Eargasm
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Posts posted by Eargasm
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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; }; */ -
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.
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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!
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Problem is solved and thanks for the help!
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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.
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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!
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Still doesn't work even with the correction to the folder name.
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I will test it and make sure.
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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.
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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?
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They are listed in the mission.sqm. Let me look some more into it.
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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.
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The mission file runs fine with no errors on my desktop but when we launch it on the server it has problems.
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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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A friend of mine asked me to have this posted...Not sure if she is using Island Life stuff for base models or not.
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Here is a link to the Config.CPP https://www.dropbox.com/s/er0elqxqeon8l5i/config.cpp
I am getting an error in the line 307 but don't see anything wrong.
ErrorMessage: File il_vic\config.cpp, line 307: /CfgVehicles.ilpd_cvpi_pool_f101: Undefined base class ''
If someone can help with this that would be awesome!
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Scripts aren't working and can't seem to get it working with Vehicle1-2 replaced with unit1 and unit2.
---------- Post added at 23:19 ---------- Previous post was at 22:57 ----------
So I figured it out. Ok so now is it possible to set "vehicle1" to all vehicles used by Blufor and "vehicle2" to all vehicles under civilians?
EDIT:
I get this error when I select "Disable Tires" in the scroll menu:
Script null = [] execVM "disabletires.sqf" not found
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This is what I have for init.sqf
if (isServer || isDedicated) then {
vehicle1 addAction ["<t color='#FF0000'>Disable tires</t>","null = [] execVM ""disabletires.sqf""","[player, vehicle2]",2,false,true,"","player distance vehicle2 < 5 && driver vehicle1 == player"];
};
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This is what I have for disabletires.sqf
_unit = _this select 0;
_caller = _this select 1;
_ID = _this select 2;
_plyr = (_this select 3) select 0;
_tgtveh = (_this select 3) select 1;
_unit removeAction _ID; // Remove action to disable tires.
_tgtveh setHit ["kola",1]; // Destroy tires.
if (isServer || isDedicated) then {
_unit addAction ["<t color='#FF0000'>Disable tires</t>","null = [] execVM ""disabletires.sqf""","[player, vehicle2]",2,false,true,"","player distance vehicle2 < 5 && driver vehicle1 == player"];
};
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So is the "Vehicle1, Vehicle2" supposed to be class names of the vehicles? And is it possible to white list this script so specific players can use it?
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I am trying to create a script for the Blufor faction only. This script would be either client side or server side.
Need to be able to target a vehicle in front of the player while being the driver of his vehicle then be able to disable the target vehicles engine or tires using a scroll wheel option so it will roll to a stop and render the vehicle useless until it can be repaired. Draining the fuel to empty will also work. The Blufor vehicle would have to be within 2-3m of the target vehicle to be able to engage the option in the scroll menu.
This is for a RPG mod.
Thanks!
Need help modifying a script
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
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?