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About schmingo

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    Private First Class
  1. Hey guys, I've been trying to figure out why I can see city or village names in zeus interface while I test my mission locally (mp), but can't see them when my mission is running on a dedicated server. Maybe something with the server's *.Arma3Profile? Thx in advance!
  2. I hope someone can help me out: 1. Is there a way to configure LR-radios in freshly created vehicles via script? (no player in vehicle) 2. What's the max value for tf_receivingDistanceMultiplicator_Value and tf_sendingDistanceMultiplicator_Value? Thank you in advance for your help!
  3. schmingo

    =BTC= Quick revive

    Giallustio, you're definitely my hero of the day! Get Well Soon! How can I restrict the Revive-Option Medkit-owners? Put this snippet at the end of unc.sqf ... [color="#008000"][b]if (damage _unit > 0) exitWith {_unit call btc_qr_fnc_unc};[/b][/color] for "_i" from 1 to _fa do {_unit addItem "FirstAidKit";}; for "_i" from 1 to _mk do {_unit addItem "Medikit";};
  4. schmingo

    Farooq's Revive

    I'm using the script in a tvt environment on a dedicated server, but since the last BI update the revive script doesn't work anymore. Does anyone have the same problems as me?
  5. schmingo

    =BTC= Quick revive

    Maybe you can help me with my first question? 1. How can I restrict the Revive-Option to Medics or Medkit-owners? You told me to remove the FA-Kits, but that is not an option for us, because all players should be able to bandage/heal themselves. I tried a few things in the last days, but they didn't work for me. Eg.: remove the FA-Kit from the while/if conditions or add something like: if (_helper isKindof ClassXY) then { ... }; But all I tried in the last days didn't really work. I really hope you can help me!
  6. schmingo

    =BTC= Quick revive

    Thanks mate!
  7. schmingo

    =BTC= Quick revive

    THX for your help! 1) You mean remove it from players inventory? The players need it for healing themselves. Maybe it'll work if I remove the FA kit in the while clause in help.sqf. 2) If I'm right the eh should be placed in the unc.sqf, maybe disable TFR in line 55 and enable it after the while loop in line 73. 3) Ah ok ;)
  8. schmingo

    =BTC= Quick revive

    Hi Giallustio, we really like your script, pretty light weight and easy to adjust. it performs pretty well in tvt environment. But maybe you can add a little features or tell me how to do it. 1. How can I restrict the Revive-Option to Medics or Medkit-owners? 2. I haven't tested it yet, but is a unconscious player able to use TFAR? If so, where is the best place to add player setVariable ["tf_unable_to_use_radio", false];" and player setVariable ["tf_unable_to_use_radio", true]; Possible bugs: In tvt environment, the "call for help" option doesn't work. It won't show any friendly units, even if they are only 10m away from the caller. (the help radius is set to 250m) I thank you in advance, schmingo
  9. Thanks for your help! But I've found my own way out of the loop. For me, the GPS is attached to a vehicle. If it has been destroyed, the GPS is not available anymore. //===== INIT GPS (waits for GPS to open) disableSerialization; _gps = controlNull; while {isNull _gps and alive _vehicle} do { {
  10. I really love this script! I was wondering if it is possible to really end the script/loop when you have been killed. For now it seems to run in an endless loop. Even if I use exitWith{} or use a second condition in your while-loop, the markers reappear after respawning. Hope someone can help me. schmingo
  11. Hi Quicksilver, i ran into some issues with your revive script. 1. If you die inside a vehicle (eg. crash while flying a Helicopter), you'll get a black-screen and the actionmenu won't be available. -> I was able to fix that bug, simly by replacing "eject" with "GetOut" in the revive_functions.sqf. 2. If you get run over by your own vehicle (eg. eject Strider at higher speeds), you'll allso get a black-screen and the actionmenu won't be available to respawn. Thanks in advance, schmingo ##### @Giallustio Do you already have an idea when you will release the new script?
  12. schmingo

    The new Sector Module

    Hey guys, we are building a mission for a 50vs50 multiplayer environment, there are 3 areas to capture and the mission ends after 150mins. The team with the best score wins. We are tryin to use the build-in sector module and set it up pretty much like in youtube.com/watch?v=p0AGI49H9Qg this tutorial video. btw thx to pickinthatbanjo for his work! Here's our problem: 1. The sector module sets up a hud at the upper right -> score counter for bluefor, opfor and independant (our referee's). If one of the competing sides crashes an own helicopter or destroys an own vehicle the score counter counts -1 or sometimes -2. Haven't tried it with Infantry yet. Is there any way (modifying the config or do some scripting) to get rid of that phenomenon? I either want to count each flag capture (+1 score) or even better: +1 score if one side has control of 2 or 3 sectors (dominant) 2. Exclude independant (our referee's) from the sector modules build-in hud score counter at the upper right. 3. The countdown timer at the trigger does not seem to work the expected way. We want an area to be captured after 10secs. I'm not sure why, but it always needs more than 20secs to capture it. Thanks for your help in advance! PS: sry it's my first post in here, so i'm not able to post proper links or images for you guys... ---------- Post added at 06:51 ---------- Previous post was at 06:50 ----------