Jump to content

3lockad3

Member
  • Content Count

    174
  • Joined

  • Last visited

  • Medals

Everything posted by 3lockad3

  1. You may have not intended to use your script with vehicles in the pool, but I think I found a bug.. If you get into the vehicle, your screen goes to black, and that will not correct itself till you respawn or reconnect. Have you thought about adding vehicles to the cause ? an idea would be to lock it somehow on spawn. Send a call to see if it is locked and if not lock it maybe ?.
  2. Will triggers fire on jip players with this type of argument ? activation: BLUFOR Condition: !alive c1 and this && vehicle player in thisList On Act: 0 = c1 execVM "bomb.sqf"; hint "Cache destroyed."; "mark1" setMarkerAlpha 1; "mark2" setMarkerAlpha 0;
  3. Would you care to look at this simple example I'm working on ITO7 ? What I said in the post is I do not know how to convert this to what I need it for, or I do not understand exactly what you are trying to achieve with your negotiations.
  4. Negative,, I just want him to be able to set off the trigger.. Kinda an uneducated way to fix a trigger for jip ? I'm really new at this and there is not a lot plain answers on this. I tried your jip arguments, but I didn't know how to convert it for what I needed. But if this will help jip players fire triggers then I'm happy!
  5. I'll keep it short. I do not know how to add a dozen caches to a trigger to a) display how many blown up to how many left. b) And will this fire on jip ? Before I waste tons of time on this,, I think b) is pretty important as it is redundant if it will not fire on all jip players :D //Trigger One Condition: !alive c1 or !alive c2 or !alive c3 or !alive c4 or !alive c5 or !alive c6 or !alive c7 or !alive c8 or !alive c9 or !alive c10 or !alive c11 or !alive c12 //Trigger one on act: hint "1 of 3 catches destroyed" //Trigger Two Condition: !!where my skills fail me!! [color="#FF0000"](!alive c1 and !alive c2) or (!alive c2 and !alive c3) or (!alive c1 and !alive c3)[/color] //Trigger Two on act: hint "2 of 3 caches destroyed" //Trigger Three Type: end1 //Trigger Three Condition: !alive c1 and !alive c2 and !alive c3 and !alive c4 and !alive c5 and !alive c6 and !alive c7 and !alive c8 and !alive c9 and !alive c10 and !alive c11 and !alive c12 //Trigger Three on act: hint "caches Destroyed Mission Complete" Once again thank you to all who help :cool:
  6. 3lockad3

    =BTC= Revive

    I'm a moron, but maybe try "respawn_west","respawn_west2"; That way the engine is looking for both at the same time.. I've been wondering this myself, however, I do believe it has been answered before in this thread if you care to read the book :D
  7. 3lockad3

    =BTC= Revive

    Dude that is so cool. The game needs more of the less :D Have to keep an eye on the feeds now :D
  8. Just so you know if you have the ai settings that low, they could be beside you and not hit you for 20 years. However, with the settings that low you can actually have more units on the map that are active before you mass dsync.
  9. Any reason the guys still bleed profusely after they have been patched up ? Doesn't happen all the time, but sometimes we have to down a guy to re-heal him so he stops bleeding. This is going to get added to my template if I can get this to work the way I want. Nice work! ------------------------------------------------------------------------------------------------------------------ After some testing I think I really like this,, been waiting fro this for a long long time! Thank you for the revive mate!
  10. Simple and short,,, do tasks fire on JIP players with bis task modules ? I have done a ton of research, but have found nothing currant. If not, can someone point me in the right direction plz. Cheers!
  11. Okay, Not sure I fully understand this, but I'm going to dive into this argument and see if this serves my purpose. Thank you very much for directing me to your post IT07.
  12. 3lockad3

    Tasks JIP friendly ?

    Thank you very much now I have some things to test! Sorry for the delay, had to take some time away from the game :D
  13. 3lockad3

    [Release] Bens Drag&Drop

    Thanx, that works very well.
  14. Hey Banga, have a bug for you, when I place down a marker it seems like the op4 just keep re-spawning like it is on a 10 second loop. Every 10 seconds they re-spawn and run out the temple,, then once again re-spawn and run out. Rinse and repeat. Hope this helps you. Thanks for this great script! Cheers!
  15. 3lockad3

    [Release] Bens Drag&Drop

    Is there a way to define what you do not want moved ?
  16. 3lockad3

    [Release] Bens Drag&Drop

    I was able to load the box in the vehicle by hand, and it got loaded into the vehicle,, buuut I got stuck in an animation till I dropped the item, and when I did that the truck blew up killing me. That is try number 1. ----------------------------------------------------------------------------------------------- Okay, so don't place them in by hand just drop them then add action. Nice scripts together! This is a permanent add to my template! both scripts creators will be in my credit line,, if that is good with you.
  17. 3lockad3

    AI Spawn Script Pack

    [code=Yes you can run multiple instances from single init line, or, use multiple game logics. Just avoid using identical ID -parameters if you need to use them, otherwise there will be some issues. Also, if you use fillHouse & militarize in large scale, you should consider checking out simpleCacheV2 by Na_Palm to avoid performance issues. Yes,, I did some testing and figured that out, I also did a lot of testing with the simple caching. Just trying to find some good tweaks in the numbers now. Using item's inits to populate towns, to avoid nasty markers :D I don't know why I wasn't using this before now... What an awesome script. ---------- Post added at 00:41 ---------- Previous post was at 00:38 ---------- Okay, I'll try that. Thanks!
  18. 3lockad3

    Grimes Simple Revive Script

    Not like this matters from a mission standpoint, but from a testing standpoint this doesn't work. this allowdamage false;
  19. 3lockad3

    AI Spawn Script Pack

    Just for future reference you can actually have down more then one game logic in a mission. I'm testing a couple of the features issued in this pack and it works,, I'm just not sure how stable it is.
  20. 3lockad3

    [Release] Bens Drag&Drop

    Ah okay I get the point now,, I'll now have to check this out. Cheers mate
  21. 3lockad3

    Spawn ammo box with VAS

    If you are spawning it via a debug console then just run the syntax in the init field of the item. Use the same code you do to place it on the map in the editor. this addAction["<t color='#ff1111'>Virtual Ammobox</t>", "VAS\open.sqf"]; If you could explain how you are spawning the boxes that would help,, and which console you are using. I use the fhq_console when mission building,, who knows it might help you too.
  22. 3lockad3

    Grimes Simple Revive Script

    I have no questions yet, just scared to run it on a dedi environment till this gets sorted. Once this is sorted it will be my go to revive,,, I've been waiting for something like this!
  23. LMFAO! What a joke! !boom!
×