Hi
I have a simple trading script I'm working on. Players trade items for "credits" which are not in-game items, but a value held in a global variable.
The "sell" section works fine. Players sell items and the playerCredits global variable increments fine. The credit total is displayed ...
The detect player section is disabled and the new script doesn't include the ...
_axeBusWP setWaypointTimeout [10, 15, 20];
pause at waypoints, so travellers are shedding a tear as the bus pulls up to the stop and then speeds away ;)
Other than that, nice rewrite :)
I like realism too, but...
I’m having trouble with a script I’m working on, that will allow certain Self Actions (trading in this case) to be enabled, only when the player is in a certain place on the map.
I’m using a “dome†script in my mission.sqm file, to detect that the player is in the proper place to...
The first set of brackets is the number of bandit, soldier, and survivor groups. In your example, these are all set to zero [0,0,0] so no AI will spawn.
If you want just bandits ...
[1,0,0],[100,0,0],[20,0,0] Spawns 1 bandit group, 100% chance, with 20 members per group...
I was thinking it might require some sort of a loop that counts the woodpiles, first by checking for one, incrementing a counter, removing a woodpile from player, checking again, incrementing counter, ect, until wood is gone. Then it replaces the woodpiles that were removed for the count and you...
Thanks for this :)
One question ... How would you code to look for more than one of an item in a player's inventory?
For example, how would you change this line to require 2 pieces of wood in inventory ...
if (("PartWoodPile" in magazines player) && ("ItemKnife" in items player)) then {
Wow, this is great. The players on my server have been screaming about the lack of loot (especially antibiotics).
Before I try this out, I have a question ...
My compiles.sqf and fn_selfActions.sqf are already in my mission file and they've been modified to run the Remove Vehicle Parts...
Some good info there but I'm hoping to rescue the work I've already done and that has worked so well (up to now).
I do have more than 400 instance_deployable assets, but none are spawning (except the 92 tents).
I have added map features like a motorcycle track composed of more than 400...
I've always used the arma 2d editor to get coordinate info for new assets and then manually entered them into the instance_deployable table. I have some map features that require precision placement, so I find this the best (and most tedious) way to do it.
This method and the assets have...
I’m having a problem since the update to 1.7.7 that I haven't run into before.
I’m running the default 1.7.7 mission and server pbo’s (no extra scripts or mods yet) on a Bliss server.
I have a lot of added assets on my Chernarus map. Now they are not getting spawned onto the map when...
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