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can anyone look at these, in there spare time :)
Topic Started: Feb 20 2014, 05:54 PM (475 Views)
UK_SPAWN
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if you get time, etc etc, blabla best friend etc :D :wub:


there are a few scripts i need making more professional, can anyone help. pleas get in touch if you can.

Thanks guys.

an example of whats wrong is, i have 5 seperate scripts for the same ability, just cuz i cant work out how to get them to all have individual recharge times but still use the same effective script. (fist, fist3 etc, halo, halo2, halo3)

each is assigned to the units name T1 through T5 (terminator)

its just a noob way and i need educating.

thanks all very much, anyone intereted in having a game or a chat, hit me up on steam, skype, here, or any other way you wish.



UK_SPAWN
Attached to this post:
Attachments: ChargeSND.sqf (215 Bytes)
Attachments: FIST.sqf (743 Bytes)
Attachments: FIST3.sqf (745 Bytes)
Attachments: FIST4.sqf (745 Bytes)
Attachments: Halo.sqf (403 Bytes)
Attachments: Halo2.sqf (409 Bytes)
Attachments: Term_Tele.sqf (610 Bytes)
Attachments: SQD_Tele.sqf (791 Bytes)
Attachments: SMregen.sqf (272 Bytes)
Attachments: Rally.sqf (556 Bytes)
Cheers,

UK_SPAWN
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UK_SPAWN
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i also need the scripts to re-add to the units after respawn, i noticed that with you imperial guard units, the weapons and such are spawned default (you dont have to add them via an init in the editor etc)

i was just wondering if you could help me get my weapons and ability/addaction's to do the same.
Cheers,

UK_SPAWN
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UK_SPAWN
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okay iv found out how to do the respawn weapons :) thanks LFH.
Cheers,

UK_SPAWN
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UK_SPAWN
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okay im working with:

t1 addMPEventHandler ["MPRespawn",{_this execVM "t1init.sqf";}];

where "t1init.sqf", is a copy of the init of T1, lol

anyway, when i respawn, the hint shows, but the rest dont work.

heres the t1init.sqf file contents;

HINT "TEST";
_t1 = _this selct 0;
_t1 setVehicleVarName t1;
t1 ForceWalk True;
t1 setIdentity "TERMV1";

sleep 0.1;

cooldown3 = 0;
t1 addaction ["<t color='#FF0000'>**Squad Teleport**</t>","SQD_Tele.sqf",

[],1,true,true,"","cooldown3 < 1"];

sleep 0.1;

cooldown2 = 0;
t1 addaction ["<t color='#FF0000'>**Rally Squad!**</t>","Rally.sqf",

[],1,true,true,"","cooldown2 < 1"];

sleep 0.1;

timer = 0;
t1 addaction ["<t color='#FF0000'>*Iron Halo*</t>","Halo.sqf",

[],1,true,true,"","timer < 1"];

sleep 0.1;

Cooldown = 0;
t1 addAction ["<t color='#FF0000'>*Teleport*</t>","Term_Tele.sqf",

[],1,true,true,"","Cooldown < 1"];

null = [this] execVM "SMregen.sqf";

t1 addEventHandler ["HandleDamage", {THit=true;publicVariable "THit";((_this

select 2)/5)}];

cooldown4 = 0;
t1 addaction ["<t color='#FF0000'>**Power Fist Strike**</t>", "FIST.sqf",

[],6,true,true,"","cooldown4 < 1"];

cooldown5 = 0;
t1 addAction ["<t color='#FF0000'>**Cyclone Missile Strike**</t>",

"missile.sqf", [], 1, false, true, "", "cooldown5 < 1"];

this = [null] ExecVM "ChargeSND.sqf";


As you can see, its supposed to, on respawn, set the units "name" back to t1, so it can be refered to again. set the units "identity/face/voice etc" back to normal, and re-apply the abilitys again (and set there cooldowns to 0 so they can be used).

however. i am Noob so, eh. i don't get any errors so hay, that's something for me :P but it wont do what i want it too :)
thanks for looking.


EDIT, is it somthi g to do with the [] used, and sqf uses {}? i dont know, ill keep trying. :)
Edited by UK_SPAWN, Feb 20 2014, 09:27 PM.
Cheers,

UK_SPAWN
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UK_SPAWN
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OKay guys/gals.

90% of that i have fixed. heres how.

IF this is the ability, EG power fist, whatever;

this addaction ["<t color='#FF0000'>**Power Fist Strike**</t>","FIST.sqf",[],6,true,true,"","cooldown4 < 1"];


then to re-add that on respawn you use;

this addMPEventHandler ["MPRespawn", { (_this select 0) addAction ["<t color='#FF0000'>**Power Fist Strike**</t>","FIST.sqf",[],6,true,true,"","cooldown4 < 1"]}];

So, all the abilitys i can now re-add on respawn. :)

-------------------------------------------------------------------------------------------------------------------------

the only things i cant get it to do at the moment, is to Set the identity of the unit (face/voice) back after respawn.

in the init of the unit there is this "setIdentity "TERMV1";"

and force them to walk again.

t1 forceWalk True;
Cheers,

UK_SPAWN
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Newnoob
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If you have only a few playable slots then you may create a trigger for each unit.
Condition of the trigger: not alive UnitName
Time of the trigger: Respawn delay + 1 second; repeatedly
On Activ: UnitName forcewalk true; etc.
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UK_SPAWN
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thanks, ill look into that if i cant get it working via a script. although now there are more playable units. and that can change. ill get there in the end :)

cheers for the reply.

Cheers,

UK_SPAWN
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