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S.N.A.F.U.

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    http://www.hardcoreonlinegaming.com

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    Perth, West Australia

ArmA 3

  • ArmA 3 Player Name
    =S.N.A.F.U=

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  1. Hi gang, I am trying to attach a VAS menu & a recruit AI to my vehicles.. It works on first spawn, but not on subsequent ones. I am pretty new to this & the syntax (& lack of sleep) Is getting the better of me. This is the Init I have on the MHQ right now. veh = [this, 600, 30000, 0, True, FALSE, "nul = [this,""MHQ2"",5] execVM ""mark_unit.sqf"";"] execVM "vehicle.sqf"; nul = [this,"MHQ2",5] execVM "mark_unit.sqf"; this addAction["<t color='#ff1111'>Virtual Ammobox</t>", "VAS\open.sqf"];this addAction [("<t color=""#66FFFF"">" + ("Recruit Menu") +"</t>"), "FOCKRecruitAI\RecruitMenu.sqf",[],1,false,true]; I know I need to have the VAS & recruit in there before the Vehicle.SQF, but I am not sure how.. Any help would be appreciated.
  2. LOL Rarek.. I ended taking a different tack & banning the vehicles unless an authorised member was in the vehicle.. Vehicle init.. Veh = [this, 360, 120, 0, false, false, "this addEventHandler ['GetIn', {_this execVM 'Hcheck.sqf'}];"] execVM "vehicle.sqf"; this addEventHandler ["GetIn", {_this execVM "Hcheck.sqf"}]; Note to self, I should put in the mark_unit too... & Boot.sqf //if (isServer) exitWith {}; waitUntil {(getPlayerUID player) != ""}; _masterUIDArray = ["1112223334444", "444333222111", "1818181818181818"]; _vehicle = _this select 0; _seat = _this select 1; _player = _this select 2; _nameCheck = false; _startFuel = fuel _vehicle; //sleep 0.1; //if (!(local _vehicle) || !(_player == player)) exitWith {hint str _player}; sleep 0.1; _vehicle setFuel 0; _vehicle vehicleChat format["Welcome %1!", name _player]; //Debug //hint format ["%1 got in %2 seat of %3", name _player, _seat, typeOf _vehicle]; //hint str toArray name _player; if (!(_player in _vehicle)) exitWith {_vehicle setFuel _startFuel;}; _name = toArray name _player; if (getPlayerUID _player in _masterUIDArray) then { _vehicle vehicleChat "Hardcore member!"; _nameCheck = true; } else { _vehicle vehicleChat "You are not a registered member"; }; sleep 1.0; if (!(_player in _vehicle)) exitWith {_vehicle setFuel _startFuel;}; if (_nameCheck) then { _vehicle vehicleChat format ["Engine Unlocked %1!", name _player]; } else { _vehicle vehicleChat "or your identity could not be verified."; moveOut _player; }; sleep 2.0; _vehicle setFuel _startFuel; It's a bit clunky, but it works... Thanks again for your help
  3. Well the feeling is Mutual And thankyou! ADDITIONAL:... Hmm something must be wrong, I can still get in my test vehicle in both seats.. I also tried if ((_pos == "driver" || (_pos == "gunner")) then {
  4. Hey guys, Noobie question of the week.... I am doing a script up to restrict some vehicles to certain members of our group. I am using an .SQF as follows this addEventHandler ["GetIn", { _veh = _this select 0; _pos = _this select 1; _unit = _this select 2; if (isPlayer _unit) then { if (_pos == "driver") then { if ((getPlayerUID _unit) != MasterUIDlist) then { _fuel = fuel _veh; _veh setFuel 0; _veh vehicleChat format["%1 - You Cannot operate this vehicle",(name _unit)]; sleep 1; _unit action ["getOut", _veh]; _veh setFuel _fuel; } else { _veh vehicleChat format["Welcome %1",(name _unit)]; }; }; }; }]; My question is, what's the proper syntax to add pos == "Gunner" in as well. Any help would be appreciated
  5. Nice work My last two attempts left a rather large crater
  6. I think it would be good to have side missions where you have to get a hostage back to base. It would make the team more careful about target acquisition & would mean an extraction portion of the mission as well. Keep up the great work!!
  7. I don't know if it's possible yet but I'd love to have this like we did in ARMA 2, where we had a setting in Parameters that made it so you could only destroy towers & side mission objectives (choppers & Radars) with C4. It also had a setting where you could choose how much c4 it took. We have a few on our server who just like to crash choppers into them or use explosive shells from long ranges, and I feel this takes out the fun of the game . rather than kicking them all it would be better to change this .
  8. LOL I know how you feel. I have 3x 32" screens, but still have my laptop & tablet open beside me for extra screen real estate. Keep up the great work! cant wait for the mission. BTW Which program are you using for your scripting? The one on the left screen?
  9. This is true, But how many people carry AA as a part of their normal kit? Your general ground pounder would be forced into cover when one of these come past till someone RTB's & gets AA. Unless you have some people that would sacrifice Kit ammo room to hold on to a launcher full time. An additional to this would be for the chopper to drop troops in RANDOM places around the island. Those would then patrol an area until taken out (or leg it to the main AO) . This would then add the fun of random troops outside of the expected kill zone & make flying around or driving a bit more tense LOVE the idea.
  10. Noob Question of the week... I have done a bit of modifying of your previous (Version 2.87.4 BETA) version of your map. Mainly minor aesthetic touches like different base layout, Lights in the control tower & the all important skeleton waiting for a chopper ect. What I want to know is can I easily merge this with your new version, retaining your fixes & my layout? Any help would be appreciated
  11. Excellent work as usual guys, Thanks.
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