jonbuckles
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Everything posted by jonbuckles
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Zombies & Demons 5.0
jonbuckles replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Zeds In 3.0 are the sounds fixed? because this is unplayable atm -
I recently started getting this as well. I even reinstalled arma all togeather with no luck.
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Large S.T.A.L.K.E.R. inspired Island "NOVA ZONA"
jonbuckles replied to meshcarver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looks fantastic! Keep it up :) -
Addon-Free Stat Save System [Script]
jonbuckles replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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! -
ArmAgeddon
jonbuckles replied to super-truite's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - MULTIPLAYER GAME MODE
Great! Will be an awesome addition and will have endless possible uses :) can't wait to try the alpha mission once released. -
Large S.T.A.L.K.E.R. inspired Island "NOVA ZONA"
jonbuckles replied to meshcarver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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! -
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?
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Large S.T.A.L.K.E.R. inspired Island "NOVA ZONA"
jonbuckles replied to meshcarver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Would be an awesome map. The uses for those building models are endless! Could be the best apocalyptic map in arma.. -
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???
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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!
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Perfect, thanks I'll have try this by tinkering with the script as you suggested. What about the JIP suggestion? Still needed you think?
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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?
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Running Client and server on the same system without MPMissionsCache Conflict.
jonbuckles replied to Polymath820's topic in ARMA 3 - TROUBLESHOOTING
What's the issue your running into? I run a dedicated and play at the same time. -
Respawn with Custom loadout
jonbuckles replied to slrruthless's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I also NEED a solution to this! Any fix?! -
Just some testing.. I didn't know the original mod was still being worked on..
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ArmAgeddon
jonbuckles replied to super-truite's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - MULTIPLAYER GAME MODE
wow, very impressive! wouldn't mind having a look at that a little closer ;) -
help with Spawned units via trigger with INIT field filled in
jonbuckles posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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? -
help with Spawned units via trigger with INIT field filled in
jonbuckles replied to jonbuckles's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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)}]; -
What a battle been trying for 3 days to get this to work. cant get script to run
jonbuckles replied to B00Ts-SA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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"]; -
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???
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Were actually in the process of developing this into a standalone mod/mission.. Still has work to be done but the framework looks promising :)
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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)