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M1ke_SK

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  1. https://community.bistudio.com/wiki/BIS_fnc_stalk
  2. M1ke_SK

    Enemy AI Hunt Player

    use BIS_fnc_stalk
  3. try for individual unit _unit setVariable ["ace_map_hideBlueForceMarker", true, true]; for group { _x setVariable ["ace_map_hideBlueForceMarker", true, true]; } forEach (units _group);
  4. maybe play with aspect ratio Render To Texture #(argb,512,512,1)r2t(surface,aspect)
  5. you can probably achieve that with combination of doWatch and forceWeaponFire
  6. 1. name your container in editor "container1" (without quotes) 2. put this code to initServer.sqf in mission root directory (if it does not exist, create one) //initServer.sqf container1 addEventHandler ["ContainerOpened", { params ["_container", "_unit"]; _container setVariable ["opened", true, true]; }]; 3. put in condition of your trigger this code container1 getVariable ["opened", false] 4. profit
  7. Not very much information to go on how OP want to use it tho. This is general idea that works for every case. It depends on use. From what I see, he is using it for some counting ETA to some wave, so you probably want to have precise counter there.
  8. waitUntil { sleep 1; time > 7200 }; // your code
  9. M1ke_SK

    Looped Custom Sounds

    you will probably add heavier condition to loop with checking if any of player is near
  10. M1ke_SK

    Looped Custom Sounds

    yes, when you delete object, loop will end and sound will stop
  11. M1ke_SK

    Looped Custom Sounds

    object's init: this spawn { while { alive _this } do { _this say ["light", 10]; sleep 9; }; };
  12. Updated to version 1.2.2 Changelog: v1.2.2 - prevent attaching objects and sounds to object if class is not Land_MetalBarrel_F
  13. From what I understand you need to create random bombs with different object (classes) - place some markers on map where you want your bombs to spawn and name them "marker_0", "marker_1", ... - write names of markers into _markers array - define your class names of objects in _classes array - put this script into initServer.sqf file in root of your mission. if it does not exits, create it //initServer.sqf [] spawn { // your defined classes of object _classes = ["IEDLandSmall_F", "Land_MetalBarrel_F"]; // create markers on map where you want bomb to spawn _markers = ["marker_0", "marker_1", "marker_2"]; // create bomb object _bomb = createVehicle [selectRandom _classes, getMarkerPos (selectRandom _markers), [], 0, "NONE"]; // assign bomb functionality to object _b = [_bomb, 10, true, false] execVM "bomb\bomb.sqf"; }; - don't forget to comment line #9 in file bomb.sqf //null = [_object] spawn bomb_fnc_attachObjects; otherwise script will attach C4 to object and you don't want to have them on your IEDs
  14. waitUntil { allPlayers findIf { typeOf _x in ["B_Helipilot_F"] } == -1 };
  15. M1ke_SK

    Uav script

    @Harzach found right command from wiki: This command has effect on a UAV terminal, not on whether a unit is able to connect to a UAV or not. When a unit gets a new UAV terminal, the unit will be able to connect to the UAV again, unless this command is executed again. disableUAVConnectability //initPlayerLocal.sqf //onPlayerRespawn.sqf player addEventHandler [ "Take", { params ["_unit", "_container", "_item"]; // add roles that can control UAVs _roles = ["I_soldier_UAV_F", "O_soldier_UAV_F", "B_soldier_UAV_F"]; if (typeOf _unit in _roles) then { // add terminals from mod if you need _terminals = ["I_UavTerminal", "C_UavTerminal", "O_UavTerminal", "I_E_UavTerminal", "B_UavTerminal"]; // add your whitelisted UAVs _uavs = [uav_1, uav_2, uav_3]; if (_item in _terminals) then { { _unit disableUAVConnectability [_x, true]; } forEach (allUnitsUAV - _uavs); }; } } ];
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