the Light Vehicle Respawn Script and I tried the chopper respawning which still worked and then I tried the vehicle that was to be slinged respawning and both and it still worked D:
  11. Yes all of my scripts SHOULD work in MP
  12. My Auxillary Sling Loading Script I think it's the last one.
  13. Sorry but your incorrect. wikipedia
  14. Lala14

    Restrict UAV Backpack

    ok wait hold up ... so you just want to restrict the UAV Backpack???
  15. that's weird, I just tested that and it worked .... I copied your code exactly. is it possibly if you can post the whole script that is causing the issue? .... if not then I suggest looking at this 2 commands isEqualTo or isKindOf
  16. Lala14

    [Idea] Altis + Stratis

    cosmos engine does that
  17. well remember you'll be modifying the addon ... *cough* Any unauthorised use or editing of this Addon is against the EULA & is NOT allowed.
  18. Lala14

    another JIP addaction issue !

    here is an example from my code I'm too tired to think of fixing code for now [[myM2, ["<t color='#FF0000'>Delete Vehicle</t>", {deleteVehicle (_this select 0)}, [], 0, false, true, "", "driver _target == _this"]], "addAction", true, true] spawn BIS_fnc_MP; edit fix (might not work) [[cargoBox1,["Place Charge","charge.sqf",[], 0, false, false, "", "_this distance _target < 4"]],"addAction",true,true] call BIS_fnc_MP; // adds the "place charge" action again
  19. No you need the this so the trigger does not activate until the hostages are in the capture zone/rescue zone otherwise the task will be instantly completed Also the hostages are randomized from 2 - 8 I think
  20. Lala14

    another JIP addaction issue !

    why revive such an old thread D: so basically you can ditch all the cfgFunctions and just do in your script this _object = _this select 0; _caller = _this select 1; _id = _this select 2; // ID of the action to be removed [[cargoBox1,_id],"removeAction",true,true] call BIS_fnc_MP; // removes the "disarm charge" action player playmove "AinvPknlMstpSnonWnonDnon_medic_1"; sleep 5; [[cargoBox1,["Place Charge","charge.sqf"]],"addAction",true,true] call BIS_fnc_MP; // adds the "place charge" action again
  21. Alrighty so here it is There are currently 2 variables in place The sling is a addaction that comes up in red Inside the script there are 3 arrays that you can modify for your needs I'm also going to post it here
  22. your gonna need a script I'll make one
  23. Lala14

    [code] Markers

    THE REASON WHY IT DOESNT WORK IS SIMPLE my post didnt go before sadly, it would have been first the name of the marker which is name _obj arma only always 1 marker to have 1 name it cannot be overridden like vehicles! simple ---------- Post added at 01:30 ---------- Previous post was at 01:27 ---------- sorry for the english its like 1:30 am I suggest using a array and then adding to it every time markerarrayname = [0]; _markername = format ["house%1",count markerarrayname]; markerarrayname pushBack (count markerarrayname); //markercreatecode
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