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jonbuckles

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Everything posted by jonbuckles

  1. jonbuckles

    Zombies & Demons 5.0

    Zeds In 3.0 are the sounds fixed? because this is unplayable atm
  2. jonbuckles

    STATUS_ACCESS_VIOLATION

    I recently started getting this as well. I even reinstalled arma all togeather with no luck.
  3. Hello, I know this thread is basically dead, but I need some help getting this to save weapon attachments and inventory items in backpacks.. Would also love to know if it's possible to have it save placeable items. Thanks!
  4. jonbuckles

    ArmAgeddon

    Great! Will be an awesome addition and will have endless possible uses :) can't wait to try the alpha mission once released.
  5. Really great work!! I would love to use the map for my mission/mod. The Day After which is currently on namalsk. Can't wait to see it in all of it's glory!
  6. jonbuckles

    Respawn loadout

    So I've added a loadout.sqf to my mission for a dedicated server to spawn each player a loadout on spawn and respawn but I have a problem. Spawning in, getting the items was fine, but every time someone connected, all the other players´s gear would reset. So everything they had picked up gear from loot around the map, it would disappear once a new player joined. Does anyone know why this happens?
  7. Would be an awesome map. The uses for those building models are endless! Could be the best apocalyptic map in arma..
  8. jonbuckles

    Respawn loadout

    INIT.SQF ----------- if (local player) then { null = player execVM "scripts\SZ_Respawn.sqf"; player addEventhandler ["Respawn","_this execVM 'scripts\SZ_Respawn.sqf'"]; }; Something like this???
  9. jonbuckles

    Respawn loadout

    Okay, I thought join in progress was just built into arma, so I have no idea how to adjust or add this feature at the moment. Thanks so much for the help!
  10. jonbuckles

    Respawn loadout

    Perfect, thanks I'll have try this by tinkering with the script as you suggested. What about the JIP suggestion? Still needed you think?
  11. jonbuckles

    Respawn loadout

    Okay, so the server is set to persistent. The script is called through the units init and also has an addeventhandler command for when the player dies.. Can you explain how to link it to specific units as you suggested? Also does the JIP have to do with the script or server setup?
  12. What's the issue your running into? I run a dedicated and play at the same time.
  13. jonbuckles

    Respawn with Custom loadout

    I also NEED a solution to this! Any fix?!
  14. jonbuckles

    Dynamic Survival Sandbox V1.0

    Just some testing.. I didn't know the original mod was still being worked on..
  15. jonbuckles

    ArmAgeddon

    wow, very impressive! wouldn't mind having a look at that a little closer ;)
  16. I have an issue trying to get a spawned unit via a trigger to have a working INIT field filled in.. if that makes sense. So Ive used this code for the civilians INIT field (which works great if i spawn the civilian unit with the editor and fill in the INIT field) null = [this] execVM "shaun.sqf"; this addEventHandler ["HandleDamage", {((_this select 2)/2)}];this setunitpos "up";0 = this spawn {sleep 1; removeHeadgear _this; removeGoggles _this};enableSentences false; But i want to be able to spawn a civilian in via a trigger like this (which also works great; i use spawn markers like spawn1, spawn2 ect.) GroupOne_X = Creategroup Civilian; "C_man_1" createUnit [getMarkerPos "spawn1",GroupOne_X,"this allowFleeing 0",random 1, "Private"]; The problem is i want to be able to spawn a civilian in with the INIT field filled in with the top code.. any ideas?
  17. So I tried your first code you gave me and the editor gave me this error: "type nothing, expected any" The second solution you gave me also had an error "Type script, expected nothing" However I tried this code: GroupOne_X = Creategroup Civilian; "C_man_1" createUnit [getMarkerPos "spawn1",GroupOne_X, "removeAllItems this; removeAllWeapons this; enableradio false; _nul = [this] execVM ""shaun.sqf"";", 0.5, "private"]; And it works, however I'm not sure how to add the rest of the below code: this addEventHandler ["HandleDamage", {((_this select 2)/2)}];this setunitpos "up";0 = this spawn {sleep 1; removeHeadgear _this; removeGoggles _this};enableSentences false; ---------- Post added at 03:44 ---------- Previous post was at 03:19 ---------- okay got everything working but this line of code: this addEventHandler ["HandleDamage", {((_this select 2)/2)}];
  18. I have a similar issue with the same "shaun.sqf" file. So Ive used this code for the civilians INIT field (which works great) null = [this] execVM "shaun.sqf"; this addEventHandler ["HandleDamage", {((_this select 2)/2)}];this setunitpos "up";0 = this spawn {sleep 1; removeHeadgear _this; removeGoggles _this};enableSentences false; But i want to be able to spawn a civilian in via a trigger like this (which also works when i set spawn points ie. spawn1, spawn2, spawn2 ect) GroupOne_X = Creategroup Civilian; "C_man_1" createUnit [getMarkerPos "spawn1",GroupOne_X,"this allowFleeing 0",random 1, "Private"]; The problem is i want to be able to spawn a civilian in with the INIT field filled in with the top code.. any ideas? ---------- Post added at 03:20 ---------- Previous post was at 02:29 ---------- this works GroupOne_X = Creategroup Civilian; "C_man_1" createUnit [getMarkerPos "spawn1",GroupOne_X, "removeAllItems this; removeAllWeapons this; enableradio false; _nul = [this] execVM ""shaun.sqf"";", 0.5, "private"];
  19. jonbuckles

    Dynamic Survival Sandbox V1.0

    Ive actually added "objectives" heli crash sites with loot throughout the map, vehicle repair, dog companions (if you can clear the police station of hostiles) and a bunch of other stuff like hostile quarantine areas/ camps, but Im waiting for the framework to be finished before releasing anything. And I don't want to give too much away ;) maybe V3.0???
  20. jonbuckles

    Dynamic Survival Sandbox V1.0

    Were actually in the process of developing this into a standalone mod/mission.. Still has work to be done but the framework looks promising :)
  21. jonbuckles

    Dynamic Survival Sandbox V1.0

    Hello, So I was playing around with a survival mod, I found your mission and ported it to my mission on Namalsk. Things I added ------------------- K9 companion Sandbag placing winter snow mod BTC revive with mobile base take a look at my steam screenshots.. I would like to develop your mod further with you if you want steamcommunityDOTcom/profiles/76561198045580290/home/ <----- change DOT to . (for some reason I couldn't add it)
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