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squeeze

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Everything posted by squeeze

  1. _veh addEventHandler ["IncomingMissile" ,{_this exec "Player\Event IncomingMissile.sqs"}] http://community.bistudio.com/wiki/Armed_Assault:_EventHandlers_List
  2. squeeze

    MP private Addaction woes

    just a quick guess but I'd try <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (local s1) then {this addaction ["the action","action.sqf"]}; for a dedicated server. if you want it to run also on server/client MP games then I wouldn't be putting the code in the init line of the unit. http://community.bistudio.com/wiki/Locality_in_Multiplayer
  3. open DAC\Scripts\DAC_Group_Vehicle.sqf under the comments... //----------------------------- //#endcreate //----------------------------- add <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if ((_vehc isKindOf "Car")and((side driver _vehc) == civilian))then { _vehc addEventHandler ["getin", {(_this select 2) setCaptive true;_vehc setCaptive true}]; _vehc addEventHandler ["getout", {(_this select 2) setCaptive false}]; }; I put the ((side driver _vehc) == civilian)) in so only civ vehicles can be used to hide in. Also I ran a test and noticed that you can just shoot the driver and steal a car to fool the enemy so it would still need more added to it. it might be better to start a script with the EventHandlers so to get better results.
  4. use iskindof http://community.bistudio.com/wiki/isKindOf With DAC, I havn't looked at DAC for ArmA but a good starting point would be to do a text search for "createvehicle".
  5. squeeze

    Animations

    actions....I see someone else did animations http://community.bistudio.com/wiki/ArmA:_Actions
  6. squeeze

    Get freelook head direction

    I did this little test way back, it might set you on the right path if you're good at maths. name a unit s1 init.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ij =0; while{alive s1}do { sleep .5; ij = ij + 1; Â wpos = positionCameraToWorld getpos s1; Â hint format["%1",wpos]; };
  7. I just checked and "disabledAI = true" dosn't init the object anyway so you might need to add something like... "if(not(isplayer this))then{deleteVehicle this}" to each init line of the units....not sure how that effects jip but should get you onto then next problem. make sure you remove "disabledAI = true" from the description.ext
  8. then put "disabledAI = true" in the description.ext
  9. i think you have it right you are just not setting up the mission correctly, isnull is looking for a object so if you don't init the object to start with it can't possibly work.....eg: make sure both units are on the map to start with and named unit1 and unit2. then delete unit2 with a trigger "deletvehicle unit2" and then walk into your main trigger to see if it works.
  10. you might want to approach this from a different angle...... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addEventHandler ["getin", {(_this select 2) setCaptive true;(_this select 0) setCaptive true}]; this addEventHandler ["getout", {(_this select 2) setCaptive false}] put this in the init line of a vehicle to test, I'd see this as a foundation to a larger script. http://community.bistudio.com/wiki/addEventHandler
  11. squeeze

    Is a car locked?

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player sidechat format["The driver is %1 at the moment",name driver vehicle _car];
  12. for editor named_unit in thislist for script named_unit in (list _trig_name) http://community.bistudio.com/wiki/list
  13. squeeze

    Is a car locked?

    for a simple trigger just NAME a vehicle car: place it within the trigger area. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">locked car in the condition and something like hint "locked" in the On Act if the car is locked you will see the hint if its not then no hint.
  14. squeeze

    Warfare Modding

    open file "Server\Init\Init_Server.sqs" and add just above the comment ";Dedicated AI teams. Always present in game." this line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> {{_x Call EquipTeamLeader}forEach units _x}ForEach eastAITeams; that should give the AI the leader layout.......fixing human players should be very similar.
  15. Veteran mode I think hides icons or make your own addon of the objects you want, and use icon = ""; in the config
  16. squeeze

    crCTI without Addons

    I just threw most of the warefare stuff in then posted, I've fixed the buildings and a few other things like time wasn't sync for JIP. OGN server is down at the moment so just makes it harder to test. I'll update within a week.
  17. squeeze

    crCTI without Addons

    Updated the CRCTI Free of Addons version at the OGN forums. Used Warfare builds,statics and markers and fixed a few issues. @zGuba: I disabled (isServer = if (local LocalServerObject)) because it is a ArmA scripting command and should not be used as a global variable.
  18. squeeze

    L!nkCTI Coming Soon...

    Don't use Hailo's JIP script unless you copy the one from the OGN CRCTI, the original script has a few errors and would cause a CTD for JIP players when I started using setVehicleInit.
  19. squeeze

    crCTI without Addons

    if it doesn't work it's because your PC is laggy, don't try it at the beginning of the mission when everything is still being init. Also don't aim to high I'm crap at maths and even worse at physics.
  20. squeeze

    crCTI without Addons

    Good idea Yannick06 I did the same......put these line's in server\InitPrimaryStructure.sqs this way no one gets hurt when building <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_pos = getpos _object _object setpos [0,0,0] ? !dev && !((count _this) > 3): _object setDamage 1 ~.5 _object setpos _pos
  21. squeeze

    L!nkCTI Coming Soon...

    this is my server.cfg <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// comments are written with "//" in front of them. // server.cfg passwordAdmin = "******"; // password to protect admin access motd[]= {"Squeeze's Persistent test Arma server.","Hosted by Squeeze.",}; // Welcome message, two lines "," means 'new line' motdInterval=1; // if motd has multiple lines, how fast to show these in succession (default is 5 seconds). //voteThreshold=0.33; // when one third agrees, this is enough to confirm a vote reportingIP="<>"; // private server <> no reporting ("armedass.master.gamespy.com" to report to the master server) //voteMissionPlayers=3; // start voting for missions when 3 players connect //checkfiles[]={"HWTL\dta\data3d.pbo","dta\data3d.pbo"}; //list of files to check for identity //kickduplicate=1; // do not allow duplicate id //equalModRequired=1; // require equal mod class Missions {}; persistent=1; kickduplicate=0; maybe the sprocket version has a benefit after all. patched to 1.12
  22. squeeze

    L!nkCTI Coming Soon...

    run 1 dedicated server and 2 clients.....not 1 server/client and 1 client.
  23. squeeze

    L!nkCTI Coming Soon...

    I did just about all the JIP for crcti on 1 PC. (AMD 4600) Put these 2 lines in your server.cfg persistent=1; kickduplicate=0; and run 2 ver of Arma in window mode, below line in shortcut -window
  24. squeeze

    Crcti special edition

    OGN crCTI This is the only OGN version being updated at the moment so start here to get a basic feel for crCTI. (It's still not perfect but neither is ArmA)
  25. I got it working like this and left it at that...... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit fire ["PipeBombMuzzle", "PipeBombMuzzle", "PipeBomb"] ~.2 _Parcel = nearestObject [getPos _unit, "PipeBomb"] ~1 ? !(alive _unit) : goto "Exit" _unit action ["SETTIMER",_unit,_Parcel]
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