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jshock

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Everything posted by jshock

  1. jshock

    Removing gear from opfor

    Yes that would make even more sense now wouldn't it, at this point it would probably just be better to go with Beerkan's plan....lol :p
  2. Is this not essentially, just with the max object size added to it?: BIS_fnc_findSafePos
  3. You could possibly achieve what you are looking for with this code snippet, you may have to make some alterations, but it seems to be what you want..?
  4. Something with doTarget may be up for grabs, using the onAct and onDeact fields of your trigger with: //in trigger condition field player in thisList;
  5. Almost all of the BIS_fnc I have seen or used are called not spawned, because most return a value and don't need to be run on a scheduled environment.
  6. Update to: Version 1.1 Changelog: v1.1 >>Code optimization and organization. And Mr. Foxhound, there are updated instructions and short descriptions on how to use the script and could you please change the author name to just: J.Shock, please sir. Also just leave the author website field blank. And there is no credit or thanks as well. Sorry for the extra hassle.
  7. If your using waypoints for both the group and the helicopter make sure that they are synced, so the transport unload (or whatever it is) with the get out (or blah) for the infantry is synced up, or at least I think that would work. And if not, this may set you on the right path for either an answer to your question or a better question:
  8. Well, if you see the timestamp in the above previous post of mine, I said I would have a beta version of this script that could be integrated and working with systems such as EOS/MCC/Zeus etc, over a month ago. So, sorry for the delay, but I do now currently have a testable version of the script. If you are interested in testing and reporting back issues with the script please PM me on here, if you are interested, however, I do expect that you have some knowledge as to what to look for when testing something, such as does the script work for JIP in a dedicated environment, so if you don't have any clue what I just stated, please don't PM me.
  9. jshock

    A Few Questions

    You would have thought I would have remember that, considering we went over that last night.... ---------- Post added at 00:40 ---------- Previous post was at 00:03 ---------- EDIT: Replace the ( ) on the "while" in the while loop to { }, my mistake, made the same mistake in another thread, damn Java class......
  10. jshock

    Help me pls

    OMG....thanks again Iceman, sorry we are using Java in my CS class....ugh........and while loop syntax is with ( ) not { }
  11. jshock

    Help me pls

    Well do you want it identified as "friend" when you have both the uniform and the weapon, or just one or the other? I would recommend that you have to have both because if it's either the unit will switch sides constantly if he has a "friendly" uniform on, but has an "enemy" weapon. Below is with the recommended changes: //Forgot the call line for this script goes in the unit's init field as: null = [this] execVM "scriptName.sqf"; _unit = (_this select 0); _eastGrp = createGroup EAST; _westGrp = createGroup WEST; if (isNull _unit) exitWith {}; while (true) do { if ((currentWeapon _unit == "Weapon_arifle_Katiba_F") && (currentUniform _unit == "Classname")) then { _unit joinSilent _eastGrp; };//<<Change classname to type of weapon you want to be identified for OPFOR side if ((currentWeapon _unit == "Weapon_arifle_MXM_F") && (currentUniform _unit == "Classname")) then { _unit joinSilent _westGrp; };//<<Change classname to type of weapon you want to be identified for BLUFOR side sleep 3; };
  12. You could just do a for loop structure in a script: //name this script addFishBoat.sqf //and place the following in the boat's init field: null = [#, this] execVM "addFishBoat.sqf" //obviously # being the number of fish you would want _numFish = (_this select 0); _ship = (_this select 1); for "_i" from 0 to (_numFish) step 1 do { _fish = "Salema_F" createVehicle position _ship; _fish attachTo [_ship,[0.5,1.2,-1]]; _fish setDir (random 359); };
  13. The arguments are the parameters being passed into your function (teg_fnc_rain), or at least I think so, or at least that's how I understand the wiki page on BIS_fnc_MP.
  14. jshock

    Help me pls

    _unit = (_this select 0); _eastGrp = createGroup EAST; _westGrp = createGroup WEST; if (isNull _unit) exitWith {}; while (true) do { if (currentWeapon _unit == "Weapon_arifle_Katiba_F") then { _unit joinSilent _eastGrp; };//<<Change classname to type of weapon you want to be identified for OPFOR side if (currentWeapon _unit == "Weapon_arifle_MXM_F") then { _unit joinSilent _westGrp; };//<<Change classname to type of weapon you want to be identified for BLUFOR side sleep 3; };
  15. jshock

    A Few Questions

    while (true) do { _tickCount = [WEST, 0, false] call BIS_fnc_respawnTickets; if (_tickCount <=0) exitWith {["END1", false, 2] call BIS_fnc_EndMission};//<<Change the false to true for a Successful Mission ending, false means it will display the Failed Mission ending. sleep 5; };
  16. jshock

    Removing gear from opfor

    Hehe, lol, yea...brain feels a bit off today :p.
  17. jshock

    Removing gear from opfor

    More in-depth and ensuring the weapon doesn't have a IR Laser on it: //If using editor placed units, place the following in your init.sqf if (side _x = EAST) then { { _x removePrimaryWeaponItem "acc_pointer_IR"; _x addPrimaryWeaponItem "acc_flashlight"; _x enableGunLights "forceon";//<<Turns on the light as well. } foreach allUnits; };
  18. What do you mean by name?
  19. jshock

    A Few Questions

    You mean like the "respawn_west" marker? You would just put this in your trigger's onAct field: "respawn_west" setMarkerPos (getPos newPos);//obviously define your new position And for your 3D markers question: drawIcon3D
  20. This may be a stretch of a workaround, but maybe you could work something with it?: BIS_fnc_selectRespawnTemplate
  21. jshock

    A Few Questions

    Try: In whatever box/bomb you are using, put this in its init field: this addAction ["Arm Bomb", "arm.sqf", [true, false], 5, false, true, "_this distance _target < 3"]; arm.sqf: _box = (_this select 0); _id = (_this select 2); _arming = (_this select 3) select 0; _defuse = (_this select 3) select 1; if (!_arming && _defuse) then { _box removeAction _id; _arming = false; _defuseID = _box addAction ["Arm Bomb", "arm.sqf", [true, false], 5, false, true, "_this distance _target < 3"]; }; while (_arming) do { systemChat "Bomb is armed."; _box removeAction _id; _defuseID = _box addAction ["Defuse Bomb", "arm.sqf", [false, true], 5, false, true, "_this distance _target < 3"]; _defuseTime = [] spawn { sleep 40; }; //40 seconds until bomb "explodes" waitUntil {scriptDone _defuseTime || _defuse}; //wait until 40 seconds is up or _defuse has been set to true if (!_arming && _defuse) exitWith { systemChat "Bomb Defused"; _box removeAction _defuseID; _box addAction ["Arm Bomb", "arm.sqf", [true, false], 5, false, true, "_this distance _target < 3"]; }; if (scriptDone _defuseTime) exitWith { _box setDamage 1; }; //explosion? sleep 3; }; To be honest I feel as if I'm missing something, but I'm too tired to think about it, but hopefully someone will come and find what I'm missing :p. I may also have some extra un-needed or improper checks, but as I said...
  22. Just as a side question, why set the marker size to [1,1] if that's the default size? Unless your moving the marker from somewhere else, where it started smaller?
  23. jshock

    Objects Fall Through Table

    If you have just an normal editor placed object you have to use a non-local "this" so in other words take out the "_" and I also set the elevation to 0.8m so it sits nicely right above the surface of the table: this enableSimulation false; this allowDamage false; But along with what Iceman asked, are you placing objects on a table/surface, to then be able to pick them up and move them, then place them down again?
  24. Alter what this video uses:
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