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Eargasm

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About Eargasm

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  1. Yes I am modifying the basic Island Life script. The thing is I don't want to have to place everyone's white-listed profile ID's in, I just want it to recognize that there are four blufor players online for the script to activate. Also where would I place that script-code for it to work?
  2. I need to modify this script to that there has to be at least four blufor players online for the script to activate or continue. If someone can help me with this that would be awesome! _art = (_this select 3) select 0; if(cracking)exitwith{player groupchat "you are already cracking a safe"}; cracking = true; if (_art == "safe1") then { (format ["%1 switchmove ""%2"";", player, "repairingkneel"]) call broadcast; ('if(iscop) then {playsound "alarm1";}') call broadcast; (format ['server globalChat "A camera at the Rocky Ridge Credit Union has seen someone cracking the safe!";']) call broadcast; sleep 5; if ((random 100) < 40) then { (format ["%1 switchmove ""%2"";", player, ""]) call broadcast; player groupChat "You cracked the safe"; cracking = false; Playsound "Unlock"; Safecracked1 = TRUE; Sleep 60; Safecracked1 = FALSE; } else { (format ["%1 switchmove ""%2"";", player, ""]) call broadcast; player groupChat "You did not crack the safe, try again"; cracking = false; }; cracking = false; }; /* if (_art == "safe2") then { (format ["%1 switchmove ""%2"";", player, "repairingkneel"]) call broadcast; sleep 5; if ((random 100) < 40) then { (format ["%1 switchmove ""%2"";", player, ""]) call broadcast; player groupChat "You cracked the safe"; cracking = false; Playsound "Unlock"; Safecracked2 = TRUE; } else { (format ["%1 switchmove ""%2"";", player, ""]) call broadcast; player groupChat "You did not crack the safe, try again"; cracking = false; }; cracking = false; }; if (_art == "safe3") then { (format ["%1 switchmove ""%2"";", player, "repairingkneel"]) call broadcast; sleep 5; if ((random 100) < 40) then { (format ["%1 switchmove ""%2"";", player, ""]) call broadcast; player groupChat "You cracked the safe"; cracking = false; Playsound "Unlock"; Safecracked3 = TRUE; } else { (format ["%1 switchmove ""%2"";", player, ""]) call broadcast; player groupChat "You did not crack the safe, try again"; cracking = false; }; cracking = false; }; */
  3. Now how do I make it so that it can be used with all pistols in general or do I have to input each classname? If so how? Also would like this to display a global message that so and so shot himself if its not too much to ask.
  4. I want to make a script to kill yourself like the T@W suicide script but modify it so that you have to have a pistol to engage the action in the menu. So example: player addaction ["Suicide.","suicide.sqf"]; "You must have a pistol for this option to show up and if you do not have a pistol the option won't show" suicide.sqf: player playMove "ActsPercMstpSnonWpstDnon_suicide1B"; sleep 8.5; playSound "Bam"; player setdamage 1; Can anyone help with this? Note: I also want to make it so that only civilians can do this!
  5. Problem is solved and thanks for the help!
  6. We will give it a try. The other thing is the mods run the exact mission file on a different map with no problems. But we are having the problems when we ported and converted the mission file over to the new map. The old map was Celle the new map is Taviana if that helps.
  7. When we try to join the server and select the player slot, we receive the mission file and it gives us an error saying we cant play the mission or edit the mission because a file is missing. Then it wont let us play the mission but we can join the server. Thing is the server has the same mods that we run on our PC's and is setup the same way!
  8. Still doesn't work even with the correction to the folder name.
  9. I will test it and make sure.
  10. How do I disable voice chat on specific channels like Side and Global but still enable the use of txt on those channels? I would like it so that you can only use voice on side and direct but only txt on global.
  11. I did run into an issue that maybe a simple fix. If example the server was running a mod pack named @RRC and I was running my mod pack with the same content but named @XXX would that be the problem?
  12. They are listed in the mission.sqm. Let me look some more into it.
  13. We are renting a full dedicated machine from Vilayer for Arma 2. We are running a modded version of Island Life and for some reason when we have the same mods on the server as we do on our PC's the server returns an error but not when we host from our PC's. I don't know whats going on because I haven't had this issue before. Error says suburban_swat.pbo is missing but its physically there because I personally uploaded it and enabled the mods to run server side.
  14. The mission file runs fine with no errors on my desktop but when we launch it on the server it has problems.
  15. I have created a new mission for my community but when the mission is launched on the server and people join the server then says "Mission cannot be played as it is dependent on content that has been deleted" but the thing is the file is there, its programmed into the mission scripts and we have the mod for it enabled. Can't figure out why this error keeps showing up.
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