cupcake_actual
Member-
Content Count
64 -
Joined
-
Last visited
-
Medals
Everything posted by cupcake_actual
-
I've been getting this recently too. For me, its only the long stone house mentioned above that's doing it. I've verified my game cache, still happening.
-
[Release] Simple Vehicle Shop System
cupcake_actual replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know you've combined these shops already, but i was wondering.. is there a way to set the vehicle spawn points based on the players side? So that there can be a shop for each side with their own respective spawn points OR can you set the vehicle spawn point to "find a safe place near the player who purchased the vehicle"? -
Check if player has any weapon or is gunner
cupcake_actual posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I need to check if a player has any weapon. I've got something like this, but its not working. For some reason I'm under the impression that == "" means "anything", but I don't think thats right. any help? also this needs to work for MP. init.sqf execVM "hostileCheck.sqf"; hostileCheck.sqf if (currentWeapon player == "") then { player setCaptive true; hint "no has weapon" } else { player setCaptive false; hint "has weapon" }; -
Check if player has any weapon or is gunner
cupcake_actual replied to cupcake_actual's topic in ARMA 3 - MISSION EDITING & SCRIPTING
anybody got any ideas? -
Check if player has any weapon or is gunner
cupcake_actual replied to cupcake_actual's topic in ARMA 3 - MISSION EDITING & SCRIPTING
lol, this is what i have now.. it kinda works but its a mess. I should also reiterate. If i'm the gunner in an attack helo, different ammo types trigger this script while others done. i.e. switching to the hydra triggers the script but not the cannon? 0 = [] spawn { while {true} do { waituntil { sleep 1; (weapons player) isEqualTo [] && (player ammo(vehicle player currentWeaponTurret [0]) == 0) && (player ammo(vehicle player currentWeaponTurret [1]) == 0) && (player ammo(vehicle player currentWeaponTurret [-1]) == 0)&& (player ammo(vehicle player currentWeaponTurret [2]) == 0) && (player ammo(vehicle player currentWeaponTurret [3]) == 0) && (player ammo(vehicle player currentWeaponTurret [4]) == 0) && (player ammo(vehicle player currentWeaponTurret [5]) == 0) && (player ammo(vehicle player currentWeaponTurret [6]) == 0) && (player ammo(vehicle player currentWeaponTurret [7]) == 0) }; hintSilent "cooldown"; sleep 5; hintSilent "not hostile!"; player setCaptive true; waituntil { sleep 1; !((weapons player) isEqualTo []) || !(player ammo(vehicle player currentWeaponTurret [0]) == 0) || !(player ammo(vehicle player currentWeaponTurret [1]) == 0) || !(player ammo(vehicle player currentWeaponTurret [-1]) == 0) || !(player ammo(vehicle player currentWeaponTurret [2]) == 0) || !(player ammo(vehicle player currentWeaponTurret [3]) == 0) || !(player ammo(vehicle player currentWeaponTurret [4]) == 0) || !(player ammo(vehicle player currentWeaponTurret [5]) == 0) || !(player ammo(vehicle player currentWeaponTurret [6]) == 0) || !(player ammo(vehicle player currentWeaponTurret [7]) == 0) }; hintSilent "hostile!"; player setCaptive false; }; }; -
Check if player has any weapon or is gunner
cupcake_actual replied to cupcake_actual's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ah.. i see. is there a cleaner way to do this like [-1,0,1,2,3,4,5](not working), instead of individually? i've also noticed that some weapons dont register. for example a tank with multiple types of ammo, some of them will trigger this script others wont. -
Check if player has any weapon or is gunner
cupcake_actual replied to cupcake_actual's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry, but this script is not working as it should. If a player is a door gunner or piloting an attack heli the script does not work. -
How to make a trigger spawn/teleport units and props once a trigger has been activated?
cupcake_actual replied to Danpanstan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you can place them like you want and maybe use the show/hide module? -
I need someone who can help me set a database for my server. I'm a total noob at database stuff. I'm using this in my mission, but would also like to add player location, gear, health, etc... to the list of things to be stored.
-
Check if player has any weapon or is gunner
cupcake_actual replied to cupcake_actual's topic in ARMA 3 - MISSION EDITING & SCRIPTING
0 = [] spawn { while {true} do { waituntil { sleep 1; (weapons player) isEqualTo [] && (player ammo(vehicle player currentWeaponTurret [0]) == 0) }; hintSilent "cooldown"; sleep 30; hintSilent "not hostile!"; player setCaptive true; waituntil { sleep 1; !((weapons player) isEqualTo []) || !(player ammo(vehicle player currentWeaponTurret [0]) == 0) }; hintSilent "hostile!"; player setCaptive false; }; }; -
Check if player has any weapon or is gunner
cupcake_actual replied to cupcake_actual's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm so sorry for being such a noob here. I greatly appreciate your help @pierremgi. I'm still having trouble. this is my whole script. 0 = [] spawn { while {true} do { waituntil { sleep 1; (weapons player) isEqualTo [] && (player ammo(vehicle player currentWeaponTurret [0]) == 0) }; hintSilent "cooldown"; sleep 30; hintSilent "not hostile!"; player setCaptive true; waituntil { sleep 1; !(weapons player) isEqualTo [] || !(player ammo(vehicle player currentWeaponTurret [0]) == 0) // I tried && here as well, but OR seems more appropriate? }; hintSilent "hostile!"; player setCaptive false; }; }; the first half seems to be working. Im getting an error still "type array, expected bool" for the second half. regardless of using && or || thanks again for your help. -
Check if player has any weapon or is gunner
cupcake_actual replied to cupcake_actual's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Check that: weapons player isEqualTo [] && (player ammo (vehicle player currentWeaponTurret [0]) = 0) I cant seem to get this right, the above gives me errors for missing ")" but i cant seem to correct it. -
Check if player has any weapon or is gunner
cupcake_actual replied to cupcake_actual's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok, so this is working great! 0 = [] spawn { while {true} do { waituntil { sleep 1; (weapons player isEqualTo []) }; hintSilent "cooldown"; sleep 30; hintSilent "not hostile!"; player setCaptive true; waituntil { sleep 1; !(weapons player isEqualTo []) }; hintSilent "hostile!"; player setCaptive false; }; }; I also need to add a check for vehicle gunner. in this case being armed or being a gunner in a vehicle would yield the same result. something like this, but this isn't working... !(weapons player isEqualTo []) OR (gunner (vehicle player) == player) -
Check if player has any weapon or is gunner
cupcake_actual replied to cupcake_actual's topic in ARMA 3 - MISSION EDITING & SCRIPTING
what would i add to check for throwables? this is what i have now and it works for weapons: while {true} do { if (weapons player isEqualTo []) then {hint "no has weapon"; player setCaptive true;} else {player setCaptive false; hint "has weapon"}; }; i want there to be a delay when a player drops their weapons before it switches them to setCaptive true; if i use {hint "no has weapon"; sleep 15; player setCaptive true;} it causes a delay for switching to hostile also. which i don't want. -
Kick player not connected to taskforceradio
cupcake_actual posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm looking for a way to kick a player who isn't using TFR, not on the teamspeak server. For example, if a player joins the server with the task force mod, but they are not on the teamspeak "taskforceradio" channel, they get kicked from the arma server. It seems that the mod already detects that a player is not connected to teamspeak by displaying the "pipe error". When this happens i want the player to be kicked from the server. can this be done? -
In Terrain builder, bulldozer becomes unresponsive after a few minutes. When i launch bulldozer everything works perfectly I can edit the terrain, move object, and all that. Yet, after 2 or 3 min, it becomes fatally unresponsive. I have no objects on my terrain. the lines that appear in my rpt at the time of crash are as follows, other than these lines, there seems to be nothing out of the ordinary. It was working perfectly a day or two ago, i have not changed anything. 15:58:34 [InitSoundMap] begin 15:58:34 [InitSoundMap] end
-
Clutter and Terrain is not doing what it should
cupcake_actual replied to Benethor's topic in ARMA 3 - TERRAIN - (BUILDER)
you will not need to re export layers when changing info in the config. they are applied in pboproject -
Clutter and Terrain is not doing what it should
cupcake_actual replied to Benethor's topic in ARMA 3 - TERRAIN - (BUILDER)
in the "samples tab" of your mapframe properties, do you have the correct size of your texture mask listed, or the size that you want it to be? if your texture mask is 2048x2048 and you're telling TB that it is anything but, it will cause textures to appear between textures. make sure the numbers in the "samples tab" in reference to the satellite/mask size are the same as the actual size of the files, not what you want them to "stretch to". Don't forget to reexport your layers if you change anything. -
Ok, this is a "hum-dinger". I have a mission that is Team vs Team Death Match. The mission is using R3F Logistics "creation factory". the sector control game mode is also being used. The goal, is to use the R3F creation factory to build up your "castle", which you must defend. For those familiar with R3F, the creation factory has a "credits" type deal that can be implemented. all the stuff in the crate cost credits. To win you must deplete the other teams "respawn tickets". you can do this by killing them off, or controling the majority of sectors, pretty straight forward stuff. The problems that i am having are with Global/Local variables. First things first. The crate used as the R3f Factory has this in the init: nul = [bluebox, 100, west, "LIGHT"] execVM "R3F_LOG\USER_FUNCT\init_creation_factory.sqf"; this allowdamage false; bluebox being the name of the crate. the crate for opfor is named redbox, with the same code in its init "redbox" instead of "bluebox" of course. the problem with this is that when a player JIP it reruns this code apparently, adding more credits to the crate. I only need this to run once on mission start. clueless the next issue, awards given for capturing a sector. When a player captures the sector it should add 20 credits to their teams creation factory, and 2 respawn tickets. This seems to work fine but sometimes other players dont see the change in credits, some do. also, it seems to be doubling the numbers. instead of just 2 respawn tickets it gives 4 and 40 credits instead of just 20. I have a sector control module set up, this is all working fine. each sector is named sector1, sector2 and so on.. i have a trigger set up to execute the addition of credits and tickets as such Trigger: repeated condition: sector1 getVariable "owner" == west; activation: nul = []execVM "bluebox.sqf"; [west, 2] call BIS_fnc_respawnTickets; this works fine, but as i said it is doubling the numbers of respawn tickets and credits and credits do not seem to be globally shared. sometimes the player can go check the crate after taking a sector and see either 0 credits or no change. "bluebox.sqf" private ["_credits"]; credits = bluebox getVariable "R3F_LOG_CF_credits"; credits = credits + 20; bluebox setVariable ["R3F_LOG_CF_credits", credits, true]; the issue is that it seems all of this isn't happening server side, which it should be. I am lost on the global/local variable part of this. Does anyone see anything completely wrong with this? im sure its mostly syntax errors
-
ok, im making a MP TDM, and i want to award the team that captured the sector. Using r3f creation factory in this mission. the teams have to build up their base. capture sectors to gain credits to use to buy stuff to build the base. blufor's box is named blubox, opfor's box is named redbox. basically all i have to do is run this line of code to add money to the crate. private ["_credits"]; _credits = redbox getVariable "R3F_LOG_CF_credits"; _credits = _credits + 100; redbox setVariable ["R3F_LOG_CF_credits", _credits, true] //for opfor's "redbox" or private ["_credits"]; _credits = blubox getVariable "R3F_LOG_CF_credits"; _credits = _credits + 100; blubox setVariable ["R3F_LOG_CF_credits", _credits, true] //for blufor's "blubox" How do i execute these lines for the specific team in a sector control mission. I can add one of these the expression line of a sector and it will add credits everytime the sector is captured, no matter who captured it. When opfor captures a sector execute the line for "redbox" when blufor captures a sector run it for "blubox". that all i need to do.
-
Zeus noob - A few questions if you please
cupcake_actual replied to gimpymoo's topic in ARMA 3 - ZEUS EDITING
1. spawn a vehicle from the empty category (yellow) 2. After shooting at Ai, they will probably run for cover. otherwise just don't assign any way points and they shouldn't move -
I'm pretty sure the config has changed. your cfgclutter and cfgsurfaces should all be in the config now, i guess they are being ignored separately. check out the other post about the 1.60 config update.
-
Tanoa discussion (Dev-Branch)
cupcake_actual replied to pettka's topic in ARMA 3 - DEVELOPMENT BRANCH
My frames are great and my unit can't get any harder. :cc: -
Bon's Infantry Recruitment Redux
cupcake_actual replied to aviatormoser's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How can i stop the ai from dying after I die? I'm working on a tvt mission and it looks funny if the whole squad dies after the team leader is killed. -
Respawn option still not "noob" friendly
cupcake_actual replied to splash58's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Make a Description.ext, put it somewhere handy (so you can copy and paste it), Put your basic respawn settings of choice inside of it (this can be your default Description.ext). You can then copy and paste this into your mission folder as you create them. Create a marker in the editor "respawn_side". Boom. Cake. If this is too complicated then, I would hate to hear about your experiences with making an actual mission.