Jump to content

lappihuan

Member
  • Content Count

    567
  • Joined

  • Last visited

  • Medals

Posts posted by lappihuan


  1. while the mission is running, for one Unit the EH can only fire once, am i understanding this right?

    If so you should make it like IndeedPete described with the trigger...

    If not, you could make a counter var that execute the script only when the count is at 1 and reset the counter when the unit is healed or whatever condition you want.


  2. Hello Guys

    My Terrain knowledge is very limited but i came up with a idea that could make roadway ditches possible.

    My Idea is, to have two Terrain Layers overlaying each other (If this is not possible, then my idea would not work...)

    roadlayerids4u.png

    This picture should explain everything.

    I'm just trowing this in, as i don't know if its possible.


  3. I bet the whole Zeus thing happend after Development like this:

    Dev1: Dude, playing as Mission Admin feels like beeing god!

    Dev2: yeah :don1:

    Dev1: Dude, we are on Altis!

    Dev2: yeah :don1:

    Dev1: Dude, isn't Zeus the biggest and greatest god in Greek mythology?

    Dev2: yeah :don1:

    Dev1: Dude, let's add some controllable lightnings!

    Dev2: Cool :don1:

    Let the devs have fun and don't take everything so sereous...

    In the end it is a feature that was taken from VBS2 to controll Missions in real time, the rest is just devs having fun.


  4. I think the extra parachutes get spawned because every client and the server execute this code.

    You need to make sure this is only executet on the server like this:

    if (isServer) then {
    private["_chute","_paraposReal"];
    
    _paraposReal = [getPosATL parapos select 0, getPosATL parapos select 1, 300];
    
    {
    _chute = "Steerable_Parachute_F" createVehicle [0,0,0]; 
    _chute setPosATL [(_paraposReal select 0) + random 30,(_paraposReal select 1) + random  30,_paraposReal select 2]; //randomize spawnpos
    _x moveinDriver _chute;
    _chute setDir 150;
    }  forEach (switchableUnits + playableUnits);  
    };
    

    parachutes should now spawn in a radius of 30m instead of 3m.

    also not tested btw.


  5. Yes it was BIS_fnc_addWeapon ^^

    This would actually make your script much simpler and better if you add the magazines at the same time you add the weapon. The function automaticly takes the correct magazines in the chosen amount.

    Use it like that:

    [_this, "myWeaponClassname", 4] call BIS_fnc_addWeapon;
    

    Parameters are described as this:

    _this select 0: <object> unit that is issued new equipment

    _this select 1: <string> weapon classname

    _this select 2: <scalar> number of magazines

    _this select 3 (Optional): <scalar> index of magazine class in weapon's config (default 0) OR <string> magazine classname


  6. woops, you are right. ^^

    Search in the function library for BIS_fnc_addMagazines or something like that.

    I can't ceck it because im at work..

    Edit: just saw your question inside the code.. none of those would work. And forEach is not the right thing to do this.

    A for loop with a random end var would be the right one.

    But as i said, BIS provides a function in the function library to add multiple magazines and it checks if space is aviable etc. so this will be the best solution.


  7. yes, but your if syntax is wrong.

    it would be like that:

    if (_getweapon == "arifle_mx_f") then {
       _this addmagazine "30Rnd_65x39_caseless_mag"
    }
    

    but in your case i suggest you to use switch case:

    switch (_getweapon) do {
       case "arifle_mx_f": {_this addmagazine "30Rnd_65x39_caseless_mag"};
       case "myRifleClassname": {_this addmagazine "myMagazineClassname"};
    };
    

    further information about swich here.


  8. where do you execute this script?

    Here a cleaner way of it, but makes basicly the same:

    private["_chute","_paraposReal"];
    
    _paraposReal = [getPosATL parapos select 0, getPosATL parapos select 1, 300];
    
    {
    _chute = "Steerable_Parachute_F" createVehicle [0,0,0]; 
    _chute setPosATL [_paraposReal select 0 + random 3,_paraposReal select 1 + random 3,_paraposReal select 2]; //randomize spawnpos
    _x moveinDriver _chute;
    _chute setDir 150;
    } forEach playableUnits;
    


  9. You would need to choose a object for your rally point.

    Then you need a script that creates it in front of you when you hit a addAction or a Button inside a dialog.

    Then you make a Respawn somewhere in the sea and move the players with setPosATL to the rally point object.

    Thats it. ;)

×