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Spunned

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Everything posted by Spunned

  1. Instead of writing a HUGE wall of text, here's a video where i explain my issue with the modules: http://www.youtube.com/watch?v=3FUl8Q2AwM4 Thanks for the help :)
  2. Hi I'm having a problem, and i'm sure it's my crappy syntax. i've got an external script thta decides what kind of gear a unit spawns with: removeAllWeapons player; removeAllAssignedItems player; removeAllContainers player; player addVest "V_PlateCarrier2_rgr"; player addUniform "U_B_CombatUniform_mcam_tshirt"; player addWeapon "ItemMap"; player addWeapon "ItemCompass"; player addWeapon "ItemRadio"; player addWeapon "ItemWatch"; player addMagazine ["30Rnd_65x39_caseless_mag_Tracer", 30]; player addMagazine ["30Rnd_65x39_caseless_mag_Tracer", 30]; player addMagazine ["30Rnd_65x39_caseless_mag_Tracer", 30]; player addMagazine ["30Rnd_65x39_caseless_mag_Tracer", 30]; player addMagazine ["30Rnd_65x39_caseless_mag_Tracer", 30]; player addItem "optic_Aco"; player addWeapon "arifle_MX_F"; player addItem "FirstAidKit"; player addItem "FirstAidKit"; player addHeadgear "H_Cap_headphones"; and this is my init code: test = [player] execVM "basicsoldier.sqf"; can anyone see what i'm doing wrong? also, i should mention that if i set the unit as "player" it works, but if i set it to "playable" it doesn't work. thanks for the help :confused:
  3. I can't get the following code to work. All I want is for the addAction to be added to the unit everytime you respawn. I've searched the forums, but I can't find anything useful. Thanks for the help! waituntil {alive player}; this addAction["<t color='#ff1111'>Teleportation Hub</t>", "player setPos (getMarkerPos 'respawn_west_hub')"];
  4. I'm sorry that does not work. I don't have any TP option when I spawn.
  5. in the init field of my units, i have my loadout: removeAllWeapons this; removeAllAssignedItems this; removeAllContainers this; this addVest "V_PlateCarrier2_rgr"; this addUniform "U_B_CombatUniform_mcam_tshirt"; this addWeapon "ItemMap"; this addWeapon "ItemCompass"; this addWeapon "ItemRadio"; this addWeapon "ItemWatch"; this addWeapon "ItemGPS"; this addMagazine ["30Rnd_65x39_caseless_mag_Tracer", 30]; this addMagazine ["30Rnd_65x39_caseless_mag_Tracer", 30]; this addMagazine ["30Rnd_65x39_caseless_mag_Tracer", 30]; this addMagazine ["30Rnd_65x39_caseless_mag_Tracer", 30]; this addMagazine ["30Rnd_65x39_caseless_mag_Tracer", 30]; this addWeapon "arifle_MX_ACO_F"; this addItem "FirstAidKit"; this addItem "FirstAidKit"; this addHeadgear "H_Cap_headphones"; however when i die and respawn, the unit reverts back to it's original settings. how can i make sure that it loads my loadout every time i respawn?
  6. Spunned

    Spawning smokeshells

    It worked. 10 interwebs for you good sir
  7. Hello I'm having issues spawning a smoke grenade at a busted car. I've gone through all the other posts i could find but i'm coming up empty. Here's my code: while {true} do { _smoke = "1Rnd_Smoke_M203" createVehicle (getPos this); sleep 10; }; Any help would be appreciated. Thanks!
  8. Hi In the editor, i add all my magazines to my player / npc, but if i launch the mission on a server, they all carry only one magazine. this addUniform "U_IG_Guerilla2_3"; this addHeadgear "H_Beret_red"; this unassignItem "NVGoggles_OPFOR"; this removeItem "NVGoggles_OPFOR"; removeAllWeapons this; this addMagazines ["30Rnd_mas_545x39_mag", 5]; this addWeapon "arifle_mas_aks74"; at first i simply pasted the this addMagazine "30Rnd_mas_545x39_mag"; 5 times, but that didn't work either on the server, but in the editor. Can anyone see what i'm doing wrong? thanks for the help ---------- Post added at 10:47 ---------- Previous post was at 09:50 ---------- Just figured it out. Use a foreach statement to remove all the magazines the unit spawns with and THEN add the new ones. here's the updated code: sleep 5; this addUniform "U_O_OfficerUniform_ocamo"; this addHeadgear "H_Beret_red"; this unassignItem "NVGoggles_OPFOR"; this removeItem "NVGoggles_OPFOR"; removeAllWeapons this; {player removeMagazine _x} forEach magazines player; this addMagazines ["30Rnd_mas_545x39_mag", 8]; this addWeapon "arifle_mas_aks74";
  9. Hi I've been trying to figure out exactly how to make an ingame dialog window appear with a picture and 4 buttons below the picture. i've been trying a few tutorials but i just don't get it. Here's what i want: I walk up to a vehicle (or any object for that matter) and i scroll and click on an action in the menu. It then opens a dialog window on the screen with a picture and 4 buttons below. when you click a button, it executed an external sqf script. If anyone could help me, i'd appreciate it. Thanks for reading
  10. I dont feel right doing this... but i really need help.... BUMP
  11. awesome, it works. just for everyone else reading this thread, here's the code: wokka= "Land_i_House_Big_01_V1_F" createVehicle position this; wokka setDir direction this; deleteVehicle this; thank you for your help :)
  12. hiya people :) you've always been helpful, so im sure ya'll can figure this one out. so, i use the code below to spawn objects ingame that are not directly accessable through the editor, however, with this piece of code, im unable to do anything about the rotation of the object around the y axis (normal 360 rotation) and the rotation on the z axis (if the object is placed like a guard tower that doesn't conform to the terrain, if like a normal object that rotates according to the slope it's placed on). any way of incorporating into the code these rotational degrees? wokka= "Land_Slum_House01_F" createVehicle position this; deleteVehicle this; TL;DR wokka= "Land_i_House_Big_01_V1_F" createVehicle position this; wokka setDir direction this; deleteVehicle this;
  13. thanks for your help :) here's what i found out while trying out your code: picture of what im talking about http://steamcommunity.com/sharedfiles/filedetails/?id=169459765 the house on the right is my original code. the spawned object is placed with an angle perpendicular to the terrain (bad for certain stuff like houses) the code for that is here: wokka= "Land_Slum_House01_F" createVehicle position this; deleteVehicle this; however the house on the left is this code: wokka= "Land_i_House_Big_01_V1_F" createVehicle position this; deleteVehicle this; wokka setDir 180; turns out all you need is to use the setDir and simply set one value. the rest of the values are automatically set to 0 and thus the z index will be 0. lastly, any way of binding the setDir degrees to whatever degree is used for the initial object? that way i dont have to edit the code every time i wanna turn something? ps: i use the "helipad invisible" in empty faction for the initial object :)
  14. huh.. well now i feel stupid. i didnt think it was that simple. thanks for the help :)
  15. Hiya Here's what i need: I have a mission where you kill an officer. upon the death of the officer, i have a trigger that executes a script that writes some stuff on the screen: titleText ["Enemy Officer has been eliminated. Nice shot!", "BLACK OUT"]; sleep 5; skipTime 12; titleText ["12 hours later...", "BLACK IN", 10]; when the last titletext fades in, i want everyone on blufor to have teleported to a marker on the map, however, i can only find examples where people need to go into a trigger area to teleport. anyone know how to do this? Thanks for your help :)
  16. Spunned

    Placing Rocks on the Map

    use this list: http://www.twitlonger.com/show/laeqoh and then use this code in the initfield of a "helipad invisible": wokka= "Land_Cargo_Patrol_V2_F" createVehicle position this; deleteVehicle this; i havent seen if the rock object is in that list, but it seems like everything else is, so go ahead and give it a go :) i hope this helps
  17. saving as tga 24 bit (no compr) and opening in texview 2, saving as paa, yet it looks like this in game. what gives? ---------- Post added at 19:05 ---------- Previous post was at 19:04 ---------- EDIt: forgot link http://img811.imageshack.us/img811/5582/7oea.jpg (506 kB)
  18. hiya i've been searching high and low for a script that would take whatever is in the ammobox (in my case just the default layout) and simply add the items back in 60 times, so that the ammobox contains more than just 1 instance of a rifle. anyone know how to accomplish this? maybe through a loop or something? Thanks for the help :)
  19. "0xc000007b error comes mainly from mixing up 32bit environment with 64bit one, that is you have an 32bit application that tries to load a 64bit dll. To see exactly who cause this you must examine your application dependencies carefully." source: http://msoos.wordpress.com/2010/09/11/0xc000007b-error-solution/
  20. all the basic ammo and basic weapons crates. the three special weapons crates as well. ---------- Post added at 15:55 ---------- Previous post was at 15:53 ---------- ahh thank you ^^ im not using dev branch but ill switch to it and give it a go. thanks for your help :)
  21. hmm after a bit of testing ive figured some stuff out. if i use the code (both old and new) on certain boxes, they're empty. if i do the same thing on other certain boxes (like nato standard wep and such) the box spawn with the default layout and nothing more. im not sure if it's the code that's not working or if im doing something wrong
  22. i went back and tried the first one again with the name box, that didnt work. the box is completely empty when spawned and unfortunately the same thing happens when i try the new method as well.
  23. thanks for your help :) unfortunately i cant get it to work. im not sure if im using it correct though. the code goes in the init field of the box, right? if so, i cant get it to work.
  24. thanks for your input. ive used VAS as well, however i'd prefer to simply have a refiller script with the features i was talking about. unless no one's made something like that, in which case i'd "settle" with VAS. (im not trash talking VAS, it's amazing but not what im looking for)
  25. i did indeed. instead of having to go through each and every weapon class name, i was asking for a loop that would read whatever is already in the crate from the beginning and simply add more of said items.
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