Norbak
-
Content Count
141 -
Joined
-
Last visited
-
Medals
Posts posted by Norbak
-
-
Anyone know how to use the "Communication" menu?. How to add actions there?
-
hmm so i'm very wrong with IFs. Thank you Schatten.
-
and...
if (typeof player != "FR_Commander" OR typeof player != "FR_Assault_GL") then {....
it's not working neither. I don't understand very well...
-
Thank you a lot man!. I'll test
-
Condition under a trigger:
Condition:
local player && alive player && vehicle player == Sub1 OR vehicle player == Sub2
On AcT:
nul = [] execVM "scriptSub.sqf";
Note:
ScriptSub has an addaction for the units but it's not shown for Sub1 or Sub2, or any soldier else...
Something is wrong.
-
It's working fine. Try again.
-
I'm sorry. My knowledge is pretty limited.
-
Guardogs.sqf from Blitzy script for Arma 2 and Arma 2 OA.
Why isn't this script working on a dedicated server and doing under a hosted?
if (Isserver) then { //private = ["_dog"]; _leader = _this select 0; _leader2 = objNull; _leader2 = _this select 3; if (!isnull (_leader2 select 0)) then { _leader = _leader2 select 0; }; if (isnil "RE") then {[] execVM "\ca\Modules\MP\data\scripts\MPframework.sqf"}; _side = side _leader; _grp = creategroup _side; _random = round(random 4) +3; for "_i" from 1 to _random do { _type = round(random 1); _breed = "Pastor"; switch (_type) do { case 0: { _breed = "Pastor"; }; case 1: { _breed = "Fin"; }; }; //_dog = _grp createUnit [_breed, getpos _leader,[],20,"none"]; _dogname = format ["k9%1",round (random 1000)]; call compile format ['"%2" createUnit [getpos _leader, _grp,"%1=this; this setSpeedMode ""full"";this disableAI ""AUTOTARGET"" ; this disableAI ""TARGET"" ; this setCombatMode ""BLUE"";this setbehaviour ""aware""",1]',_dogname,_breed]; _dog = call compile format ["%1",_dogname]; _dog setVariable ["_sound1", "dog_01"]; _dog setVariable ["_sound2", "dog_02"]; [_dog,_leader] spawn { _dog = _this select 0; _leader = _this select 1; while {alive _dog} do { _near_humans = []; _alive_humans = []; _distance = 1000; _neareast = objNull; _near_humans = position _dog nearEntities ["man",100]; //{if ((side _x != side _leader) && (side _x != side _dog)) then {_alive_humans = _alive_humans + [_x];_dog knowsabout _x;}}forEach _near_humans; {if ((side _dog)getFriend (side _x) <0.6) then {_alive_humans = _alive_humans + [_x];_dog knowsabout _x;}}forEach _near_humans; if (count _alive_humans >0) then { _nearest = _alive_humans select 0; _distance = (position _dog) distance (_nearest); if ((_distance > 75) && (_distance < 100)) then { _nic = [objNull, _dog, rSAY, "dog_02"] call RE; _dog dowatch _nearest; }; if ((_distance > 50) && (_distance < 75)) then { _nic = [objNull, _dog, rSAY, "dog_01"] call RE; _dog domove position _nearest; _dog setspeedmode "FULL"; }; if ((_distance > 15) && (_distance < 50)) then { _nic = [objNull, _dog, rSAY, "dog_01"] call RE; _dog domove position _nearest; _dog setspeedmode "FULL"; }; if ((_distance > 10) && (_distance < 15)) then { _dog domove position _nearest; _dog setspeedmode "FULL"; }; if (_distance < 10) then { _nic = [objNull, _dog, rSAY, "dog_maul01"] call RE; _dog domove position _nearest; _dog setspeedmode "FULL"; [_nearest, _dog] execvm "scripts\dogattack.sqf"; }; }; sleep 2; //_dog domove position _leader _dog domove [(getpos _leader select 0) - ((random(10)+30)*sin(getdir _leader - 180)), (getpos _leader select 1) - ((random(10)+30)*cos(getdir _leader - 180))]; _dog setspeedmode "FULL"; }; }; }; }; -
-
I can't save the layout inside the backpack. It's only working for main weapons,main magazines and type of backpack but not for the contents of the backpack.
the script is the Xeno's Savelayout.sqf , a bit modified:
// by XenoWaitUntil{isDedicated || not isNull player};
#include "x_setup.sqf"
_unit = _this select 1;
_weapons = weapons _unit;
_magazines = magazines _unit;
_backpack = unitBackpack _unit;
_backpackmags = getMagazineCargo _backpack;
_backpackweps = getWeaponCargo _backpack;
if (primaryWeapon player == "" || primaryWeapon player == " ") exitWith {"You need a primary weapon to save the layout !!!" call XfGlobalChat};
_d_custom_layout = [_weapons,_magazines,typeOf _backpack,_backpackmags, _backpackweps];
d_custom_layout = _d_custom_layout;
__pSetVar ["d_custom_backpack", if (count __pGetVar(d_player_backpack) > 0) then {
[__pGetVar(d_player_backpack) select 0, __pGetVar(d_player_backpack) select 1]
} else {
[]
}];
#ifdef __ACE__
d_custom_ruckbkw = __pGetVar(ACE_weapononback);
d_custom_ruckmag = __pGetVar(ACE_RuckMagContents);
d_custom_ruckwep = __pGetVar(ACE_RuckWepContents);
#endif
"Weapons and magazines layout saved. You will respawn with this layout." call XfGlobalChat;
-
Anyone know which 's the class name of "Getting prone" movement?
---------- Post added at 14:00 ---------- Previous post was at 13:13 ----------
Done: "amovppnemstpsraswrfldnon_amovpknlmstpsraswrfldnon"
-
-
Then i got some wrong at the true/false on the variables Symp1 and symp2. is that correct?
-
I have a problem with this:
A script "Symp.sqf" and called from an action bar.
I want when variables "Symp1" and "Symp2" are activated then...
But it doesn't work. That easy thing and fail!. I'm confused. Anyone know?
If (Symp1 && Symp2) then {
SoldierDDBar = SoldierDD addaction [("<t color=""#3838ff"">" + ("Gang Bang!")+"</t>"), "scripts\symp3.sqf", [], 0, false, true, "", ""]
};
-
some progress on this issue, James?
-
Finished and closed.
-
(Server closed)(Test Ended)
Tonight 0:50 A.M
NOW.
I set up a dedicated server to test my custom mission in OA.
It's a Xeno's Domination based called "Domination True Army 0.9.6".
You're free to join and test MP with me. Roles are up.
You're welcome and you can help letting me know the possible bugs. Thanks.
-
sure. i'll do. Thanks man
-
Why are my High Commander Icons at the HC menu bar on my mission are turning black from Blue when mission starts???.Anyone know?. Later you do not know how to manage the groups because the icons
disappeared.
-
Ok. Changing markers is easy. Createmarkerlocal => createmarker. It's done. Now everybody can see te radiation zone with MP damage.
Sounds are easy aswell. I used SAY command at every player,so they can hear the sound when it explodes. Another way could be place the SAY3D at the point of explotion but the noise isn't that heavy,especially from 1000 meters away...
Nuke ,envi and ash is harder.
-
That nuke in GITS doesn't work for me.
LK really does in MP but only Radzone with Radiation marker, not the nuke,ash and envi effects.
-
They don't work for me :/
-
That's a nice idea. I'll give a look. Thanks man.
Damn. I can't open that .PBO with PBO View.
-
It's hard to say. I'd love to make the LK nuke script working on MP and so another players could see the nuke explosion and the rest of the effects.
It's insane. I'm very frustrated.
Communation menu
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Great. Thank you.