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Expherion

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Hello!!!

I need some help, does anyone have a Capture Point script that is functioning on 1.0.6?  The owner of the server desperately wants a Capture point style event where players must brawl for control over an area for around 10,15 minutes, then a crate spawns, granted players are in the vicinity, and if they are not in the vicinity, the crate is empty.  If someone is willing to share this script or has it for a reasonable price (keep in mind my organization is not for profit), then I would be highly appreciative and so would the community!!! Please help a fellow out!  

 

Thanks in advance!!! 

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@Expherion  here you got one that i wrote with @iben  for my deathmatch mod.

Thers no crate spawns at the end.. but you can add one very easy.  (Players wins money every 60 seconds for hold the position)

player_deathmatch_enter.sqf

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player_deathmatch_leave.sqf

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mission.sqm  (use this file to set a pos and ratio where this area is located)

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heres another variant that i wrote for nuclear wars.. wheres the script spawns waves of 3 enemy ai.

bandits.sqf

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  On 7/10/2017 at 11:07 PM, juandayz said:

@Expherion  here you got one that i wrote with @iben  for my deathmatch mod.

Thers no crate spawns at the end.. but you can add one very easy.  (Players wins money every 60 seconds for hold the position)

player_deathmatch_enter.sqf

  Reveal hidden contents

player_deathmatch_leave.sqf

  Reveal hidden contents

 

mission.sqm  (use this file to set a pos and ratio where this area is located)

  Reveal hidden contents

 

 

heres another variant that i wrote for nuclear wars.. wheres the script spawns waves of 3 enemy ai.

bandits.sqf

  Reveal hidden contents

 

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Is there a way to make this work when a certain epoch event is called?

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  On 7/11/2017 at 3:05 AM, Hooty said:

Is there a way to make this work when a certain epoch event is called?

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Yes just define a gloval variable as false in your custom variables.sqf and chang. e it by true with the event.. then put at top of the script a condition.. like waituntil {xvariable};

Or if (xvariable) then {};

 

 

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For example i use dynamics safezones in nuclear wars mod.  With the event spawn a trader AI. and in a custom player_traderCity.sqf at top i add this condition:

_playerPos = getPos player;
_neartrader = count nearestObjects [_playerPos, ["RU_Priest","Profiteer4"], 100] >0;

if (!_neartrader) exitWith{};

 

then if player enter to the safezone and thers no RU_Priest or Profiteer4..  thers no safezone script.  but when the event spawns the traders then the safezones are enabled.

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  On 7/11/2017 at 7:34 PM, juandayz said:

For example i use dynamics safezones in nuclear wars mod.  With the event spawn a trader AI. and in a custom player_traderCity.sqf at top i add this condition:

_playerPos = getPos player;
_neartrader = count nearestObjects [_playerPos, ["RU_Priest","Profiteer4"], 100] >0;

if (!_neartrader) exitWith{};

 

then if player enter to the safezone and thers no RU_Priest or Profiteer4..  thers no safezone script.  but when the event spawns the traders then the safezones are enabled.

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Would this work with a building as well I assume it would. 

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  On 7/11/2017 at 9:44 PM, juandayz said:
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so for test it i just need add a class sensor in my mission.sqm  for example in my phantera map:

class Item11
        {
            position[]={3807,0,7661};
            TRGDEF
            name="zonebf";
            expCond="(vehicle player) in thislist;";
            expActiv="zonebf = [] execVM ""scripts\capturePoint.sqf"";";
            expDesactiv="terminate zonebf;";
            
        };

 

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