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Everything posted by squeeze
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Respawn@Leader 1.2 Game mode: MP: Coop 1-40 Addon's required: None Respawn: Base (Instant transfer to Leader Via Medic Tent) Features: -Spawn at leader should promote Team play -10 groups of 4 -10 zones to Conquer. -respawn with weapons you died with (original by toadlife revised by norrin for ArmA) -Vehicle Respawn (Original script by KaRRiLLioN modified by norrin) Respawn@Leader 1.2
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need help dudes! players team score (kill points)
squeeze replied to ggxjimmy's topic in ARMA - MISSION EDITING & SCRIPTING
yer.... what was wrong with the way I wrote it. I'm speechless -
it won't work like that.... best thing to do is add your line to a trigger.... Activation: Anybody On Act: unit1 playMove "AmovPercMstpSnonWnonDnon_exercisePushup" then place this trigger where it will go off on start....like on a player.
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need help dudes! players team score (kill points)
squeeze replied to ggxjimmy's topic in ARMA - MISSION EDITING & SCRIPTING
hope this is what your after..... make a trigger to cover all players at start Activation: Anybody On Act: n=[thislist]execVM"DisScore.sqf" DisScore.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_units = _this select 0; if(not local player)exitwith{}; _wScore = 0; _eScore = 0; _wLoopScore = 0; _eLoopScore = 0; _Wunits = []; _Eunits = []; { if(isplayer _x)then{ //sort players from AI and Sides if(side _x == west)then{_Wunits = _Wunits + [_x]}; if(side _x == east)then{_Eunits = _Eunits + [_x]}; }; }foreach _units; hint format["West Total = %1\nEast Total = %2",_wScore,_eScore]; while{(_wLoopScore < 5) and (_eLoopScore < 5)}do { {_wScore = _wScore + (score _x)}foreach _Wunits; {_eScore = _eScore + (score _x)}foreach _Eunits; _wLoopScore = _wScore; _eLoopScore = _eScore; sleep 10; hint format["West Total = %1\nEast Total = %2",_wScore,_eScore]; _wScore = 0; _eScore = 0; }; if (true) exitWith {}; -
need help dudes! players team score (kill points)
squeeze replied to ggxjimmy's topic in ARMA - MISSION EDITING & SCRIPTING
Just added this to a mission I'm making.....rough but works. my init.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">PlayerArray = [GW1,GW1_1,GW1_2,GW1_3,GW1_4,GW1_5]; []execVM "DisScore.sqf"; DisScore.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_list = []; {_list = _list + [format["%1 %2\n" ,name _x,score _x]];}foreach PlayerArray; hint format["%1",_list]; it will only show score's at start of game so you'll need to add a loop to update it.......I hope you have done your "hello world" scripts, your last 2 questions where vague. I'm sure someone can come up with a better way. -
Trigger When No Client Present
squeeze replied to MBot's topic in ARMA - MISSION EDITING & SCRIPTING
condition: !player in thislist should fire the trigger....might have to put a countdown on the trigger so it dosen't fire at start of game .....if trigger is placed before players. -
Execute something on the man in the script
squeeze replied to mrbean1112's topic in ARMA - MISSION EDITING & SCRIPTING
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//param passed to "kindatired.sqF" ...[unit] _unit = _this select 0; if(not local _unit)exitwith{hint"another players unit is running kindatired.sqs on another PC"}; if(local _unit)exitwith{hint" kindatired.sqs is being run on my PC for my unit"}; soz only code in sqf now..... -
Can Eventhandler check for Object Damage
squeeze replied to F2kSel's topic in ARMA - MISSION EDITING & SCRIPTING
It stops idiots from destroying ammo crates at spawn points in MP games. -
Can Eventhandler check for Object Damage
squeeze replied to F2kSel's topic in ARMA - MISSION EDITING & SCRIPTING
I don't have 2 ArmA pc's also so global, local is hard to learn about. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addEventHandler["hit","_this select 0 setdamage 0"] add that line to a crate will detect if it's hit and also revive it.....not test in MP yet but should work. someone else posted this in a thread.....I had to print a copy, ?(local server):hint" I am NOT the server pc" ?!(local server):hint" I am the server pc" ?(local player):hint" I am the player pc" ?!(local player):hint" I am a dedicated server pc" I've also added a line to this for myself because player is all clients and I only wanted a rule for only one player....so I name all my soldiers eg: S1 init: r=[s1]execVM"run this code only for this solider ifa player.sqf" _unit = _this select o; ?!(local _unit):hint" Iam NOT this soldier pc" -
if the scripts worked in the editor just move/copy the whole folder into your ArmA\Missions folder.....with scripts. don't need to pbo
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Can Eventhandler check for Object Damage
squeeze replied to F2kSel's topic in ARMA - MISSION EDITING & SCRIPTING
Are you sure about that Hit command...I was doing Global, local tests on the popup target.... Hit being local... Damaged being Global.... and I had the stop the test on the popup because it didn't recieve damage....but did register a hit. -
mission will not work in MP
squeeze replied to Novusordo's topic in ARMA - MISSION EDITING & SCRIPTING
your squad leader is Player instead of playable, also markers map_markcolor_(insert color here) caused a error for me so i changed them to the normal colorblue,colorgreen...etc etc. Remove any addons in your addon folder that don't have a sister pbo.bi.bisign file with it. -
any reason why you can't replace setpos with setVehiclePosition for static objects. I had to do this for the popup target to run on a dedicated server.
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yes can be done.... bombhere would be the name of the commander or something else. in a trigger have condition: bombhere in thislist activation: boom=[]execVM"bang.sqf" bang.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _pX = ((_position bombhere) select 0); _pZ = ((_position bombhere) select 1); _pY = ((_position bombhere) select 2); bomb = "Bo_GBU12_LGB" createVehicle ([(_px+50),_pz,_py]); bomb1 = "Bo_GBU12_LGB" createVehicle ([(_px+40),_pz,_py]); bomb2 = "Bo_GBU12_LGB" createVehicle ([(_px+30),_pz,_py]); bomb3 = "Bo_GBU12_LGB" createVehicle ([(_px+20),_pz,_py]); bomb4 = "Bo_GBU12_LGB" createVehicle ([(_px+10),_pz,_py]); bomb5 = "Bo_GBU12_LGB" createVehicle ([(_px+0),_pz,_py]); bomb6 = "Bo_GBU12_LGB" createVehicle ([(_px-10),_pz,_py]); bomb7 = "Bo_GBU12_LGB" createVehicle ([(_px-20),_pz,_py]);
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just like to point out that the buildings don't collapses with this addon even though it's destroyed and rumble appears. tested @6thSenseEU addon which worked...real shame i liked the extra goodies. also just did a quick test.....M1A1 V Palm tree......tree won
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not true, I just made a flag 128x64 and converted it to paa with TexView <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">flagname setflagtexture "picname.paa";
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do the // sqf comments work in a sqs script?....something I haven't tried.
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Stopping trigger activated sounds.
squeeze replied to b1sh0p's topic in ARMA - MISSION EDITING & SCRIPTING
I'm sure i did it this way on <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">soundSource = createSoundSource ["LittleDog", position player, [], 0] off <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">deleteVehicle soundSource -
EventHandler Hit Don´t Work in MP?
squeeze replied to Praxtor's topic in ARMA - MISSION EDITING & SCRIPTING
use animationPhase which is a global.. WT is the name of target.. "terc"==0 means it's up. "terc">0 means she's going down.....Giddety Giddety <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if(WT animationPhase "terc"==0)then{}; if(WT animationPhase "terc">0)then{i = i + 1}; -
ok I reinstalled and it didn't need to be activated again, what happened was I've been collecting missions and put them in a missions folder where i was going to collect all my ArmA stuff. I also moved ArmAENG to there. When I installed ArmAENG,it installed the missions I've download from the community instead of the SP missions in the the ArmAENG.exe......btw the game is great, and I don't feel so bad about buying the Trackir now.....much better than the demo
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I downloaded sprocket to my desktop, started the download of ArmaEng then left for work.....14hours later and i couldn't find were ArmaEng was downloaded to....finally found it in program files/firefox folder .....it installed alright but there are no SP missions in the missions folder......do i just reinstall or will that use another activation.
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you waited 4 years to post something that was sensible,correct and assumed no one else would have thought of reading the README and guess what.......you blew it.
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got any screen shots?.....sounds kewl....dog...daddie-o...merry xmas.
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The leaning with the trackir pro4 is the most useful function, the zoom I disabled because I move around a bit and found I was feeling sick with it zooming in and out all the time when I didn't expect it to, also I think a click of the RMB is a lot quicker. Since looking around is disabled once you bring the sights up (lean isn't disabled) I'd like to see the body turn to where you are looking when you bring up the sights instead of your head being forced back to your body direction and then the sights coming up, then the player has to bringing your gun back around to where you where looking in the first place. If this can be achieved with a script I'd like to hear about it. or better still BIS put a check box in option to enable this function. Trackir not worth the money unless this is implemented.
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No CTI news so I loaded a sexy avatar