paulcav Posted August 21, 2016 Report Share Posted August 21, 2016 Great stuff! I'll have a go when I get a chance :) Link to comment Share on other sites More sharing options...
WagnerMello Posted August 24, 2016 Report Share Posted August 24, 2016 someone found the permission in infistar not to be kicked? Link to comment Share on other sites More sharing options...
theduke Posted September 24, 2016 Report Share Posted September 24, 2016 On 8/24/2016 at 9:32 AM, WagnerMello said: someone found the permission in infistar not to be kicked? In your AHconfig.sqf Look for _cMenu add #USER:timer to the list of menus. This is a list of menus to tell infistar to ingnore make sure you don't have a comma at the end of the list If that doesn't work, you can try disabling the check for menus completely, i don't recommend it, but its a fix I have _CCM and _BCM set to false on one of my servers. This disables it completely. juandayz 1 Link to comment Share on other sites More sharing options...
WagnerMello Posted September 25, 2016 Report Share Posted September 25, 2016 Thank you I'll test and then come up with the answer juandayz 1 Link to comment Share on other sites More sharing options...
Joshyy Posted September 29, 2016 Report Share Posted September 29, 2016 Hey Juan*, I like the idea of the sticky bomb with a defuse option, how would i be able to make it so you can only attach to doors/garage? and how would i make it so there is like a 1/3 chance of it breaking the door with the bomb? Many thanks, great script Joshyy juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted September 29, 2016 Author Report Share Posted September 29, 2016 4 hours ago, Joshyy said: Hey Donnovan, I like the idea of the sticky bomb with a defuse option, how would i be able to make it so you can only attach to doors/garage? and how would i make it so there is like a 1/3 chance of it breaking the door with the bomb? Many thanks, great script Joshyy Hey Magic jhonson! sory @Joshyy if u only put the bombs at doors/garages you can use a nearest restriction of this objets to execute the script, in selfactions... i dont know the id for doors but you can obtain it into your mysql db or in arma2oa editor 3d: at bottom of selfactions Spoiler //plant bomb private ["_hasitems","_playerPos","_neardoor"]; _hasitems = "ItemJerryMixed" in magazines player; _playerPos = getPosATL player; _neardoor = count nearestObjects [_playerPos, ["DOOR ID"], 3] > 0; if (_neardoor) then { if (_hasitems) then { if (s_player_stickywd < 0) then { s_player_stickywd = player addaction[("<t color=""#F7D708"">" + ("HARDBOMB") +"</t>"),"custom\bomb\stickybomb_withdefuse.sqf"]; }; }; } else { player removeAction s_player_stickywd; s_player_stickywd = -1; }; //defuse bomb private["_inventory","_hastool","_playerPos","_nearbomb"]; _playerPos = getPosATL player; _nearbomb = count nearestObjects [_playerPos, ["Training_target_EP1"], 3] > 0; _inventory = items player; _hastool = "ItemToolbox" in _inventory; if (_nearbomb && _hastool) then { if (s_player_def < 0) then { s_player_def = player addaction[("<t color=""#F7D708"">" + ("DEFUSE") +"</t>"),"custom\bomb\stickybomb_defuse.sqf"]; }; } else { player removeAction s_player_def; s_player_def = -1; }; the 1/3 change to defuse it is already in it :) Spoiler private ["_rand","_playerPos","_nearRestr","_delobj","_objectID","_objectUID"]; _playerPos = getPosATL player; _nearRestr = count nearestObjects [_playerPos, ["Training_target_EP1"], 15] > 0; _delobj = nearestObject [player, "Training_target_EP1"]; _rand = floor(random 100); if (_rand <= 30) then { //RED WIRE IS THE GOOD WIRE bomb = 0; wirecut = [ ["",true], ["wirecut", [-1], "", -5, [["expression", ""]], "1", "0"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Red Wire", [], "", -5, [["expression", "bomb=1;"]], "1", "1"], ["Black Wire", [], "", -5, [["expression", "bomb=0;"]], "1", "1"], ["Brown Wire", [], "", -5, [["expression", "bomb=0;"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"] ]; showCommandingMenu "#USER:wirecut"; WaitUntil{commandingMenu == ""}; }; if (_rand <= 65 && _rand > 31) then { //BLACK WIRE IS THE GOOD bomb = 0; wirecut = [ ["",true], ["wirecut", [-1], "", -5, [["expression", ""]], "1", "0"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Red Wire", [], "", -5, [["expression", "bomb=0;"]], "1", "1"], ["Black Wire", [], "", -5, [["expression", "bomb=1;"]], "1", "1"], ["Brown Wire", [], "", -5, [["expression", "bomb=0;"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"] ]; showCommandingMenu "#USER:wirecut"; WaitUntil{commandingMenu == ""}; }; if (_rand <= 100 && _rand > 66) then { //BROWN IS THE GOOD WIRE bomb = 0; wirecut = [ ["",true], ["wirecut", [-1], "", -5, [["expression", ""]], "1", "0"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Red Wire", [], "", -5, [["expression", "bomb=0;"]], "1", "1"], ["Black Wire", [], "", -5, [["expression", "bomb=0;"]], "1", "1"], ["Brown Wire", [], "", -5, [["expression", "bomb=1;"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"] ]; showCommandingMenu "#USER:wirecut"; WaitUntil{commandingMenu == ""}; }; if(bomb != 0) then { ///////////UNCOMENT 3 LINES BELLOW IF U WANT PLAYER ACTION///////////// //player playActionNow "Medic"; //[player,"repair",0,false,10] call dayz_zombieSpeak; //[player,10,true,(getPosATL player)] spawn player_alertZombies; /////////////////////////////////////////////////////////////////////// titleText ["BOMB WAS DEFUSED!", "PLAIN DOWN"]; _objectID = _delobj getVariable["ObjectID","0"]; _objectUID = _delobj getVariable["ObjectUID","0"]; _objectID = _delobj getVariable["ObjectID","0"]; deleteVehicle _delobj; [_objectID,_objectUID] call server_deleteObj; deleteVehicle _delobj; PVDZE_obj_Delete = [_objectID,_objectUID,_delobj]; publicVariableServer "PVDZE_obj_Delete"; }else{ cutText ["Wrong Wire, better run now", "PLAIN DOWN"]; }; Link to comment Share on other sites More sharing options...
theduke Posted September 29, 2016 Report Share Posted September 29, 2016 4 hours ago, Joshyy said: Hey Donnovan, I like the idea of the sticky bomb with a defuse option, how would i be able to make it so you can only attach to doors/garage? and how would i make it so there is like a 1/3 chance of it breaking the door with the bomb? Many thanks, great script Joshyy not sure where you got donnovan from lol Link to comment Share on other sites More sharing options...
juandayz Posted September 29, 2016 Author Report Share Posted September 29, 2016 @Joshyy sory you wanna explote chances...not defuse chances.. here you got: Spoiler player playActionNow "PutDown"; player removeMagazine "ItemJerryMixed";//UNCOMENT ONCE YOU TEST IT AND CHANGE IF URE USING OTHER ITEM FROM FN_SELFACTIONS TO ALLOW THE STICKY BOMB OPTION //#############################BOMB FUNCTION TO EXPLODE############################// bombexp = { _bomb = ["HelicopterExploSmall","HelicopterExploBig"] call BIS_fnc_selectRandom; _dabomb = objNull; if (true) then { _this = createVehicle [_bomb,_positionobj, [], 2, "CAN_COLLIDE"]; _dabomb = _this; }; }; //############################EXIT FROM HERE#################################################// _cursor_objet = nearestObject getPos cursorTarget; _mark = "SmokeShell" createVehicle (getPos _cursor_objet); _mark attachTo [_cursor_objet, [0,0,0.5]]; selectDelay = 25;//CHANGE THIS VALUE FOR MORE OR LESS TIME BEFORE BOMB EXPLODE /////COUNTDOWN AREA////////////// _countdown = true; _maxSeconds = selectDelay; _seconds = 0; while {true} do { if(_countdown) then { systemChat format["COUNTDOWN: %1",_maxSeconds - _seconds]; //countdown in chat }; ////EXIT FROM LOOP AREA//// if (_seconds >= _maxSeconds) exitWith { _positionobj = getPosATL _mark; _randchance = floor(random 100);if (_randchance <= 30) then { call bombexp; }; if (_randchance <= 65 && _randchance > 31) then { cutText ["Bad mix your bomb fail", "PLAIN DOWN"]; }; if (_randchance <= 100 && _randchance > 66) then { cutText ["Something wrong with your bomb, it fail", "PLAIN DOWN"]; }; }; ///////////////////// _nul = [objNull, player, rSAY, "bomb",50] call RE;//REMOVE ME IF U DONT WANT SOUND TIMER _seconds = _seconds + 1; sleep 1; }; Link to comment Share on other sites More sharing options...
Joshyy Posted September 30, 2016 Report Share Posted September 30, 2016 7 hours ago, theduke said: not sure where you got donnovan from lol haha i meant to write Juandayz, i was talking to donnovan like 1 min before that post :D Thanks Juan i will try that juandayz 1 Link to comment Share on other sites More sharing options...
leegreaves Posted October 5, 2016 Report Share Posted October 5, 2016 Is this a server side or mission pbo sided script? *EDIT* Im doing it again...these bald headed blonde moments I have. I realise it must be mission pbo side due to the custom fn_selfactions edits to that file. Link to comment Share on other sites More sharing options...
juandayz Posted October 6, 2016 Author Report Share Posted October 6, 2016 yup, client side @leegreaves XD Link to comment Share on other sites More sharing options...
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