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epicgoldenwarrior

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About epicgoldenwarrior

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    EpicGoldenWarrior

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  1. epicgoldenwarrior

    Enemy occupation system (eos)

    Spawned FIA and set them as independent and CSAT, they keep doing it...
  2. epicgoldenwarrior

    init.sqf Help

    No, you're right. I just have a lot of code to work with and I don't know where to put my [supplies = supplies - 5;] I'd put down the mission folder but there is A LOT of stuff in there. Most of the mission runs script based, which is why its out of my comfort zone.
  3. epicgoldenwarrior

    Enemy occupation system (eos)

    Why are my AI shooting at each other?
  4. epicgoldenwarrior

    init.sqf Help

    Works, how do I remove the action if the player has <5 supplies?
  5. epicgoldenwarrior

    init.sqf Help

    Awesome guys thanks, will give these a shot. This mission is ridiculously old and I never published it, but I feel like it has a future, so I went back to it. Kind of rusty on the code and what not :S P.S. Hey Jshock :P EDIT: This is also in initplayerlocal, I don't know if that changes anything...should be fine, I have it there for a reason, right? Lol, forgot xD
  6. epicgoldenwarrior

    init.sqf Help

    After gathering supplies (5 or more) I would like to have the player have an addaction. It doesnt seem to work no matter what I do, it either doesnt work at all or spawns 100 addactions (keeps adding them) Here is the code, hopefully someone can help: init.sqf: // By JShock case for EpicGoldenWarrior //This is an alteration of my load effect snippet (in my signature) JSHK_fnc_Loading = { private ["_one", "_two", "_three", "_iter", "_final"]; _one = composeText [parseText "<t color='#ffffff' size='1' align='center' >Searching body.</t>"]; _two = composeText [parseText "<t color='#ffffff' size='1' align='center' >Searching body..</t>"]; _three = composeText [parseText "<t color='#ffffff' size='1' align='center' >Searching body...</t>"]; _final = composeText [parseText "<t color='#6cdd23' size='1' align='center' >Search Complete</t>"]; _iter = 0; if !(player getVariable ["JSHK_use_LoadHint",false]) exitWith { hintSilent _final; sleep 5; hintSilent ""; }; while {player getVariable ["JSHK_use_LoadHint",false]} do { switch (_iter) do { case 0: { hintSilent _one; }; case 1: { hintSilent _two; }; case 2: { hintSilent _three; }; default { systemChat "Failed hint >> JSHK_fnc_Loading"; }; }; if !(player getVariable ["JSHK_use_LoadHint",false]) exitWith {}; if (_iter >= 2) then {_iter = 0;} else {_iter = _iter + 1;}; sleep 1; }; hintSilent _final; sleep 5; hintSilent ""; }; //locally global variable to the player supplies = 0; //hint _monitorStats = [] spawn { while {true} do { hintSilent format["Supplies: %1", supplies];};}; sleep 10; //there is a small break in this loop to reduce the cost of this thread on the CPU. // Also, the player doesn't need 100% accuracy anyway. //THIS IS WHERE STUFF GOES WRONG, IM SURE. Generally this area at least. _buildstatus = [] spawn { while {true} do { if (supplies >= 5) then { player addAction [format ["Build", localize "STR_FS_OpenBuilder"], {createDialog "BuildMenu";}, [], 8, false, true, "", ""];};};
  7. epicgoldenwarrior

    How to whitelist VA?

    fixed thx varanon
  8. epicgoldenwarrior

    How to whitelist VA?

    My apologies if this is not clear, instead, refer to this question: How can I whitelist virtual arsenal with ONLY chosen equipment? It needs to be able to run on dedi, and I also need to set up 2 different boxes. Thanks, please respond asap
  9. epicgoldenwarrior

    How to whitelist VA?

    I've gone through several of the threads, yet I have no idea what goes where. For example I have this: opforgeararray = ["CUP_arifle_AKM", "CUP_arifle_AK74", "CUP_arifle_AKS", "CUP_arifle_AK74_GL", "CUP_hgun_Makarov", "CUP_srifle_CZ550", "CUP_lmg_PKM", "CUP_arifle_RPK74", "CUP_srifle_SVD", "CUP_launch_RPG7V", "Binocular", "CUP_IED_V1_M", "IEDLandSmall_Remote_Mag", "CUP_U_O_TK_MixedCamo", "U_C_Poloshirt_tricolour", "U_BG_Guerrilla_6_1", "U_BG_Guerilla1_1", "U_BG_Guerilla2_2", "U_BG_Guerilla2_1", "U_BG_Guerilla3_1", "CUP_U_O_TK_MixedCamo", "H_Bandanna_sand", "H_Shemag_olive", "H_Shemag_tan", "H_Shemag_white", "CUP_H_TK_Lungee", "CUP_FR_NeckScarf", "G_Bandanna_tan", "CUP_TK_NeckScarf", "CUP_FR_NeckScarf2", "CUP_B_RPGPack_Khaki", "CUP_B_AlicePack_Khaki", "CUP_B_M2_Tripod_Bag", "CUP_V_O_TK_OfficerBelt2", "CUP_V_B_RRV_Scout3", "CUP_V_O_TK_Vest_1", "CUP_V_O_TK_Vest_2", "ItemMap", "ItemCompass", "ItemWatch"]; [box, opforgeararray, false, true] call BIS_fnc_addVirtualItemCargo; [box, opforgeararray, false, true] call BIS_fnc_addVirtualWeaponCargo; [box, opforgeararray, false, true] call BIS_fnc_addVirtualMagazineCargo; [box, opforgeararray, false, true] call BIS_fnc_addVirtualBackpackCargo; And I put that in the init of a box but I get an error with functions\blah.blu not found? halp plz Also it needs to be whitelist, not blacklist. Otherwise I'd be here for days. Thanks
  10. epicgoldenwarrior

    Mute Vehicles?

    That won't do then...wanted to do an easy chopper gunner thing, calling it via radio alpha. Its hidden and has waypoints around the city but it still makes sound. Plus its not really working. Darn. Btw whats up man long time no see :P
  11. epicgoldenwarrior

    Mute Vehicles?

    HI It's been a while since I've been on here...anyway I need help for 5 seconds, searched but no answer. I need to figure out how to silence a vehicle until a trigger activates allowing it to make sound again. Thanks.
  12. epicgoldenwarrior

    Fast Travel Script

    I would have done it with addactions and attachto/detach. But that doesn't look nearly as well as that screen.
  13. epicgoldenwarrior

    If then else stament

    When you post code, type [.code] before the code and [./code] at the end, WITHOUT the periods in them. Makes it look cleaner :)
  14. yes Chris but this isn't your post, it's his - he might want to use another method than you; if he doesnt want anything then it is fine.
  15. U could just use sdv attachTo [boat,[0,5,0]; or vector crap idk.
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