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jshock

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Everything posted by jshock

  1. Well, what exactly are you looking for, you said: And that's what my code does for you, unless I miss understood what you meant by "show hits on targets".
  2. jshock

    Custom Units with BIS Arsenal?

    You would have to make an addon with those uniforms and gear included in the files, then just make the units with those uniforms (sorry not a modder, so can't help any further than that).
  3. Shit sorry man, got busy, here it is, put it in the init field of the target: this addEventHandler ["HitPart", {_spr = "Sign_Sphere10cm_F" createVehicle [0,0,0]; _spr setPosASL (_this select 0 select 3); _shooter = _this select 0 select 1; _temp = _shooter getVariable ["hitMarkers",[]]; _temp set [count _temp, _spr]; _shooter setVariable ["hitMarkers",_temp];}]; And then if you want to delete them (the red globes are seen globally, but can only be deleted locally by the shooter themselves): Put this on an object (we used a laptop): this addaction ["Reset Markers",{{ deleteVehicle _x; }foreach (player getvariable ["hitMarkers",[]])},0,0,true,true,"","_target distance _this < 3"]; You may be able to make it a global reset of the marked targets with a little work, but eh, this is what I have :p.
  4. I think they may have moved urban infantry into guard infantry, but I never payed that close attention, so see if that is what they did :p.
  5. jshock

    United States Air Force

    Any plans for a red light/green light in the back for paratroopers? Sorry if this is a repeat question but I'm sure you understand with over 100 pages of responses it's a little hard to search. Thanks for your time.
  6. Actually sorry, that line was a combo off all the other stuff in the thread, my bad for copying and pasting :p, below should be more correct: this addAction["<t color='#ff9900'>HALO jump</t>", "ATM_airdrop\atm_airdrop.sqf",[],6,true,true,"","({isPlayer _x} count playableUnits) < 8"];
  7. jshock

    Check for uniforms

    Your going to have to follow the config directory to the class of "uniforms", I believe, and I don't have enough experience to give you a proper code line, but hopefully someone can follow up with one :p.
  8. This should be like this right?: {null = [] execVM "ATM_airdrop\atm_airdrop.sqf";} ////////////////// this addAction["<t color='#ff9900'>HALO jump</t>", {null = [] execVM "ATM_airdrop\atm_airdrop.sqf";},[],6,true,true,"","({isPlayer _x} count playableUnits) < 8"];
  9. The mod version that I was using as basically a template, did something like that except that if you were in "x" range then just set the cruise at whatever, i.e. if you were traveling at 50-65kph and set the cruise it would set the speed at 60kph. I didn't really like that dynamic, but I think your talking more of setting the cruise and then having the ability to add/reduce speed during travel without turning it off and then back on at the desired speed.
  10. Good catch Iceman, I just threw together what was given to me :p.
  11. Is there anything else, other than the addition of boats, that this script needs, any other features you guys would like to see?
  12. You may need to add a killed EH to each player that calls into a script that has a couple checks to see what the ticket count is and if the ticket count is less than or equal to zero then switch the respawn template: //Pseudo code if !([] call BIS_fnc_respawnTickets >= 0) exitWith { hint "There are still tickets left"; }; if ([] call BIS_fnc_respawnTickets <= 0) then { //execute spectator mode };
  13. Yea that's what I was afraid of, the doFire command wiki does state that it does not work with objects, but the doTarget command does not state that. But at this point I'm not quite sure how to do what you need, hopefully someone else will pick it up from this point.
  14. Have you checked under the "intel" section within the editor (under the weather condition stuff), and made sure that name is correct as well? But other than that I can agree it's a weird issue. You may need to share the file with us as well.
  15. You could try the doTarget command, not sure if it is compatible with range targets though.
  16. Added link to respawn EH, and example.
  17. The .hpp is just a file extension (similar to the header files in C++), so yes you can edit and such in notepad as long as you save the file as: fileName.hpp
  18. Respawn Event Handler would be your best bet. Put this in the init field of your chopper: this addEventHandler ["Respawn", {(this select 0) setobjecttexture [0,"skins\heli_light_01_ext_wasp_co.paa"]; (this select 0) addweapon "CMFlareLauncher"; (this select 0) addmagazine "120Rnd_CMFlare_Chaff_Magazine";}];
  19. I understand where he is coming from, it's not that he is afaird to use mods, just some are hassles and cause some scripts and such to not work. And going fully vanilla with something and allowing the "end-user" to add in the mods they want is way better for the mission developer when having to update stuff.
  20. You could do something with the onPlayerConnected command, so when someone connects, it spawns a group of enemies at some random marker location.
  21. jshock

    Few more questions

    #2- addActions are local unless otherwise set up with either get/set public variables, BIS_fnc_MP, or maybe a couple other ways. But in any case your going to have to interface some MP scripting into your addAction script to make it all work properly, the way you want.
  22. MCC, or you could try your hand at making the missions along with some scripting to add in your randomness. But honestly the MCC mission generator is your best bet.
  23. Because it's just standard programming protocol, if you ever have " " encompassing a piece if code anything within that, you use ' ' instead, and anything within that you use "" "", and really anymore than that you need to re-think the code overall. I have had to go that deep with the quotes before in a script thag creates a trigger, and the onAct statement had an addAction creation, and with those two commands I had to go as deep as double double quotes, it's just one of those things :p.
  24. Static weapons qualify as vehicles, so you could use the "crew" command.
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