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spitfirez404

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Posts posted by spitfirez404

  1. 8 hours ago, Mig said:

    I took the class names, I did not use your files :wink:

    here is the contents of one of the files:

      Reveal hidden contents
    
    
    private ["_hastools","_hasitems1","_hasitems2"];
    
    _hastools = ["ItemToolbox"] call player_hasTools;
    _hasitems1 = [["ItemStone",6]] call player_checkItems;
    _hasitems2 = [["MortarBucket",1]] call player_checkItems;
    _hasitems3 = [["equip_brick",5]] call player_checkItems;
    
    
    if (call {_hastools} && {_hasitems1} && {_hasitems2} && {_hasitems3}) then {
    
        [
            "Land_A_Castle_Wall1_20",
    	    [
    	        ["ItemStone",6],
    	        ["MortarBucket",1],
    			["equip_brick",5]
    	    ],
    		[0,20,8.5]
        ] call stormz_build;
    };

     

     

    I wasn't saying you did my friend :) I will load this up and let you know, Thanks m8 

  2. private ["_hastools","_hasitems1","_hasitems2"];
    _hastools = ["ItemToolbox"] call player_hasTools;
    _hasitems1 = [["ItemStone",6]] call player_checkItems;
    _hasitems2 = [["MortarBucket",1]] call player_checkItems;
    _hasitems3 = [["equip_brick",5]] call player_checkItems;
    
    
    if (call {_hastools} && {_hasitems1} && {_hasitems2} && {_hasitems3}) then {
    player removeMagazine "ItemStone";
    sleep 0.1;
    player removeMagazine "ItemStone";
    sleep 0.1;
    player removeMagazine "ItemStone";
    sleep 0.1;
    player removeMagazine "ItemStone";
    sleep 0.1;
    player removeMagazine "ItemStone";
    sleep 0.1;
    player removeMagazine "ItemStone";
    sleep 0.1;
    player removeMagazine "MortarBucket";
    sleep 0.1;
    player removeMagazine "equip_brick";
    sleep 1;
    player removeMagazine "equip_brick";
    sleep 1;
    player removeMagazine "equip_brick";
    sleep 1;
    player removeMagazine "equip_brick";
    sleep 1;
    player removeMagazine "equip_brick";
    sleep 1;
    player addMagazine "Castle_Bergfrit";
    createDialog "STORMZ_CRAFT_MENU";
     
    };

    Got six of these modified to build those objects! :) 

  3. if(isServer) then {
    
    
    	//Custom Spawns file//
    	/*
    	Custom group spawns Eg.
    
    	[
    		[953.237,4486.48,0.001],			// Position
    		4,									// Number Of units
    		"Random",							// Skill level of unit (easy, medium, hard, extreme, Random)
    		"Random",	or ["Random","at"],		// Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
    		4,									// Number of magazines
    		"Random",							// Backpack classname, use "Random" or classname here
    		"Random",							// Skin classname, use "Random" or classname here
    		"Random",							// Gearset number. "Random" for random gear set
    		"Bandit"							// AI Type, "Hero" or "Bandit".
    	] call spawn_group;
    
    	Place your custom group spawns below
    	*/
        private ["_unitGroupA","_unitGroupB","_unitGroupC","_unitGroupD","_unitGroupE","_unitGroupF","_loop","_count"];
    
    	
        _unitGroupA = [
            [6337.23,14089.3,0.001],            // Position
            6,                                    // Number Of units
            "hard",                                // Skill level of unit (easy, medium, hard, extreme, Random)
            "Random",    or ["Random","at"],        // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
            4,                                    // Number of magazines
            "Random",                            // Backpack classname, use "Random" or classname here
            "Random",                            // Skin classname, use "Random" or classname here
            "Random",                            // Gearset number. "Random" for random gear set
            "Bandit"                            // AI Type, "Hero" or "Bandit".
        ] call spawn_group;
    
        _unitGroupB = [
            [6390.56,14103.6,0],                // Position
            6,                                    // Number Of units
            "hard",                                // Skill level of unit (easy, medium, hard, extreme, Random)
            "Random",    or ["Random","at"],        // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
            4,                                    // Number of magazines
            "Random",                            // Backpack classname, use "Random" or classname here
            "Random",                            // Skin classname, use "Random" or classname here
            "Random",                            // Gearset number. "Random" for random gear set
            "Bandit"                            // AI Type, "Hero" or "Bandit".
        ] call spawn_group;
    
        _unitGroupC = [
            [6472.06,14134.4,0],                // Position
            6,                                    // Number Of units
            "hard",                                // Skill level of unit (easy, medium, hard, extreme, Random)
            "Random",    or ["Random","at"],        // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
            4,                                    // Number of magazines
            "Random",                            // Backpack classname, use "Random" or classname here
            "Random",                            // Skin classname, use "Random" or classname here
            "Random",                            // Gearset number. "Random" for random gear set
            "Bandit"                            // AI Type, "Hero" or "Bandit".
        ] call spawn_group;
    
        _unitGroupD = [
            [642953,14163.5,0],                    // Position
            6,                                    // Number Of units
            "hard",                                // Skill level of unit (easy, medium, hard, extreme, Random)
            "Random",    or ["Random","at"],        // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
            4,                                    // Number of magazines
            "Random",                            // Backpack classname, use "Random" or classname here
            "Random",                            // Skin classname, use "Random" or classname here
            "Random",                            // Gearset number. "Random" for random gear set
            "Bandit"                            // AI Type, "Hero" or "Bandit".
        ] call spawn_group;
        
        _unitGroupE = [
            [6355.32,14135.9,0],                // Position
            6,                                    // Number Of units
            "hard",                                // Skill level of unit (easy, medium, hard, extreme, Random)
            "Random",    or ["Random","at"],        // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
            4,                                    // Number of magazines
            "Random",                            // Backpack classname, use "Random" or classname here
            "Random",                            // Skin classname, use "Random" or classname here
            "Random",                            // Gearset number. "Random" for random gear set
            "Bandit"                            // AI Type, "Hero" or "Bandit".
        ] call spawn_group;
    
        _unitGroupF = [
            [6454.96,14211.6,0],            // Position
            6,                                    // Number Of units
            "hard",                            // Skill level of unit (easy, medium, hard, extreme, Random)
            "Random",    or ["Random","at"],        // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
            4,                                    // Number of magazines
            "Random",                            // Backpack classname, use "Random" or classname here
            "Random",                            // Skin classname, use "Random" or classname here
            "Random",                            // Gearset number. "Random" for random gear set
            "Bandit"                            // AI Type, "Hero" or "Bandit".
        ] call spawn_group;
    	
    	diag_log format["WAI: Static mission for %1 loaded", missionName];
        
    
    {
    
        _loop = true;        
        while {_loop} do {
            _count = {alive _x} count (units _unitGroupA)+(units _unitGroupB)+(units _unitGroupC)+(units _unitGroupD)+(units _unitGroupE)+(units _unitGroupF);
            if (_count == 0) then {
                _loop = false;
            };
        };
     
        allAiDead = true;
        publicvariable "allAiDead";
    
    
    
    
    	/*
    	Custom static weapon spawns Eg. (with mutiple positions)
    
    	[
    		[									// Position(s) (can be multiple)
    			[911.21,4532.76,2.62],
    			[921.21,4542.76,2.62]
    		],
    		"M2StaticMG",						// Classname of turret
    		"easy",								// Skill level of unit (easy, medium, hard, extreme, Random)
    		"Bandit2_DZ",						// Skin classname, use "Random" or classname here
    		"Bandit",							// AI Type, "Hero" or "Bandit".
    		"Random",							// Primary gun set number. "Random" for random weapon set
    		2,									// Number of magazines
    		"Random",							// Backpack classname, use "Random" or classname here
    		"Random"							// Gearset classname, use "Random" or classname here
    	] call spawn_static;
    
    	Place your custom static weapon spawns below
    	*/
    
    
    
    
    
    	/*
    	Custom Chopper Patrol spawn Eg.
    
    	[
    		[725.391,4526.06,0],				// Position to patrol
    		[0,0,0],							// Position to spawn chopper at
    		2000,								// Radius of patrol
    		10,									// Number of waypoints to give
    		"UH1H_DZ",							// Classname of vehicle (make sure it has driver and two gunners)
    		"Random",							// Skill level of units (easy, medium, hard, extreme, Random)
    		"Random",							// Skin classname, use "Random" or classname here
    		"Bandit"							// AI Type, "Hero" or "Bandit".
    	] spawn heli_patrol;
    
    
    	Place your heli patrols below
    	*/
    
    
    
    
    
    	/* 
    	Custom Vehicle patrol spawns Eg. (Watch out they are stupid)
    
    	[
    		[725.391,4526.06,0],				// Position to patrol
    		[725.391,4526.06,0],				// Position to spawn at
    		200,								// Radius of patrol
    		10,									// Number of waypoints to give
    		"HMMWV_Armored",					// Classname of vehicle (make sure it has driver and gunner)
    		"Random",							// Skill level of units (easy, medium, hard, extreme, Random)
    		"Random",							// Skin classname, use "Random" or classname here
    		"Bandit"							// AI Type, "Hero" or "Bandit".
    	] spawn vehicle_patrol;
    
    	Place your vehicle patrols below this line
    	*/
    
    
    
    
    
    	/*
    	Paradropped unit custom spawn Eg.
    
    	[
    		[911.21545,4532.7612,2.6292224],	// Position that units will be dropped by
    		[0,0,0],							// Starting position of the heli
    		400,								// Radius from drop position a player has to be to spawn chopper
    		"UH1H_DZ",							// Classname of chopper (Make sure it has 2 gunner seats!)
    		5,									// Number of units to be para dropped
    		"Random",							// Skill level of units (easy, medium, hard, extreme, Random)
    		"Random",							// Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
    		4,									// Number of magazines
    		"Random",							// Backpack classname, use "Random" or classname here
    		"Bandit2_DZ",						// Skin classname, use "Random" or classname here
    		"Random",							// Gearset number. "Random" for random gear set.
    		"Bandit",							// AI Type, "Hero" or "Bandit".
    		true								// true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. 
    	] spawn heli_para;
    
    	Place your paradrop spawns under this line
    	*/
    
    	diag_log format["WAI: Static mission for %1 loaded", missionName];
    
    };

    And here is the bottom half of where I put your code in my fn_selfaction.sqf 

    } else {
    	player removeAction s_player_movedog;		
    	s_player_movedog = -1;
    	player removeAction s_player_speeddog;
    	s_player_speeddog = -1;
    	player removeAction s_player_calldog;
    	s_player_calldog = -1;
    };
    
    //Monitor
    player setVariable ["selfActions", diag_ticktime, false];
            
    //Sector TP
    		_target = cursorTarget isKindOf "Laptop";
            if ((speed player <= 1) && _target && (player distance cursorTarget < 5) && allAiDead) then {
            if (s_player_teleport < 0) then {
                s_player_teleport = player addAction ["Teleport","scripts\teleport.sqf",cursorTarget, 0, false, true, "",""];
            };
        } else {
            player removeAction s_player_teleport;
            s_player_teleport = -1;
    };

     

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