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DroopyPiles

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Everything posted by DroopyPiles

  1. Yea just to confirm its your mission i'm using it on, operation landlord
  2. The mission ended straight away :/
  3. Excellent thx for the reply, sorry to ask the maybe obvious, but what size is the 250 you mention, what should I put for the whole of Altis? i'm basically using the Operation Landlord mission you made., thx
  4. Oh, so how would I go about that? as setting a trigger saying csat not present wont work as there virtualized right? so how can I make it so it ends? thx
  5. So what happens when all of CSAT is dead, as I see no triggers, do the modules end the game for you?
  6. If that's the case how can you tell where the areas are? the disappear and you no longer have intel to where they are, surely there some code that keeps them their until a state change?
  7. Hi, I loaded the demo mission "Operation Landlord" on our server. the question is the circles that say occupied disappear fade away after a few minutes never to return, well occasionally you see a "captured" on the map. Is there a way of making these permanent? nothing has been changed as far as the demo missions script. Thx in advance
  8. DroopyPiles

    (SMA) Specialist Military Arms

    HOW! HOW! How did you make that target range with the actual crosses showing on the targets etc! tell me plz tell me :)
  9. I do indeed use ALiVE, but not XMED I use G-revive, "Grimes simple revive" My mission is to large to post, i'll think of another method, but yes there do spawn exactly on the marker, I use ALiVE mod and G-Revive, i'm also using everything that G-Revive offers as far as spawning i.e the JIP pick a marker start and the fresh game pick a marker start as I have 3 static markers Oh there the missionsqm via dropbox https://www.dropbox.com/s/rqcnx2os7dj6bh7/mission.sqm#
  10. For some reason in my MP dedi server I have made map with 5 playable guys, all combat medics ok, we play for the night and leave persistence on, then if I come back the next night I have this random dude with 6 heads, and some dead AI and some times some alive ones, last time I tried there was like 20 alive AI, the only clue I have is that there all combat medics, so what are they why they here ! here a pic of 6 head Joe http://steamcommunity.com/sharedfiles/filedetails/?id=298083765
  11. For some reason in my MP dedi server I have made map with 5 playable guys, all combat medics ok, we play for the night and leave persistence on, then if I come back the next night I have this random dude with 6 heads, and some dead AI and some times some alive ones, last time I tried there was like 20 alive AI, the only clue I have is that there all combat medics, so what are they why they here ! here a pic of 6 head Joe http://steamcommunity.com/sharedfiles/filedetails/?id=298083765
  12. So no ideas? I shouldn't have any AI there at all, but yet if I come back next day there the same AI as my player classes, multiple amounts, I am using ALiVE I dnt no if that's a clue
  13. DroopyPiles

    Infected Script by Gulozwood

    is it the Version 1.0 that on armaholic, cause one on this forum has more files
  14. DroopyPiles

    Infected Script by Gulozwood

    I tried using your marker and trigger option, you said to " null= [thistrigger,"zone01",100] spawn fncPopOutdoor; " I have tried this in the On Act, and the Condition as you said init, triggers don't have inits. So anyway I made trigger activated by blufor names my marker zone01 and nothing happens
  15. DroopyPiles

    Infected Script by Gulozwood

    Right what done is this. I put markers on the bottom left of Altis on that huge city, each marker I made was 100 x 100 square, and I just touched them all together, I gave myself 30 markers in that city, and changed the probability to 65, now everywhere is very very busy with infected, I love it! well done you :D
  16. DroopyPiles

    Infected Script by Gulozwood

    No my question is more what is there spawn limit or numbers, and if your in the area do they spawn forever or is there a number?
  17. DroopyPiles

    Infected Script by Gulozwood

    Do they continue to spawn? or after a while if you kill them all is that it area done? thx looking forward to this
  18. It worked! so that's all the support I needed ;) thx
  19. Ok thx, so your saying I put class Extended_Init_EventHandlers { class Man { init = "_this call (compile preprocessFileLineNumbers 'my_script.sqf')"; }; }; In my init, and in " {if (side _x == EAST) then {_x addEventHandler ["Killed",{_unit = _this select 0; removeAllWeapons _unit; removeAllItemsWithMagazines _unit}]}} forEach allUnits; " my script, and that will give the desired effect?
  20. Can this be answered maybe by you Friznit, as shown the code works fine in non ALiVE, can you show me the ALiVE replacement for this :)
  21. DroopyPiles

    UK Special Operations A3

    Just to let you no 1.2 of this isn't updating to 1.3 in play with six, its seperate
  22. how can I use this with the profiled units of ALiVE {if (side _x == EAST) then {_x addEventHandler ["Killed",{_unit = _this select 0; removeAllWeapons _unit; removeAllItemsWithMagazines _unit}]}} forEach allUnits;
  23. How do I lock enemy inventory, as to stop me my team looting the dead enemy for a quick ammo fix. i'm hoping its not to click on a enemy and use lock, as I have hundreds of units. Is there a nice ez way :) thx in advanced
  24. DroopyPiles

    Locking enemy inventory

    so can I do {if (side _x == EAST) then {_x addEventHandler ["Killed",{_unit = _this select 0; removeAllWeapons _unit; removeAllItemsWithMagazines _unit; removeBackpack _unit; removeBackpack _unit; removeHeadgear _unit; removeVest _unit; removeAllItems _unit; removeAllAssignedItems _unit}]}} forEach allUnits; ---------- Post added at 13:55 ---------- Previous post was at 13:47 ---------- Yea it does work sorry, yea, but i'm using ALiVE so the profiled units don't which is 95% of my units lol, nevermind
  25. DroopyPiles

    Locking enemy inventory

    all placed
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