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Thread: Editing, Expanding and Modifying Domination

  1. #1661
    Hello all,

    I'm hoping someone can help me here. I've added an actionMenu item and it works, but when you respawn the menu item is no longer there. How do I make this actionMenu available again after respawn? I'm trying this in Domination A2 v2.61. Any help would be great!

    Thank you,
    |Hellion28|

  2. #1662
    Look in i_client.sqf around lines512 starting at this

    // add action menu entries + scripts that will be executed to specific player types
    // if the first array is empty, then all players will get that action menu entry
    // default, nothing in it
    // you have to set fourth element allways to -1000
    // example:
    // GVAR(action_menus_type) = [
    // [[],"Whatever2", "whateverscript2.sqf", -1000], // ALL players will get the action menu entry "Whatever2"
    // [["SoldierWMiner", "SoldierWAT","OfficerW"],"Whatever1", "whateverscript1.sqf", -1000] // only players of type SoldierWMiner, SoldierWAT and OfficerW will get the action menu entry "Whatever1"
    // ];
    // GVAR(action_menus_type) = [];


    ---------- Post added at 06:12 PM ---------- Previous post was at 06:07 PM ----------

    Hey Medic8402
    maybe you could add separate building and name it BAF recruit

    in i_client.sqf this

    #endif

    if (GVAR(with_ai)) then {
    // additional AI recruit buildings
    // these have to be placed in the editor, give them a var name in the editor
    // only client handling means, no damage handling done for those buildings (contrary to the standard AI hut)
    // example:
    // GVAR(additional_recruit_buildings) = [my_ai_building1, my_ai_building2];
    GVAR(additional_recruit_buildings) = [];
    };

  3. #1663
    @mousetrap
    I'll have to try that out once I get a chance. Gonna be busy the next few days with work at Skirmish.

  4. #1664
    ok i added 2 new vehicles over mission.sqm ( first over editor, so i get the extra lanes for addOns[]= and addOnsAuto[]= )

    my 2 new vehicles are 1x su34 and 1x AV8B LGB

    this is what i changed/added

    mission.sqm
    Code:
    		class Item374
    		{
    			position[]={6044.3364,83.040001,11655.687};
    			azimut=135;
    			id=529;
    			side="EMPTY";
    			vehicle="AV8B";
    			skill=0.60000002;
    			text="ch400";
    		};
    		class Item375
    		{
    			position[]={6057.9902,83.040001,11669.809};
    			azimut=135;
    			id=530;
    			side="EMPTY";
    			vehicle="Su34";
    			skill=0.60000002;
    			text="ch401";
    		};
    d_init.sqf

    Code:
    			case (__OAVer): {
    				[[ch1,301,true],[ch2,302,false,600],[ch3,303,false,600],[ch4,304,false,600],[ch5,305,false,600],[ch6,306,false,600],[ch7,307,false,600],
                                    [ch8,308,false,600],[ch9,309,false,600],[ch10,310,false,600],[ch11,311,false,600],[ch12,312,false,600],[ch13,313,false,600],[ch14,314,false,600]],[ch400,400,false,600],[ch401,401,false,600]] execVM "x_server\x_helirespawn2.sqf"
    			};
    i_client.sqf
    Code:
    	 case (__ACEVer || __OAVer): {
    		GVAR(choppers) = [
    			["HR1",0,"chopper1",301,"n_air","ColorOrange","Lift One","Lift One"], ["HR2",2,"chopper2",302,"n_air","ColorOrange","1.UH-60",""],
    			["HR3",2,"chopper3",303,"n_air","ColorOrange","2.UH-60",""], ["HR4",1,"chopper4",304,"n_air","ColorOrange","W","Wreck Lift"],
    			["HR5",2,"chopper5",305,"n_air","ColorOrange","1.AH-6J",""], ["HR6",2,"chopper6",306,"n_air","ColorOrange","2.AH-6J",""], 
    			["HR7",2,"chopper7",307,"n_plane","ColorOrange","A-10",""], ["HR8",2,"chopper8",308,"n_plane","ColorOrange","2.C130",""],
    			["HR9",2,"chopper9",309,"n_air","ColorOrange","UH-60 Tequila",""], ["HR10",2,"chopper10",310,"n_air","ColorOrange","AH-6J Tequila",""],
    			["HR11",2,"chopper11",311,"n_air","ColorOrange","HC3 Wiskey",""], ["HR12",2,"chopper12",312,"n_air","ColorOrange","AH-6J Wiskey",""],
    			["HR13",2,"chopper13",313,"n_air","ColorOrange","1.KA-60 Cocktail",""], ["HR14",2,"chopper14",314,"n_air","ColorOrange","2.KA-60 Cocktail",""],
    			["HR15",2,"chopper15",400,"n_plane","ColorOrange","AV8B LGB",""], ["HR16",2,"chopper16",401,"n_plane","ColorOrange","SU34",""]
    		];
    	};

    and there is no spawn/respawn for this 2 airplanes, whats wrong? ( sry i'm a noob at modifying maps but a read many posts in this thread and trying it over "try & error" but now.....i dont know



    edit:// ok i fix it now....
    Last edited by wrongbottle; Aug 8 2012 at 00:30.

  5. #1665
    Thanks for the help mousetrap!

    I have another question, how would I restrict these actionmenu items to two units? I've tried the following in the i_client file with no success.

    GVAR(action_menus_unit) = [
    [["FAC", "FAC2","FAC3"],"Call Artillery", "artillery.sqf", -1000]
    ];

    The units FAC - FAC3 don't have an actionmenu option, what am I doing wrong? I'm assuming the FAC - FAC3 are the Names: for each unit.

  6. #1666

    Amount of satchels for RT

    I`ve got a quick question.

    I remember there was an option in one of the scripts where you could setup how many satchels you need to take down the radio (using A2 2.60 Domi). Obviously 5 satchels for a radiotower is to much.

    Could anyone point out which is that script?

    Thanks in advance

    Pero

  7. #1667
    In \x_server\x_f\x_serverfuncs.sqf

    find this

    _r = (_this select 2) / 5;

    change 5 to 3 for 3 satchels


    this is the section its in below


    #endif
    };

    FUNC(CheckMTShotHD) = {
    private ["_tower", "_r", "_val"];
    PARAMS_1(_tower);
    _r = 0;
    if ((toUpper(getText(configFile >> "CfgAmmo" >> (_this select 4) >> "simulation")) in GVAR(hd_sim_types)) || ((_this select 4) == "ACE_PipebombExplosion")) then {
    _r = (_this select 2) / 5;
    } else {
    if (GVAR(MTTowerSatchelsOnly) == 1) then {
    if (getText(configFile >> "CfgAmmo" >> (_this select 4) >> "CraterEffects") == "BombCrater") then {
    _r = _this select 2;
    };
    };
    };
    _val = _tower getVariable QGVAR(damt);
    if (isNil "_val") then {_val = 0};
    _r = _r + _val;
    _tower setVariable [QGVAR(damt), _r];
    _r
    };

    FUNC(CheckMTHardTarget) = {


    ---------- Post added at 12:12 PM ---------- Previous post was at 12:03 PM ----------

    to Hellion38

    your FAC =Foward Air Controler ?

    this is in Mission.sqm and called "RESCUE" "RESCUE2"

    side="WEST";
    vehicle="FR_Commander";
    player="PLAYER COMMANDER";
    leader=1;
    lock="UNLOCKED";
    skill=0.60000002;
    text="RESCUE";
    init="this setGroupid [""Artillery 1""];";
    description="First Artillery Operator and Rescue";

    Look in i_client.sqf
    maybe this will help

    // is artillery operator
    // please be aware that Dom 2 only supports two artillery operators in the non AI versions
    // in the AI version everybody can call in artillery though only one arty is used
    GVAR(can_use_artillery) = ["RESCUE","RESCUE2"];

  8. #1668
    Quote Originally Posted by [HUD]Dorph View Post
    Hello

    Having some troubles lifting stuff with the liftchopper in the final 2.61ver and also in latest 2.62ver.
    Seems i can only lift the 2 mhq's + the mtvr-truck. All the other trucks in base it cannot lift ammo/fuel/repair etc.
    Im using the WEST OA-DLC 2.62 ver, and been poking a little around in the i_client.sqf where in the "helilift1_types" array
    i used to fix this.
    I suppose i should do it under _own_side_west_ / case (_OAVer) but no matter what vehicles i put in, it will only lift mhq + mtvr.
    Any expirience same problems ?
    Hi [HUD] Dorph, old friend,

    Today I had the same problem.

    Take the files x_client\"x_chop_hud.sqf" and x_client\"x_helilift.sqf" from version 2.60.
    For me it has no negative consequences. I may be in the "i_client.sqf" all vehicles enter again - it works well. All vehicles can be transported with the liftchoppers.

    WreckMarkers and Wreckchoppers are not affected and work well.

    Greetings, Bob (GERmany)



    "x_chop_hud.sqf"
    Code:
    // by Xeno
    #define THIS_FILE "x_chop_hud.sqf"
    #include "x_setup.sqf"
    private ["_state", "_vec", "_hud", "_control", "_chopttype", "_hudoff", "_nobjects", "_nearest", "_dummy", "_chdispx", "_nx", "_ny", "_px", "_py", "_control2", "_angle", "_a", "_b", "_dif", "_chdispx2", "_controlxx","_distvstr"];
    
    sleep 1.012;
    
    _X_Chopper_Welcome = {};
    
    disableSerialization;
    
    if (GVAR(show_chopper_welcome)) then {
    	GVAR(rsc_end) = true;
    	
    	GVAR(xxvllist) = [];
    
    	_X_Chopper_Welcome = {
    		private ["_state", "_vec", "_welcome_str1", "_welcome_str2", "_welcome_str3", "_welcome_str4", "_end_welcome", "_hud", "_control"];
    		disableSerialization;
    		GVAR(rsc_end) = false;
    		PARAMS_2(_state,_vec);
    		_welcome_str1 = "Willkommen an Bord, " + GVAR(name_pl) + "!";
    
    		switch (_state) do {
    			case 1: {
    				_welcome_str2 = "Dies ist der Wrack-Helikopter.";
    				_welcome_str3 = "Er kann nur Wracks heben.";
    			};
    			case 0: {
    				_welcome_str2 = "Dies ist ein Transport-Helikopter.";
    				_welcome_str3 = "Er kann bestimmte Fahrzeuge heben, aber keine Wracks.";
    			};
    			default {
    				_welcome_str2 = "Dies ist ein normaler Helikopter.";
    				_welcome_str3 = "Er ist nicht in der Lage etwas zu heben.";
    			};
    		};
    		
    		_ttyp = toUpper (typeOf _vec);
    		if (count GVAR(xxvllist) == 0) then {
    			{GVAR(xxvllist) set [count GVAR(xxvllist), toUpper _x]} forEach GVAR(check_ammo_load_vecs);
    		};
    		_welcome_str4 = if (_ttyp in GVAR(xxvllist)) then {
    			 "Er kann eine Waffenkiste aufladen."
    		} else {
    			"Er kann keine Waffenkiste aufladen."
    		};
    		
    		_end_welcome = time + 14;
    		67322 cutRsc ["chopper_hud", "PLAIN"];
    		_hud = __uiGetVar(DCHOP_HUD);
    		#define __CTRL(A) (_hud displayCtrl A)
    		while {vehicle player != player && alive player && player == driver _vec} do {
    			__CTRL(64438) ctrlSetText _welcome_str1;
    			__CTRL(64439) ctrlSetText _welcome_str2;
    			__CTRL(64440) ctrlSetText _welcome_str3;
    			__CTRL(64441) ctrlSetText _welcome_str4;
    			if (time >= _end_welcome) exitWith {};
    			sleep 0.431;
    		};
    		67322 cutRsc ["Default", "PLAIN",1];
    		GVAR(rsc_end) = true;
    	};
    };
    
    _ui_forward = "\CA\ui\data\ui_tankdir_forward_ca.paa";
    _ui_back = "\CA\ui\data\ui_tankdir_back_ca.paa";
    _ui_left = "\CA\ui\data\ui_tankdir_left_ca.paa";
    _ui_right = "\CA\ui\data\ui_tankdir_right_ca.paa";
    _ui_tohigh = "\CA\ui\data\tankdir_turret_ca.paa";
    _ui_ok = "\CA\ui\data\ui_tankdir_tower_ca.paa";
    
    _distvstr = "Dist to vec: %1";
    _typestr = "Type: %1";
    _liftstr = "Lifting %1";
    _distgrstr = "Dist attached to ground: %1";
    
    #define __CTRL2(B) (_chdispx displayCtrl B)
    #define __CTRL3(B) (_chdispx2 displayCtrl B)
    
    while {true} do {
    	waitUntil {alive player};
    	waitUntil {sleep random 0.3;vehicle player != player};
    	_vec = vehicle player;
    	while {vehicle player != player} do {
    		if (player == driver _vec) then {
    			if (_vec isKindOf "Helicopter" && !(_vec isKindOf "ParachuteBase") && !(_vec isKindOf "BIS_Steerable_Parachute")) then {
    				_chopttype = GV(_vec,GVAR(choppertype));
    				if (isNil "_chopttype") then {_chopttype = -1};
    				if (GVAR(show_chopper_welcome)) then {
    					if (_chopttype > -1) then {
    						[_chopttype,_vec] spawn _X_Chopper_Welcome;
    						sleep 0.321;
    						waitUntil {GVAR(rsc_end)};
    					};
    				};
    				if (_chopttype in [0,1]) then {
    					if (isNil {GV(_vec,GVAR(Vehicle_Attached))}) then {_vec setVariable [QGVAR(Vehicle_Attached), false]};
    					_search_height = 0;
    					_lift_height = 0;
    					_possible_types = GV(_vec,GVAR(lift_types));
    					if (_chopttype == 1) then {
    						_search_height = 70;
    						_lift_height = 50;
    					} else {
    						_search_height = 50;
    						_lift_height = 50;
    					};
    					_hudoff = true;
    					while {vehicle player != player && alive player && player == driver _vec} do {
    						if (GVAR(chophud_on)) then {
    							_hudoff = false;
    							_nobjects = nearestObjects [_vec, ["LandVehicle","Air"],_search_height];
    							_nearest = objNull;
    							if (count _nobjects > 0) then {
    								_dummy = _nobjects select 0;
    								if (_dummy == _vec) then {
    									if (count _nobjects > 1) then {_nearest = _nobjects select 1};
    								} else {
    									_nearest = _dummy;
    								};
    								_lift_height = 11;
    							};
    							
    							private "_marp";
    							_marp = GV(_nearest,GVAR(WreckMaxRepair));
    							if (isNil "_marp") then {_marp = GVAR(WreckMaxRepair)};
    							_check_cond = if (_chopttype == 1) then {
    								 (!isNull _nearest && damage _nearest >= 1 && ((typeof _nearest) in _possible_types) && _marp > 0)
    							} else {
    								(!isNull _nearest && ((typeof _nearest) in _possible_types) && (position _vec) select 2 > 2.5)
    							};
    							
    							sleep 0.001;
    							
    							if (_check_cond) then {
    								67321 cutRsc ["chopper_lift_hud", "PLAIN"];
    								_chdispx = __uiGetVar(DCHOP_LIFT_HUD);
    								__CTRL2(64440) ctrlSetText (if (_chopttype == 1) then {"Wreck Lift Chopper"} else {"Lift Chopper"});
    								
    								_type_name = [typeof _nearest,0] call FUNC(GetDisplayName);
    								__CTRL2(64438) ctrlSetText (if !(GV(_vec,GVAR(Vehicle_Attached))) then {format [_typestr, _type_name]} else {format [_liftstr, _type_name]});
    								__CTRL2(64439) ctrlSetText (if (getText (configFile >> "CfgVehicles" >> typeof _nearest >> "picture") != "picturestaticobject") then {
    									 getText (configFile >> "CfgVehicles" >> typeof _nearest >> "picture")
    								} else {
    									""
    								});
    								
    								if !(GV(_vec,GVAR(Vehicle_Attached))) then {
    									__CTRL2(64441) ctrlSetText format [_distvstr, _vec distance _nearest];
    									_nearest_pos = position _nearest;
    									_pos_vec = position _vec;
    									_nx = _nearest_pos select 0;_ny = _nearest_pos select 1;_px = _pos_vec select 0;_py = _pos_vec select 1;
    									if ((_px <= _nx + 10 && _px >= _nx - 10) && (_py <= _ny + 10 && _py >= _ny - 10) && (_pos_vec select 2 < _lift_height)) then {
    										__CTRL2(64448) ctrlSetText _ui_ok;
    									} else {
    										__CTRL2(64442) ctrlSetText (if ((position _vec) select 2 >= _lift_height) then {"Too high"} else {""});
    										__CTRL2(64447) ctrlSetText _ui_tohigh;
    										_angle = 0; _a = ((_nearest_pos select 0) - (_pos_vec select 0));_b = ((_nearest_pos select 1) - (_pos_vec select 1));
    										if (_a != 0 || _b != 0) then {_angle = _a atan2 _b}; 
    										
    										_dif = _angle - direction _vec;
    										if (_dif < 0) then {_dif = 360 + _dif};
    										if (_dif > 180) then {_dif = _dif - 360};
    										_angle = _dif;
    										__CTRL2(64444) ctrlSetText (if (_angle >= -70 && _angle <= 70) then {_ui_forward} else {""});
    										__CTRL2(64446) ctrlSetText (if (_angle >= 20 && _angle <= 160) then {_ui_right} else {""});
    										__CTRL2(64443) ctrlSetText (if (_angle <= -110 || _angle >= 110) then {_ui_back} else {""});
    										__CTRL2(64445) ctrlSetText (if (_angle <= -20 && _angle >= -160) then {_ui_left} else {""});
    										sleep 0.001;
    									};
    								} else {
    									__CTRL2(64441) ctrlSetText format [_distgrstr, (position _nearest) select 2];
    									__CTRL2(64442) ctrlSetText "Attached";
    									sleep 0.001;
    								};
    							} else {
    								67321 cutRsc ["Default", "PLAIN"];
    								67322 cutRsc ["chopper_lift_hud2", "PLAIN"];
    								_chdispx2 = __uiGetVar(DCHOP_HUD2);
    								__CTRL3(61422) ctrlSetText (switch (_chopttype) do {
    									case 1: {"Wreck Lift Chopper"};
    									case 0: {"Lift Chopper"};
    								});
    							};
    						} else {
    							if (!_hudoff) then {
    								_hudoff = true;
    								67321 cutRsc ["Default", "PLAIN"];
    								67322 cutRsc ["Default", "PLAIN"];
    							};
    						};
    						sleep 0.231;
    					};
    					67321 cutRsc ["Default", "PLAIN"];
    					67322 cutRsc ["Default", "PLAIN"];
    				} else {
    					67322 cutRsc ["chopper_lift_hud2", "PLAIN"];
    					_chdispx2 = __uiGetVar(DCHOP_HUD2);
    					__CTRL3(61422) ctrlSetText "Normal Chopper";
    					while {vehicle player != player && alive player && player == driver _vec} do {
    						sleep 0.421;
    					};
    					67322 cutRsc ["Default", "PLAIN"];
    				};
    			};
    		};
    		sleep 0.432;
    	};
    	waitUntil {sleep random 0.2; vehicle player == player};	
    };
    "x_helilift.sqf"
    Code:
    // by Xeno
    #define THIS_FILE "x_helilift.sqf"
    #include "x_setup.sqf"
    private ["_vehicle", "_nearest", "_id", "_pos", "_nobjects", "_dummy", "_depl", "_nx", "_ny", "_px", "_py", "_npos", "_fuelloss"];
    if (!X_Client) exitWith {};
    
    PARAMS_1(_vehicle);
    
    _menu_lift_shown = false;
    _nearest = objNull;
    _id = -1212;
    _release_id = -1212;
    
    _vehicle setVariable [QGVAR(Vehicle_Attached), false];
    _vehicle setVariable [QGVAR(Vehicle_Released), false];
    _vehicle setVariable [QGVAR(Attached_Vec), objNull];
    
    sleep 10.123;
    
    _possible_types = GV(_vehicle,GVAR(lift_types));
    
    while {alive _vehicle && alive player && (player in _vehicle)} do {
    	if ((driver _vehicle) == player) then {
    		_pos = getPos _vehicle;
    		
    		if (!(GV(_vehicle,GVAR(Vehicle_Attached))) && (_pos select 2 > 2.5) && (_pos select 2 < 11)) then {
    			_nearest = objNull;
    			_nobjects = nearestObjects [_vehicle, ["LandVehicle","Air"],40];
    			if (count _nobjects > 0) then {
    				_dummy = _nobjects select 0;
    				if (_dummy == _vehicle) then {
    					if (count _nobjects > 1) then {_nearest = _nobjects select 1};
    				} else {
    					_nearest = _dummy;
    				};
    			};
    			if (!isNull _nearest) then {
    				if (_nearest isKindOf "Man") then {
    					_nearest = objNull;
    				} else {
    					if ((speed _nearest > 10) || (position _nearest select 2 > 5) || !((typeof _nearest) in _possible_types)) then {_nearest = objNull};
    				};
    			};
    			sleep 0.1;
    			if (!isNull _nearest && _nearest != (GV(_vehicle,GVAR(Attached_Vec)))) then {
    				_depl = GV(_nearest,GVAR(MHQ_Deployed));
    				if (isNil "_depl") then {_depl = false};
    				if (!_depl) then {
    					_nearest_pos = getPos _nearest;
    					_nx = _nearest_pos select 0;_ny = _nearest_pos select 1;_px = _pos select 0;_py = _pos select 1;
    					if ((_px <= _nx + 10 && _px >= _nx - 10) && (_py <= _ny + 10 && _py >= _ny - 10)) then {
    						if (!_menu_lift_shown) then {
    							_id = _vehicle addAction ["Fahrzeug aufnehmen" call FUNC(BlueText), "x_client\x_heli_action.sqf",-1,100000];
    							_menu_lift_shown = true;
    						};
    					} else {
    						_nearest = objNull;
    						if (_menu_lift_shown) then {
    							_vehicle removeAction _id;
    							_id = -1212;
    							_menu_lift_shown = false;
    						};
    					};
    				};
    			};
    		} else {
    			if (_menu_lift_shown) then {
    				_vehicle removeAction _id;
    				_id = -1212;
    				_menu_lift_shown = false;
    			};
    			
    			sleep 0.1;
    			
    			if (isNull _nearest) then {
    				_vehicle setVariable [QGVAR(Vehicle_Attached), false];
    				_vehicle setVariable [QGVAR(Vehicle_Released), false];
    			} else {
    				if (GV(_vehicle,GVAR(Vehicle_Attached))) then {
    					_release_id = _vehicle addAction ["Fahrzeug absetzen" call FUNC(RedText), "x_client\x_heli_release.sqf",-1,100000];
    					[_vehicle, "Fahrzeug wurde aufgenommen"] call FUNC(VehicleChat);
    					_vehicle setVariable [QGVAR(Attached_Vec), _nearest];
    					
    					switch (_nearest) do {
    						case MRR1: {
    							["mr1_in_air",true] call FUNC(NetSetJIP);
    							#ifndef __TT__
    							player kbTell [GVAR(kb_logic1),GVAR(kb_topic_side),"Dmr1_in_air",true];
    							#else
    							player kbTell [GVAR(hq_logic_en1),"HQ_W","Dmr1_in_air",true];
    							#endif
    							[QGVAR(mr1_l_c), _vehicle] call FUNC(NetCallEvent);
    						};
    						case MRR2: {
    							["mr2_in_air",true] call FUNC(NetSetJIP);
    							#ifndef __TT__
    							player kbTell [GVAR(kb_logic1),GVAR(kb_topic_side),"Dmr2_in_air",true];
    							#else
    							player kbTell [GVAR(hq_logic_en1),"HQ_W","Dmr2_in_air",true];
    							#endif
    							[QGVAR(mr2_l_c), _vehicle] call FUNC(NetCallEvent);
    						};
    #ifdef __TT__
    						case MRRR1: {
    							["mrr1_in_air",true] call FUNC(NetSetJIP);
    							player kbTell [GVAR(hq_logic_ru1),"HQ_E","Dmr1_in_air",true];
    							[QGVAR(mrr1_l_c), _vehicle] call FUNC(NetCallEvent);
    						};
    						case MRRR2: {
    							["mrr2_in_air",true] call FUNC(NetSetJIP);
    							player kbTell [GVAR(hq_logic_ru1),"HQ_E","Dmr2_in_air",true];
    							[QGVAR(mrr2_l_c), _vehicle] call FUNC(NetCallEvent);
    						};
    #endif
    					};
    					
    					_fuelloss = switch (true) do {
    						case (_vehicle isKindOf "Wheeled_APC"): {0.0002};
    						case (_vehicle isKindOf "Car"): {0.0001};
    						case (_vehicle isKindOf "Air"): {0.0003};
    						case (_vehicle isKindOf "TANK"): {0.0005};
    						default {0.0001};
    					};
    					
    					_nearest engineOn false;
    					_nearest attachTo [_vehicle, [0,0,-15]];
    					
    					while {alive _vehicle && alive _nearest && alive player && !(GV(_vehicle,GVAR(Vehicle_Released))) && (player in _vehicle)} do {
    						_vehicle setFuel ((fuel _vehicle) - _fuelloss);
    						sleep 0.312;
    					};
    					detach _nearest;					
    					_nearest setVelocity [0,0,0];
    					_nearest engineOn false;
    					if (position _nearest select 2 > 5) then {
    						_nearest spawn {
    							while {position _this select 2 > 5} do {
    								_this setDamage ((damage _this) + 0.01);
    								sleep 0.1;
    								if (!alive _this) exitWith {};
    							};
    						};
    					};
    					
    					_vehicle setVariable [QGVAR(Vehicle_Attached), false];
    					_vehicle setVariable [QGVAR(Vehicle_Released), false];
    					
    					switch (_nearest) do {
    						case MRR1: {
    							["mr1_in_air",false] call FUNC(NetSetJIP);
    							[QGVAR(mr1_l_c), objNull] call FUNC(NetCallEvent);
    							#ifndef __TT__
    							player kbTell [GVAR(kb_logic1),GVAR(kb_topic_side),"Dmr1_available",true];
    							#else
    							player kbTell [GVAR(hq_logic_en1),"HQ_W","Dmr1_available",true];
    							#endif
    						};
    						case MRR2: {
    							["mr2_in_air",false] call FUNC(NetSetJIP);
    							[QGVAR(mr2_l_c), objNull] call FUNC(NetCallEvent);
    							#ifndef __TT__
    							player kbTell [GVAR(kb_logic1),GVAR(kb_topic_side),"Dmr2_available",true];
    							#else
    							player kbTell [GVAR(hq_logic_en1),"HQ_W","Dmr2_available",true];
    							#endif
    						};
    #ifdef __TT__
    						case MRRR1: {
    							["mrr1_in_air",false] call FUNC(NetSetJIP);
    							[QGVAR(mrr1_l_c), objNull] call FUNC(NetCallEvent);
    							player kbTell [GVAR(hq_logic_ru1),"HQ_E","Dmr1_available",true];
    						};
    						case MRRR2: {
    							["mrr2_in_air",false] call FUNC(NetSetJIP);
    							[QGVAR(mrr2_l_c), objNull] call FUNC(NetCallEvent);
    							player kbTell [GVAR(hq_logic_ru1),"HQ_E","Dmr2_available",true];
    						};
    #endif
    					};
    					
    					_vehicle setVariable [QGVAR(Attached_Vec), objNull];
    					
    					if (!alive _vehicle) then {
    						_vehicle removeAction _release_id;
    					} else {
    						if (alive _vehicle && alive player) then {[_vehicle, "Fahrzeug wurde abgesetzt"] call FUNC(VehicleChat)};
    					};
    					
    					if (!(_nearest isKindOf "StaticWeapon") && (position _nearest) select 2 < 200) then {
    						waitUntil {(position _nearest) select 2 < 10};
    					} else {
    						_npos = position _nearest;
    						_nearest setPos [_npos select 0, _npos select 1, 0];
    					};
    					_nearest setVelocity [0,0,0];
    					
    					sleep 1.012;
    				};
    			};
    		};
    	};
    	sleep 0.51;
    };
    
    if (alive _vehicle) then {
    	if (_id != -1212) then {_vehicle removeAction _id};
    	if (_release_id != -1212) then {_vehicle removeAction _release_id};
    };
    Last edited by Bob68; Aug 8 2012 at 19:15.

  9. #1669
    @moustrap

    Thank you very much

  10. #1670
    Quote Originally Posted by Bob68 View Post
    Hi [HUD] Dorph, old friend,

    Today I had the same problem.

    [/code]
    Thx Bob - Xeno already fixed it in latest ver

    Another question - I used to change the welcome message when you board the liftchopper. I did that in the
    "x_client\x_chop_hud.sqf" where the text was. Now the text isnt there anymore, but refers to a mission string like
    _welcome_str2 = localize "STR_DOM_MISSIONSTRING_184";
    Where do i change that welcome message ?
    Last edited by [HUD]Dorph; Aug 12 2012 at 10:04.
    Play pc:
    I7 2600K@4.6GHz
    Nvidia gtx580
    Intel 160gb ssd
    16gb DDR3 1600Mhz ram
    win7 64
    ---------
    Dedi Server: (91.100.101.163)
    I7 875K@4.1GHz
    Intel 250gb ssd sata3
    8gb ram
    win7 64

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