Jump to content

FriZY_SK

Member
  • Content Count

    110
  • Joined

  • Last visited

  • Medals

Community Reputation

9 Neutral

4 Followers

About FriZY_SK

  • Rank
    Sergeant

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. FriZY_SK

    [SP/CO19] Operation Iron Fist

    All people who like to play WW2 in A3 definetly have these 4 most popular mods already downloaded :)
  2. FriZY_SK

    [SP/CO19] Operation Iron Fist

    description was updated. You can download it from steam https://steamcommunity.com/sharedfiles/filedetails/?id=1552231544
  3. Hello all, I would like to introduce our new mission: [SP/CO19] Operation Iron Fist Multi-player mini-campaign/coop for up to 19 players created by FF Studio. Whole mission is written in SQF language and contains more than 10.000 lines of code. ****************************************************************************************** AUTHOR NOTES: ****************************************************************************************** Mission is inspired by real battles in Staszow area on 11-13. august 1944. Our goal was create mimi-campaign but fully playable in multiplayer. Therefore mission can be completed only with 1 player. Mission is dedicated for players who would like to enjoy amazing WW2 atmosphare and feel a battles from this era. ****************************************************************************************** MISSION ****************************************************************************************** Poland, August 1944. German 16th Pz.Div launched counterattacks in an attempt to eliminate bridgehead and throw the Soviets back across the Vistula river. FEATURES: - dubbing (english only) - reviving teammates - gradually assigned tasks - player markers on map (mission parameter) - vehicle respawn - sergeant can recruit AI soldiers - sergeant can call air-strike and artillery support (0-8) THANKS: - development team of IFA3 AIO Lite MOD - development team of IFA3 Liberation MOD - development team of CBA MOD - development team of CUP Terrains - Core MOD - Tophe of Östgöta Ops [OOPS] / updated by SPJESTER for vehicle respawn - Kronzky for String Functions Library - Johnnyboy for BirdFormation script - W0lle for Unit Map Icon Set - BIS for this great game! NOTES: - ambulance trucks represents MHQs DOWNLOAD: Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1552231544 HAVE A FUN AND ENJOY IT !
  4. So, if nobody here know how to handle it ....I will share my findings after reverse engineering of BIS functions It seems to work fine for me. GET LIMIT FROM missionnamespace ["get",[missionnamespace,<roleClassNewFromDescription.ext>,""]] call BIS_fnc_showRespawnMenuInventoryLimit; UPDATE LIMIT for new role ["change",[missionnamespace,<roleClassSNewFromDescription.ext>,<inventoryClassNewFromDescription.ext>] + [-1]] call BIS_fnc_showRespawnMenuInventoryLimit; UPDATE LIMIT for old role ["change",[missionnamespace,<roleClassOldFromDescription.ext>,<inventoryClassOldFromDescription.ext>] + [+1]] call BIS_fnc_showRespawnMenuInventoryLimit; UPDATE variable on player _fncData = [missionnamespace,<roleClassNewFromDescription.ext>,<inventoryClassNewFromDescription.ext>]; player setVariable ["BIS_RscRespawnControls_inventory", _fncData, true]; CHANGE INVENTORY [player, <inventoryClassNewFromDescription.ext>] call bis_fnc_loadinventory; GET INVENTORY NAME getText (missionConfigFile >> "CfgRespawnInventory" >> <inventoryClassNewFromDescription.ext> >> "displayName");
  5. no answer so, I tried to summarize my question once again... HOW TO CHANGE LOADOUT OF PLAYER in consideration of: change has to be done during playing when player is alive (not in BIS respawn menu) inventories are defined in description.ext (class CfgRespawnInventory) limits per role has to be kept So, far I have issue with detecting selected respawn inventory. Command (2.) below returns empty array if I selected respawn inventory which was assigned diretly to object(1.). Inventories assigned to missionnamespace (3.) are OK. So, object has respawn inv from namespace and from object itself. Inventories assigned to directly to object/player are select-able in respawn menu. 1. [call compile playerSTR, "INV_Ofc"] call BIS_fnc_addRespawnInventory; 2. a6 getVariable ["BIS_RscRespawnControls_inventory",[]]; 3. [missionNamespace, ["INV_MG",0,2]] call BIS_fnc_addRespawnInventory; So, I can just check which uniq weapon/item have all players and count it ...create whole UI and so on..but it is stange to do it this way.
  6. hmm, I am usig BIS respawn/inventory system. So, problem is which function and which attributes I have to call. Definetly it is not easy task. ["open"] call BIS_fnc_showRespawnMenu function is not working this way.
  7. Hello, I am using BIS respawn menu in MP mission. I would like to have possibility change loadout (defined in description.ext) anytime in mission (not only after respawn). Actually I dont know how to check limits per roles which are already used. Could you help me with this problem? Maybe someone already create such script or whole GUI for that. Thanks
  8. Hello all, I would like to introduce our new MP coop mission for 21 players. [SP/CO21] Operation Storm SITREP: On the island is rising strength of radicals. Local rebels took control of majority of the island. Our goal is clear the island. FEATURES: reviving teammates group management only pilot can fly (default parameter) gradually assigned tasks player markers on map vehicle/heli respawn respawn of helicopters and MHQ on request THANKS: Tophe of Östgöta Ops [OOPS] / updated by SPJESTER for vehicle respawn Kronzky for String Functions Library LAMA CZ-SK Team BIS for this great game! NOTES: deserted quads are automatically respawned after 180 seconds deserted helicopter and cars are not respawned helicopters and MHQ can be respawned remotely from HQ commander can call artillery support (0-8) DOWNLOAD: Steam Workshop: Operation Storm Dropbox Mirror: Operation Storm ***************************************************************** ONLY APEX DLC REQUIRED ***************************************************************** HAVE A FUN AND ENJOY IT !
  9. @Larrow, pierremgi I am starting this function localy and it works as I hope. Thank you guys
  10. Hello, do you know how to cancel incapacitated state on player ( included animation, action and visual effects ) and heal him? I am using BIS revive feature in MP mission. setUnconscious command is not very useful. THX!
  11. When (.. or how) should I catch variable "BIS_RscRespawnControls_invMetadata"? Can you please descibe it little bit more? THX
  12. I didnt find suitable icons for all roles for me. So, I will probably download Unit Map Icon Set created by W0lle. btw: Icons for roles should by placed in folder \GUI\Cfg\RespawnRoles ...... but it contains only 3 icons. BIS doesnt finished it yet :(
  13. BIS didnt create icons for each character/role which I would like to have .... MG or pilot is still only "iconMan" .... it is not suitable for rme I used PBO Manager to extract PBO file. Works well but I have to find something useful
  14. Hello All, can you please tell me where I can find white small icons of soldier types? I would like to use it for Respawn Screen for custom roles (Officer, TL, AT, MG, AR, radioman,medic,sniper,sapper,pilot). btw: I dont undestand why BIS by default is using rank icons. ROLE should be like "Machinegunner" with correct icon of MG and LOADOUT like "MG 34" or "MG42" for example. Rank icons makes no sense there for me.
  15. FriZY_SK

    AddAction to explosives

    @pierremgi and Lucullus Thanks for coments I decided to use pierremgi solution 1. initialization of script and broadcast to everyone (included JIP) from SERVER [[[bomb,bomb1,bomb2],"tasks\t5_bomb_init.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP; 2. Add action on player side btw: make sure that function BIS_fnc_holdActionAdd is not started on server side. Otherwise it is not works. bomb = _this select 0; bomb1 = _this select 1; bomb2 = _this select 2; [ player,"Analyze bomb","\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa","\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa","cursorObject in [bomb1,bomb2] && {_this distance2D bomb2 < 3}","_caller distance _target < 3",{[_this select 0,_this select 1,_this select 2,"WIP"] execVM "tasks\t5_bomb_a_analyze.sqf";},{},{[_this select 0,_this select 1,_this select 2,"DONE"] execVM "tasks\t5_bomb_a_analyze.sqf";},{},[],4,10,false,false] call BIS_fnc_holdActionAdd; [ player,"Cut left wire","\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa","\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa","cursorObject in [bomb1,bomb2] && {_this distance2D bomb2 < 3}","_caller distance _target < 3",{},{},{[_this select 0,_this select 1,_this select 2,"left"] execVM "tasks\t5_bomb_a_cut.sqf";},{},[],4,9,true,false] call BIS_fnc_holdActionAdd; [ player,"Cut right wire","\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa","\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa","cursorObject in [bomb1,bomb2] && {_this distance2D bomb2 < 3}","_caller distance _target < 3",{},{},{[_this select 0,_this select 1,_this select 2,"right"] execVM "tasks\t5_bomb_a_cut.sqf";},{},[],4,8,true,false] call BIS_fnc_holdActionAdd;
×