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Scoo

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About Scoo

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    Survivor
  • Birthday 11/24/1989

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    France

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  1. my fault, i didn't pay attention to numbers you were talking about, i though 90deg was changing... Anyways I have never seen this kind of numbers before, but you still can try this: !"(Target|Hostage)_(PopUp|PopUp2)_Moving_F" !"(Target|Hostage)_(PopUp|PopUp2)_Moving_90deg_F" If this doesnt work either, feel free to send me your script via e-mail and i'll try to give you a hand.
  2. I'm not sure at all, but you can try to add this or something similar in your setdamage.txt (at the end of first line): !="(Target|Hostage)_(PopUp|PopUp2)_Moving_F" !="(Target|Hostage)_(PopUp|PopUp2)_Moving_[a-z]{0,359}deg_F" Hope it will work, I found this solution here: http://forums.bistudio.com/showthread.php?131759-New-BattlEye-features-for-server-admins&p=2603095&viewfull=1#post2603095
  3. I didnt pay attention to this, main reason is because i'm using a custom monitor. Feel free to contact me if you want to know more about this monitor.
  4. This is quite normal, "addEventHandler" is repeated each time player dies. Means first time you die, you get one loadout, second time you get 2, etc... You have to add a "removeEventHandler" at the end of the loop to prevent this.
  5. You should increase the sleep value like Phenomax suggested, I'm not sure about it but I noticed players loading doesn't last the same on every server, so earplugs script triggers when player is still in loading... most probably.
  6. You have to add the right filter, here line 25 has to be changed in scripts.txt. Quite easy if you know what to do.
  7. The basic script for earplugs i'm using doesn't require an "addaction", if you want to give a try: You only need earplugs.sqf (root of your mpmission folder): if(isNil "EarPlugsOn") then {EarPlugsOn = true;} else {EarPlugsOn = !EarPlugsOn}; ToggleEarPlugs = { if (soundVolume != 1) then { 1 fadeSound 1; cutText ['Ear plugs taken off', 'PLAIN']; } else { 1 fadeSound 0.2; cutText ['Ear plugs put on', 'PLAIN']; }; }; if(EarPlugsOn) then { Press_F3 = (findDisplay 46) displayAddEventHandler ["KeyDown","if ((_this select 1) == 61) then {call ToggleEarPlugs;};"]; }; if(!EarPlugsOn) then { (findDisplay 46) displayRemoveEventHandler ["KeyDown", Press_F3]; }; and initplayerlocal.sqf, in your mpsission root aswell: while {true} do { waitUntil {alive vehicle player}; Sleep 10; [] execVM "earplugs.sqf"; waitUntil {!alive player}; [] execVM "earplugs.sqf"; }; then don't forget to add filters to scripts.txt in your battleye folder: (add this at the end of line 53: displayAddEventHandler) !"Press_F3 = (findDisplay 46) displayAddEventHandler [\"KeyDown\",\"if ((_this select 1) == 61) then {call T" (add this at the end of line 59: displayRemoveEventHandler) !"(findDisplay 46) displayRemoveEventHandler [\"KeyDown\", Press_F3];"
  8. yep dude, you dont even need if (isServer) then you can write this only: []execVM "loadout\loadout.sqf"
  9. Hi to all epoch community, I would like to introduce you this little script, the idea was found by Angrygargamel on this topic : It simply allows you to toggle an earplug function when pressing F3. This can be helpful in some noisy vehicles, and to reduce weapons sounds aswell. This is quite easy to install, paste both files you found in earplugs.zip archive in the root of your mpmission folder. Then add battleye filters: !"Press_F3 = (findDisplay 46) displayAddEventHandler [\"KeyDown\",\"if ((_this select 1) == 61) then {call T" ...at the end of line 53 (displayAddEventHandler line) !"(findDisplay 46) displayRemoveEventHandler [\"KeyDown\", Press_F3];" and this one at the end of line 59 (displayRemoveEventHandler line) I hope you'll find it useful. earplugs.zip
  10. I had this problem with another script, (alive vehicle player) seems to trigger when player is still in loading. Try to change the "Sleep 8" to a bigger number, this could help... Sure you can, this isnt really mine. All is based on Angrygargamel's idea and I just made this little piece of code in 5min after browsing bohemia's wiki and some example scripts aswell, nothing really brilliant.
  11. nope initplayerlocal.sqf is executed when any player joins, you dont have to call it.
  12. Heya, i got something working. First you have to create a new file in your mpmission root folder and name it initplayerlocal.sqf. while {true} do { waitUntil {alive vehicle player}; Sleep 8; [] execVM "custom\earplugs.sqf"; waitUntil {!alive player}; [] execVM "custom\earplugs.sqf"; }; then create earplugs.sqf in a custom folder or wherever you like: if(isNil "EarPlugsOn") then {EarPlugsOn = true;} else {EarPlugsOn = !EarPlugsOn}; ToggleEarPlugs = { if (soundVolume != 1) then { 1 fadeSound 1; cutText ['Ear plugs taken off', 'PLAIN']; } else { 1 fadeSound 0.2; cutText ['Ear plugs put on', 'PLAIN']; }; }; if(EarPlugsOn) then { Press_F3 = (findDisplay 46) displayAddEventHandler ["KeyDown","if ((_this select 1) == 61) then {call ToggleEarPlugs;};"]; }; if(!EarPlugsOn) then { (findDisplay 46) displayRemoveEventHandler ["KeyDown", Press_F3]; }; However there is a chance you have to set up battleye filters to get it to work.
  13. Right under waitUntil {_player != player}; I added waitUntil {!alive player}; player removeEventHandler ["Respawn", 0]; Not sure this is 100% correct but it should prevent loadout from spawning multiple times.
  14. Heya, Actually you can set the path starting from arma 3 server root folder, like so: -config=SC\config.cfg -cfg=SC\basic.cfg I think this can makes things easier, since you dont have to change arma 3 path anymore.
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