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Guys. You need to fix this.
I'm not the best player, I admit. But I'm not a slouch either.
I had an epic run on the sawmill. Got the container, the timed safe, a troll, an album, a lighter and the airdrop. Freaking awesome.
Then, I got ported. So, I changed my exit strategy. Then I got ported again. So I changed paths again. Then I got ported again. And then again. And then he used the signal detector.
By this time I'm in the radiation cloud. Still, I make it to the dock, I unlock the way out. And die.
"ICamp_Shhh" with 13k kills.
Did he need anything I had? No. Did he have an unlimited supply of Ports? Apparently. And Addren, and armor, and caff and was in full camo.
What's the F*(King point of even trying if EVERY F)*KING RUN some jackass is going to kill you at the exit?
Died next match too. This time to a "SKULL_(name)". I knew 100% certain that that was who was going to kill me from the lobby. 100% certain. At the 5 min mark. EVERY MATCH.
So, what are my F*#King choices? Immediately zone out with 13 nails and 3 food, or whatever happens to spawn next to me? Yeah, that's gonna get me the 900+ electronics I need.
Put the players with 10k+ kills on their own maps AGAINST EACH OTHER.
You are losing new players at an unsustainable rate because of a handful of jackoffs.
To trigger the end of the mission, entering the following into the console on the server was enough:
["", 132] call BIS_fnc_playMusic;
NUP_points_BLUFOR = 5;
publicVariable "NUP_points_BLUFOR";
OK, I have now managed to get it running on a server. I made the following changes:
In the initServer.sqf, I defined WinMessage = "";. Additionally, I changed the loop from true to while {count(WinMessage) <= 0;} do {.
This way, the loop ends as soon as the text in WinMessage is longer than 0.
I did this because otherwise, the outro would start over again with each pass of the loop.
if (!isServer) exitWith {};
NUP_flagArray = [];
NUP_points_BLUFOR = 0;
NUP_points_OPFOR = 0;
NUP_points_INDFOR = 0;
NUP_points_CIV = 0;
NUP_points_maxScore = 5;
NUP_scoring_interval = 5;
NUP_deadlock = 0;
WinMessage = "";
[] spawn {
while {count(WinMessage) <= 0;} do {
[] call NUP_fnc_updateScores;
sleep NUP_scoring_interval;
};
};
Secondly, I adjusted fn_endMission.sqf. Here, I commented out everything from the point where everything should be executed locally and added the call to the new script localScript.sqf using remoteExec:
(The music and everything with the camera needs to be executed locally, otherwise only the server will be able to enjoy the nice outro.)
// NUP_fnc_endMission:
params ["_winningSide"];
Winner = _winningSide select 0;
publicVariable "Winner";
WinnerOutcome = switch (Winner) do {
case west: { "BLUFOR WINS!" };
case east: { "OPFOR WINS!" };
case independent: { "INDEPENDENT WINS!" };
case civilian: { "CIVILIANS WIN!" };
};
publicVariable "WinnerOutcome";
WinMessage = format ["MISSION ACCOMPLISHED! %1", WinnerOutcome];
LoseMessage = format ["MISSION FAILED! %1 ", WinnerOutcome];
publicVariable "WinMessage";
publicVariable "LoseMessage";
"localScript.sqf" remoteExec ["execVM",0]; //remoteExec to every Player localy
/*{
private _playerSide = side _x;
private _playerID = owner _x; // Get the player's ID
if (_playerSide == Winner) then {
titleText [WinMessage, "PLAIN", -1, true, true];
["LeadTrack01_F_Bootcamp", 132] call BIS_fnc_playMusic;
} else {
titleText [LoseMessage, "PLAIN", -1, true, true];
playMusic "BackgroundTrack03_F_EPC";
};
} forEach allPlayers;
// Get the position of the NUP_endMissionCamera object
private _cameraPos = getPos NUP_endMissionCamera;
// Calculate starting and ending positions for the camera
private _startPos = [
(_cameraPos select 0), // Same X position
(_cameraPos select 1), // Same Y position
(_cameraPos select 2) + 10 // 10 meters above
];
private _endPos = [
(_cameraPos select 0), // Same X position
(_cameraPos select 1), // Same Y position
(_cameraPos select 2) + 50 // 50 meters above (40 meters up during 30 seconds)
];
// Create the camera
private _camera = "camera" camCreate _startPos;
_camera cameraEffect ["internal", "back"];
_camera camSetTarget NUP_endMissionCamera;
_camera camSetFOV 0.5;
_camera camCommit 0;
// Start the cinematic borders
_start = diag_tickTime;
[0, 0.5, false, true] call BIS_fnc_cinemaBorder;
// Move the camera over 30 seconds
_camera camSetPos _endPos;
_camera camCommit 30;
// Wait until the camera has finished it's trajectory
waitUntil { camCommitted _camera };
// Terminate the camera effect and destroy the camera
_camera cameraEffect ["terminate", "back"];
camDestroy _camera;
// Force all players back to the lobby after the outro
["END1", true] call BIS_fnc_endMission;*/
Lastly, I created a script in the main folder named localScript.sqf:
private _playerSide = side player;
if (_playerSide == Winner) then {
titleText [WinMessage, "PLAIN", -1, true, true];
playMusic ["LeadTrack01_F_Bootcamp", 132];
} else {
titleText [LoseMessage, "PLAIN", -1, true, true];
playMusic "BackgroundTrack03_F_EPC";
};
// Get the position of the NUP_endMissionCamera object
private _cameraPos = getPos NUP_endMissionCamera;
// Calculate starting and ending positions for the camera
private _startPos = [
(_cameraPos select 0), // Same X position
(_cameraPos select 1), // Same Y position
(_cameraPos select 2) + 10 // 10 meters above
];
private _endPos = [
(_cameraPos select 0), // Same X position
(_cameraPos select 1), // Same Y position
(_cameraPos select 2) + 50 // 50 meters above (40 meters up during 30 seconds)
];
// Create the camera
private _camera = "camera" camCreate _startPos;
_camera cameraEffect ["internal", "back"];
_camera camSetTarget NUP_endMissionCamera;
_camera camSetFOV 0.5;
_camera camCommit 0;
// Start the cinematic borders
_start = diag_tickTime;
//[0, 0.5, false, true] call BIS_fnc_cinemaBorder;
// Move the camera over 30 seconds
_camera camSetPos _endPos;
_camera camCommit 30;
// Wait until the camera has finished it's trajectory
waitUntil { camCommitted _camera };
// Terminate the camera effect and destroy the camera
_camera cameraEffect ["terminate", "back"];
camDestroy _camera;
// Force all players back to the lobby after the outro
["END1", true] call BIS_fnc_endMission;
Please try and see if it works with these changes.