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777eza

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About 777eza

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  1. thanks for the info tho there all the same class i should of know you'd have an answer Larrow, your very helpful thank you!
  2. Hello, so what I want to do is make a script that rearms infantry. I have a endless defense mission and respawn loadouts, however I want an addiction on a box to call a script that resupply them with ammo and items. Now what I have now is multiple addActions for each loadout but I don't like that I want a single addActions. so I made a script that checks there weapon and gives them the ammo based on there weapon. Problem is I can't really give say the explosive specialist claymores unless the explosive specialist has a different gun then the rest of them. So I was wondering if there is a way to check the player loadout class from the respawnInventory template? ( so if player loadout class == "AT" then {code}) I took a look at the scripting commands but the best I could find is isClass but I couldn't get it to work.
  3. 777eza

    Addaction Woes

    ok so I found the problem. so what I want to do is enablesimulation true since I have a trigger that freeze the hiders after x amount of sec. however since it's not enablesimulationglobal, what happens is the hider can move on his/her screen but on the seekers screen the hider is frozen on the spot. and since you can't use enablesimulationglobal with out it breaking the addaction I'm back to square one. tho the code I posted did work when the host was the seeker the only problem was when someone else went seeker the addaction didn't work any idea why?
  4. 777eza

    Addaction Woes

    well I get an addaction now but nothing triggers when selecting it, now I have to define _hider and _seekers can I do that in the init? so? _hider = ["h1"]; _seeker = ["s1"]; as you can probably tell I'm not much of a coder :P
  5. So I've been away from Arma for a bit now and just getting back into editing however I'm having a bit of a problem with a addaction working in multiplayer. What I want to do is have an addaction on a player (h1), and have it so another player (s1) when using it, changes a variable which will then enable simulation on that player (h1) from a trigger (hide and seek gamemode :D ). I have it working when I'm s1 but whenever another player is s1 the addaction doesn't work. This is what I have on the addaction unit (h1) nul = [this] execVM "test.sqf"; and this is what in the test.sqf h1 addAction ["<t color='#FF0000'>Catch!</t>",{varhh1 = 1},nil,1,true,false,"","_this == s1",2,false] call BIS_fnc_MP; s1 is the player who uses the addaction. and varhh1 is the variable then I have a trigger set so when varhh1 == 1;. h1 enableSimulationGlobal true;. Any help would be appreciated!
  6. Thank you so much, this really helped me out.
  7. When you say custom uniforms, are they getting them via virtual arsenal. If so you could always just whitelist items in the virtual arsenal you want them to use.
  8. XD I suppose that's one way. Thank you so much! This is exactly what I was looking for.
  9. Hello, does anyone know of a script to show friendly unit that aren't in a group. I need some kind of indicator to help prevent FF. To clarify I'm not looking for map markers for friendly unit but either a system that when you look at them there name is shown as green in the center of the screen or just all friendly units have a icon on them or something like that. both cases I've seen before but couldn't find any scripts about them. Any help would be really appreciated. :D
  10. World War ArmA About World War ArmA is a territory conquest multiplayer mod where two or more country (or factions) fight it out for control of the most land. Each country (or faction) has a home island that's unconquerable. It serves as a spawn point and a place to buy equipment, the home islands are on opposite ends of each other, in between them is the mainland. The mainland is broken up into regions, each region varies in size and shape and at the center of the each region lies a building of interest that can be captured. Each region only has one building of interest in it. There are essentially three building of interests, Town Halls, Outpost and Forward Operation Base. Town Halls are in the center of a town and are the hardest to defend but generate the most money. Outpost generate little money but are easier to defend. Forward Operational Bases (FOB) don't generate any money but are the easiest to defend, they also serves as a spawn point and a place to buy equipment just like your home island. Money generates every hour or half an hour (still undecided), at which points it adds up all the money territory's generate for your country (faction) owns and pays all players online, so the more land you own the more money you get. If you die you will have to start a new character you lose all you gear and money, but not to fear you start off with a bit off money to buy some basic gear and weapons. Variations I originally thought of this mod as a WWII mod, but decided to take a smaller bite and see if I can get the "system" out then go from there. I'd love to see different variations of this mod, weather its a WWII, eighteen hundreds or even star wars themed theres practically endless variations that can be done for this mod. I Need Your Help! Sadly I'm just a modeler not a programer (not yet anyways), so the release of this mod is unsettling. However I'm stubborn so if I have to do it myself I will, it will just take a while. This is where this great community comes in, there are enough people in this community with the skills required to help me release this mod, its just a matter of getting there attention. I hope this mod/idea is good enough for them to just want to help I know for me personality, this game mode could be the funnest one yet however my opinion is a bit bias. I also haven't done a mod for ArmA before, the ArmA games slipped through my fingers till three, also I haven't done a mod of this scale and require a bit of assistance there, any help with be greatly appreciated.
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