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profcupcake

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About profcupcake

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core_pfieldgroups_3

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    SCIENCE!!!

    (Now with 100% more bakery products)
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    youwonthegame

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  1. profcupcake

    Dead Simple Tracker Markers Script

    That is a solution for making 1 mark. This script offloads that entire process, allowing you to make and delete as many marks as you want all around a mission. Think of it like offloading repeated operations to an external function. Keep your code dry and all that. It also unifies them, bringing them all into the same update loop, which should make things a lot more efficient than having a separate loop for each mark. That is a solution for making 1 mark. This script offloads that entire process, allowing you to make and delete as many marks as you want all around a mission. Think of it like offloading repeated operations to an external function. Keep your code dry and all that.
  2. Hey, look, I released another script. I don't know how long it's been. I'm still keeping up the three-sentence gag though, so this one is going to have to be really extended so that I can explain that this is a script to make some map markers track units. KNOWN ISSUES None. (yay)Download Link
  3. _this is a unit, which in this context will have been taken from an array and passed to the function by an earlier function. At the start of the mission, these arrays are constructed by adding all of the units to the relevant arrays. It's a messy workaround for the fact that units are switched to different sides after certain events (death, friendly fire, etc.).
  4. So this is annoying me, and I've decided to see if anyone else has any ideas about this. The following line is throwing "generic error in expression"... waitUntil {!isNil {_this getVariable "CUPMOVE_recordedArray"}}; I have looked over everything I could think that would be relevant to it, and come up with nothing. As far as I can see, this code should be working, but it throws "generic error" when it runs. Does anyone know what could be up here?
  5. profcupcake

    Farooq's Revive

    disableUserInput is the command I was talking about. I keep mistakenly calling it disablePlayerInput because I am a gibbon.
  6. profcupcake

    [WIP] Cupcake's Medical System

    UPDATE - Bleed indicator is now shaped like a drop. - The pain flash now draws on a random layer between 1000 and 2000. This means multiple pain flashes can be on-screen at once, making it less derpy when taking several rounds in quick succession. - Added a vignette effect which gives a rough indication of your blood level. It gets pretty strong as you go down, but then you're also really close to death at that point so I guess it makes sense. - Changed the method for the involuntary weapon firing, and thus re-enabled it. Hopefully it should work now. - Doubled the base regen rate and the maximum regen rate, as it felt too slow to recover. Also, added a base regen rate parameter so you can tweak it if you're brave enough. - There are now snarky messages randomly displayed while unconscious. This is mainly to make unconsciousness less boring. I understand that this may seem a bit silly for more serious situations, so feel free to disable them by setting "CUPMED_snarkChance" to 0 in the init. - If you go unconscious via an overdose, it tells you how long it will be before your regen rate is below the maximum. - A few tweaks/fixes here and there, most of which I have forgotten and probably aren't worth listing anyway. Vehicle unconsciousness was meant to be a part of this update, but I had some trouble testing it so it's now the sole feature of the next update. On the bright side, this means that it will be far more polished in that update than it was going to be in this. Setting it up is going to be a lot of busywork, so having it as the sole focus means I can get it out of the way slightly quicker than I perhaps would have otherwise. ---------- Post added at 17:49 ---------- Previous post was at 16:54 ---------- MINI-UPDATE - Changed the pain flash from a full-screen effect to a vignette effect - Significantly decreased the fade-out time for the pain flash - Fixed a bug where it would draw the pain flash multiple times per hit (didn't notice it before, as it was overwritten each time) - Slightly increased damage taken
  7. profcupcake

    Farooq's Revive

    Farooq is not the most reliable person on these forums, and there's clearly a lot of problems here. I probably know this script just as well as he does at this point, so I'm gonna start solving problems. Wowzers. Welcome to scripting, you're clearly new. Okay, so the first number you changed there has completely broken it. The "select" command simply selects an element from an array; by changing it, it is now selecting the wrong number. Change it back. The second number you've changed has resulted in ANY damage making someone unconscious. 0 damage is fully healed; 1 damage is basically dead. Not the other way around. As to what caused your original problem in the first place, I have no idea. If you have any weapon/damage mods enabled, it's probably those. This script should not be doing that. Try a test mission with no mods or scripts enabled other than Farooq's Revive. ---------- Post added at 14:12 ---------- Previous post was at 14:09 ---------- I'd recommend using playAction instead. There are cases where playMove has an advantage over it, but this is not one of them. The specific actions you're looking for will be "medicStart" and "medicStop". An extra advantage of this is that, with the engine dynamically applying the animation for as long as the action is active, you can have a randomised duration for healing (or, for example, have healing take longer for non-medics). This is, in fact, the exact thing I do in my medical system. Shameless self-advertising. ---------- Post added at 14:14 ---------- Previous post was at 14:12 ---------- It's a quirk of disablePlayerInput. Basically, any keys that were pressed when you got knocked down will act as if they are being constantly held. To stop it, simply press whichever keys are acting as if they are held (e.g. if you are constantly running to the left, you'd probably press A). It's unfixable without a considerable amount of workaround, or possibly the addition of a better command by BI. ---------- Post added at 14:16 ---------- Previous post was at 14:14 ---------- I don't think those variables are present server-side. I'll look into it and come up with a solution within the hour day. I said day. None of you saw "hour" here. Liars. UPDATE: Alright, I've got it. You're going to need to add something to your init.sqf, though. At line 36 of the init.sqf, modify it so that it is as follows: if (isDedicated) exitWith {"FAR_deathMessage" addPublicVariableEventHandler nameOfYourServerSideFunction;}; Then, within your server's function, _this select 1 will point to an array containing the victim's name in index 0 and the killer's name in index 1. To clarify within a script... nameOfYourServerSideFunction = { _victim = _this select 1 select 0; _killer = _this select 1 select 1; // And then from here on you can do your function's stuff as required }; Note that this assumes the server is dedicated. Would that work for you?
  8. Alias: [Take a glance over to the left] Real Name: Marshall Age: 19 Time Zone: GMT Available: Most weeks, THU-SUN, any time really Notable Skills: Adequate helipilot (standard flight model), competent FT leader Notable Weaknesses: Slow to acquire targets (i.e. lining up the shot before firing), generally poor marksmanship Looking For: Semi-serious. No pointless milsim bullshit. Would prefer use of AGM, ACRE and/or JSRS (the latter is client-side, but may be banned by certain server setups).
  9. profcupcake

    Mag Repack

    Bug report: Mag repack does not initialise after loading a saved game.
  10. profcupcake

    Disable control of a vehicle?

    I don't want to stop the vehicle, just remove the driver/gunner/commander's control of it.
  11. I am writing a script (guess which) that requires a driver of a vehicle (or gunner or commander) to not be able to control their vehicle for a while. I have looked through what I know and the various places I can actually find info on this, and I could not find a proper method. So, anyone happen to know a way to temporarily disable vehicle controls?
  12. profcupcake

    [WIP] Cupcake's Medical System

    Time for a GLORIOUS REINCARNATION of this COMPLETELY BROKEN AMAZING SYSTEM which I will PROBABLY FINISH this time MAYBE UPDATE Bet ye forgot about me, eh? - Changed the prefixes of all global variables to meet new standards (from generic "CUP_" to more specific "CUPMED_") - Added a basic "pain flash" effect upon being hit. Duration of effect relative to damage taken. It's pretty sudden and is a full-screen effect, so I guess there's a seizure warning required there. - Added a small indicator (currently just a red square in the lower-centre of the screen) which appears every time you take bleeding damage. Duration related to bleed rate. Temporary fix, yada yada. Note that these changes now require you to add some elements to the description.ext. A description.ext has been provided with the relevant code. Hey look, my solutions are clunky and terrible! It's like I never left. <3 ---------- Post added at 21:23 ---------- Previous post was at 21:16 ---------- It's like Baby's First Displays over here.
  13. profcupcake

    Dead Simple Helo Lifting Script

    Way to revive a dead thread. On the bright side, this has reminded me that Arma still exists and as such I may actually return to scripting. But yeah, your problem. No idea. Shouldn't be happening. Doesn't for me, after testing. Are you sure it's not a problem with the mission? Or maybe you're using an old version of the script? Or perhaps there's a problem with the specific helicopter that's used in your mission? Other than those, not sure how I can help.
  14. Yeah, looks like you missed a } there. Other than that, it seems solid.
  15. profcupcake

    Farooq's Revive

    If they are all in the same group, you could do this: {_x setCaptive true} forEach units GroupOfYourUnits; And if you need to make sure they stay "captive", this should work: { _x spawn { while true do { waitUntil {captive _this == false}; _this setCaptive true; }; }; } forEach units GroupOfYourUnits; Although a better alternative would be to replace the "true" in "while true do" with some variable that you can switch off if required. Still, those should work.
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