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sudslv

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Everything posted by sudslv

  1. This should work. 2. _caller = _this select 1; _Id = _this select 3; _caller addWeapon "ItemMap"; _caller removeAction _Id; EDIT: i did a little testing and you can do this: make trigger. condition: player in vehname on act: player addweapon "itemMap" im not sure if this is MP compatible but you can test.
  2. well i doubt that this is the right forum for this. we cant realy help you until you specify a script and where you are stuck with it.
  3. i finnaly tested this and it doesnt set vector, it just bumps the vehicle 0.5m above ground.
  4. saved/mpmissions? what are you trying to do again?
  5. Im not sure what you want, you must say more exact what you are trying to do but i think you are trying to save your mission so you can make dedicated server (if not then be more exact). 1. open your arma 2 as administrator. 2. go to C:\Users\name\Documents\ArmA 2 Other Profiles\name\missions\anarchyinthetk.takistan\ 3. put all your scripts there. 4. in arma 2 open the map in editor. 5. save and export the map to multiplayer (this will create and replace the old .pbo file with new files (.pbo is like winrar file, it contains all scripts and misson and if you want to look inside pbo then you need tools like: pboView)). 6. create 3 files: ban.txt, server.cfg, arma2.cfg. 7. leave ban.txt empty. 8. server.cfg 9. arma2.cfg 10. if you dont use any server hosting tools then: go to: C:\Program Files\Steam\SteamApps\common\ARMA 2 Operation Arrowhead and create shortcut for: arma2oaserver.exe (put it somewere ex: desktop). 11. in target paste this: "C:\Program Files\Steam\SteamApps\common\ARMA 2 Operation Arrowhead\arma2oaserver.exe" -config=server.cfg -cfg=arma2.cfg 12. you are set. but i saw you recently made post about stat saving. It isnt easy to make it so good luck (and if you want to host arma server you should learn about arma scripting unless you think its perfect and doesnt need any configuration).
  6. probably this is what you were looking for.
  7. few days ago i had the same problem. so what i did was: 1. open your arma 2 as administrator. 2. go to C:\Users\name\Documents\ArmA 2 Other Profiles\name\missions\mission.map\mission.sqm 3. open it with notepad 4. edit what you want without syntax errors. 5. press on the X and when it asks for saving click yes (no idea but when i used ctrl+s it didnt work out) 6. open the mission with your arma 2 editor and export it to multiplayer/singeplayer. 7. done (dont touch .pbo)
  8. Hi i'm editing 404Games Wasteland map. and i would like to change 1 thing: When dropping money i would like the player be able to write the amount of money he wants to drop instead of selecting from list. I believe this would consist of: 1. changing/deleting the "list" part in GUI. 2. Adding the writable box (write when click on it). 3. limiting only to number keys and adding "$" at end of it(auto). 4. OnButtonClick(drop money) check if player has enough money(already implemented in list version). 5. taking off the value of player and setting it to the money pile. (already implemented in list version). Yet i only have added buttons to the GUI so i'm fairly new to it. If anyone could guide me through it, it would be nice. Ask if you need any parts of script. Thank you for reading.
  9. Maybye, but i think i didn't point out what i want to do (my bad). So can anyone say how to: 1. enable the RscEdit part when player CLICKS on it. 2. Limit players to only use only NUMBERS "0-9".
  10. :D thanks again. This makes me think that you are the only one who helps people over here. so maybye you know how to help with this? and is there some way to make that it will flip all Vehicles instead of only cars?
  11. today i realised that it doesnt solve my problem and saw this. can you point out where im wrong?: // Locate nearby vehicle. _veh = nearestobjects [player,["car"],10]; // Flip vehicle 0.5m above ground. { _newPos = getPosASL _x; // get the position of the current vehicle in the array _newPos set [position this select 0, position this select 1, +1]; _veh setVectorUp [0,1,0]; _x setPosASL _newPos; // set the new position } forEach _veh; hint "You flipped car"; i would like the car to move ~1m to some side and flip it.
  12. Thank you, but i'm not sure if this will help me in this situation. It is ingame tool to create GUI's. However its very late for me so i will go to bed now, i will take harder look at scripts tomorrow.
  13. could we see "HALO_init.sqs"? and i would prefer SQF.
  14. Into your units init. //invincible. //if you are using this then remove the "Handle damage" part. this allowdamage false; //infinite ammo. this addeventhandler ["fired", {(_this select 0) setvehicleammo 1}]; //Handle damage(how much damage unit will recieve(unnecessary)). //If you are using this then remove the "Invincible" part. this addEventHandler ["HandleDamage", {false}]; this addEventHandler ["Hit", {this setDamage (0.5 + getDammage this)}]; //Recieves 50% damage.
  15. Hi i would like to ask a fast question. There are map terrain editors for arma like "visitor 3". When i make costum map with them how other people can play it? do they have to download the map and put it somewere or just join my server? Thanks for reading.
  16. so this means that the people who want to play it must download and place .pbo file into their "MPmissions" folder?
  17. Hi im kinda new to this arma 2 scripting (3 weeks) and as far i understand then: _x is for each in list ["obj1", "obj2"] but my problem is i made a very simple script wich spawns bike near player: init.sqf [player] execVM "spawnbike.sqf"; spawnbike.sqf player addaction ["spawn bike", "bike.sqf"]; bike.sqf _bike = "MMT_USMC" createVehicle (position player); hint format["You spawned bike",player]; it works in editor/single player ok but i think in multiplayer it would either spawn bike randomly or at 1 random player (i havent tested and hope this is true) so my question is how to make script know which player executed the script and for example spawn bike next to the exact player who executed in server (1-999+ players) i dont know how to acctualy name this so i cant find answer anywere. so what i want to do for now is execute the player addaction on everyone but when anyone of them dieciedes to use it, then spawn bike next to them (not next to everyone or 1 random person) and how to track if he used it? (so people cant just spam with this) i know that i can place the "this execVM "spawnbike.sqf"; into units init line but i want to do it with init.sqf (i have about 80+ playable units placed and dont want to redo it all as im sure there is other way). i hope you get the idea where im stuck. and would be nice if someone explained about: "null", "nill", difference between "this" and "_this". thank you for reading. ---------- Post added at 00:00 ---------- Previous post was at 00:00 ---------- the bike is just and example. i have several scripts but i dont know how to make them work for each individual player in big multiplayer server. Solved spawnBike.sqf: // preventing from spam. if (isNil "userSpawnedBike") then { userSpawnedBike = objNull; }; if (!isNull userSpawnedBike) then { if (!isNull (driver userSpawnedBike)) then { (driver userSpawnedBike) action ["eject", userSpawnedBike]; }; deleteVehicle userSpawnedBike; }; // spawning bike. _spawnDir = getDir player; _spawnPos = player modelToWorld [0, 3, 0]; _spawnPos set [2, 0]; userSpawnedBike = "MMT_USMC" createVehicle (_spawnPos); userSpawnedBike setDir _spawnDir; hint "You spawned bike";
  18. Thank you :) bike part Is SOLVED: // preventing from spam. if (isNil "userSpawnedBike") then { userSpawnedBike = objNull; }; if (!isNull userSpawnedBike) then { if (!isNull (driver userSpawnedBike)) then { (driver userSpawnedBike) action ["eject", userSpawnedBike]; }; deleteVehicle userSpawnedBike; }; // spawning bike. _spawnDir = getDir player; _spawnPos = player modelToWorld [0, 3, 0]; _spawnPos set [2, 0]; userSpawnedBike = "MMT_USMC" createVehicle (_spawnPos); userSpawnedBike setDir _spawnDir; hint "You spawned bike"; But there are few more things i would like to know (fast version could work too). 1. How to use "!(something)", (!something)" and "!something". 2. What is difference between: "Nill" and "Null". 3. What is difference between: "_this" and "this".
  19. okay but the script is not for addaction. it is executed by GUI onButtonClick. however: // spawning bike. _bike spawn {deleteVehicle _this;}; _spawnDir = getDir player; _spawnPos = player modelToWorld [0, 3, 0]; _spawnPos set [2, 0]; _bike = "MMT_USMC" createVehicle (_spawnPos); _bike setDir _spawnDir; hint "You spawned bike"; i would like to make something like this but the deleteVehicle part is ignored. i want the previous spawned bike get deleted and new one to spawn in front of the player (working in MP).
  20. okay. 1.how to make it check if already spawned? 2.how to make it despawn after 300 secounds?
  21. // Locate nearby vehicle. _veh = nearestobjects [player,["car"],10]; // Flip vehicle 0.5m above ground. { _newPos = getPosASL _x; // get the position of the current vehicle in the array _newPos set [position this select 0, position this select 1, +1]; _x setPosASL _newPos; // set the new position } forEach _veh; hint "you flipped car";
  22. // Locate nearby vehicle. _veh = nearestobjects [player,["car"],500]; // Flip vehicle 0.5m above ground. _veh setPosASL [ getPosASL _veh select 0, (getPosASL _veh select 1) + 2, getPosASL _veh select 2]; hint "you flipped car"; doesnt work for some reason (when i test with player, it works) btw: im trying this with "wasteland" spawned cars.
  23. glad that you found what you were searching for. Im editing wasteland aswell and want to have saving but i think i will stick to the sql one as i want players to have fun hiding vehicles while they are away from computer and later just picking them, making base, ect. thats what i like about wasteland and i think currently only 4 servers can offer this feature.
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