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jshock

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Everything posted by jshock

  1. I answered this question on this thread: http://forums.bistudio.com/showthread.php?183100-Waypoint-Load-Function-Problem
  2. Iceman's EH should do the trick because it's condtions for taking off is essentially waiting for a player (any) to get into the helicopter.
  3. Make an sqf call it whatever you would like, then name your fours ai's accordingly, and then in the init.sqf call it via this: nul = [] execVM "scriptName.sqf";
  4. _aiUnits = [ai1, ai2, ai3, ai4]; { _x selectWeapon "Binocular"; //removeAllWeapons _x;//<<<You may or may not need this... _x setDir #;//<<<<Define the direction you want them to look, to the player?, to another unit down range?, to a marker?, to a specific object? } foreach _aiUnits;
  5. The only difference between the two that I saw on the EH page was the the MP was executed on all machines, opposed from the normal Killed EH. But like I said, I'm now just speculating.
  6. Maybe see if the normal Killed EH fixes it??? player addEventHandler ["Killed", {hint format ["%1 was killed by %2",(_this select 0), (_this select 1)];}]; But other than that, I would be lost as to why it's returning the wrong name.
  7. jshock

    Combat medic

    You will put that code into an sqf, let's name it medic.sqf for sake of, and then you will use an addAction that you give to every player: addAction in the init.sqf: { if (isPlayer _x) then { _x addAction ["Treat Player", "medic.sqf", [], 5, true, true, "", "damage (_this select 0)>0; && alive (_this select 0);"]; }; medic.sqf _target = (_this select 0); _caller = (_this select 1); if (typeOf _caller == "B_Medic_F") then { _caller playMoveNow "AinvPknlMstpSnonWrflDnon_medic0"; sleep 5; _target setDamage 0; }; if !(typeOf _caller == "B_Medic_F") then { _caller playMoveNow "AinvPknlMstpSnonWrflDnon_medic0"; sleep 5; _target setDamage (getDamage _target / 2); };
  8. What or who is KI, I'm lost there... But I don't see why this code couldn't work: player addMPEventHandler ["mpkilled", {hint format ["%1 was killed by %2",(_this select 0), (_this select 1)];}];
  9. jshock

    Combat medic

    Wow....I was thinking 0.5 in my head.....long day I tell you...
  10. It's all good Warrior, I thank you for your kindness but you don't realize that this is how I'm learning all this stuff too (that's why most the time awesome people like Larrow come in and fix my mistakes in the effort to help people like you out and me, a win win). And yes if you are going to use Larrow's chunk of code you can just copy/paste into your init.sqf.
  11. So your talking more of the actual image used in the editor for said objects (like the yellowish colored ones for empty vehicles), and if so, getting that to work is out of my scope of knowledge.
  12. jshock

    Generic error, syntax problem?

    Thanks Cuel, haven't used this eventhandler and key bindings before if you can't tell :p.
  13. jshock

    Generic error, syntax problem?

    (findDisplay 46) displayAddEventHandler ["KeyDown","[_this select 1] spawn MY_KEYDOWN_FNC;false;"]; ?? Maybe ?? And what is the false; at the end for?
  14. Thanks Spike, I swear I might be a good scripter if I could just remember all these details....ugh....
  15. jshock

    CSE Mod versus AGM

    If it needs to be then hopefully a moderator would be kind enough to move it, but I figured this is the Discussion thread for Mods in Arma 3. This is the description of this forum as BI has put it: "This forum is for discussing addons or mods that are currently work in progress, as well as for discussing ideas or requests for addons." Both CSE and AGM are WIPs because they aren't at a final version, I know CSE is much newer on the mod market. And since both mods aren't finalized, I was wondering if anyone had a preference for one or the other. This thread may even have a better home in the Addons & Mods Complete forum, but since this would be a discussion topic, I figured this was reasonable.
  16. jshock

    Combat medic

    If your using an addAction type of medic system: _target = (_this select 0); _caller = (_this select 1); if ((_target damage > 0) && (typeOf _caller == "B_Medic_F")) then { _target setDamage 0;} else { if ((_target damage > 0) && !(typeOf _caller == "B_Medic_F")) then { _target setDamage 0.5; }; };
  17. jshock

    Generic error, syntax problem?

    May be due to the capitalization of the "Sleep" command, because I just pulled out the first part of the if statement and made the global variable roundcount = 0 in the init.sqf, and then had it run through that portion of the script, and it worked just fine, but other than that I'm not sure of any other issues with it.
  18. I think you will have to pass into your script via the EH, and then have the script to some sort of randomized variable value, then have just one value that would leave the script at true, and execute the rest of the way: this addEventHandler ["Hit", {nul = [] execVM "myscript.sqf}]; myscript.sqf: _randomnumber = random 5; //if my thoughts are correct you should get a 20% chance of the script firing. if (_randomnumber == 2) then { code........ } else exitWith {};
  19. jshock

    Generic error, syntax problem?

    shotcount = 0; MY_KEYDOWN_FNC = { switch (_this) do { //Key U case 22: { shotcount = shotcount + 1; hint format ["%1",shotcount]; if (shotcount > 4) then {hint "reloading"; Sleep 5; shotcount = 0; hint "ready";}//<<<<<<Needed ";" else { nul = [] execVM "mousebomb.sqf";}; }; }; };
  20. I know functions are faster and all, but wouldn't it just be easier to do it all within the EH and then assign the EH to all the players: { if (isPlayer _x) then { _x addMPEventHandler ["mpkilled", {hint format ["%1 was killed by %2",(_this select 0), (_this select 1)];}]; }foreach allunits;
  21. There is also a redress script (linked in my signature) the only issue is that you would still need to set the civs to an enemy side, it is not native in the script.
  22. Well...my excuse that I'm going with is that my mind wasn't working at the time...I was just set on arguements passed via arrays :p.
  23. Use a killed EH, maybe. { if (side _x = EAST) then { _x addEventHandler ["Killed", {_x unassignItem "NVGoggles_OPFOR"; _x removeItem "NVGoggles_OPFOR"; _x removePrimaryWeaponItem "acc_pointer_IR"; _x addPrimaryWeaponItem "acc_flashlight"; _x enableGunLights "forceon";} foreach units (_this select 0);]; }; } forEach allunits;
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