YAY!! I usually just make those mistakes cos I'm daft and then spend two hours looking over the code only to find I missed a bloody comma :p .. Cut and paste are not your friend in this field :D
Origins has its own lock unlock code. Houses use the players UID and the stronghold uses the code pad. One stores the code in the database CharacterID field and the other in the hitpoints field. You will need to rewrite the origins code in the servers system monitor sqf, the origins files in the...
profilenamespace setvariable["player_DeathTimeTick",15]; //don't forget the closing "
saveprofilenamespace;
To retrieve that variable just use this: (ShootingBlanks, you missed a closing quote on both examples)
player_DeathTimeTick = profilenamespace getvariable "player_DeathTimeTick";
If...
Yeah at the moment I use the while loop but it just feels too duct-tape'y to me , if you know what I mean. The building is definitely being picked up by the cursor , I've got a debug that shows anything I'm looking at and even without admin tools it shows the building name.
Good old Arma...
Edit: I'm running Epoch Origins Lingor . I saw another post that mentioned the issue might be related to Epoch!
Earlier today I noticed that if as an admin I pressed key 1 (which is unlock vehicle) inside a Land_MBG_Police_Station, I would get the option to open and close all the doors that...
I used to do this on my old server:
Make a mission for bandits to help bandit AI defend a base.
When bandits enter the area they are set to Captive, so the AI don't shoot them.
If the player bandit try to cheat and kill any of the AI , the kill script would switch off the setCaptive (muhaha)...
This is a great feature for low populated servers that are just starting up (like mine). You obviously get players that really want to be bandits, but don't get the opportunity to gain negative humanity due to limited victims :p . So this new addition to my server has really changed the...
Thank you. I learnt something new today, I mean this has really helped me understand a lot. Can't thank you enough for being cool with your replies and helping me learn something along the way :) I owe you one :)
I think something is borked . since playing around with these namespaces etc , I notice that the DZMS config file isn't being called anymore. The AI have rocket launchers , which I've disabled in the config. So I'm just going through trying to figure out what has broken. I've gone right back to...
This isn't working. I've tried a variant of it using just the switch and keeping the default score function for both. But it doesn't effect the humanity at all (doesn't add / change it). I'm going to play with it again tonight when my server is empty. I'll let you know if I find the reason .
Yeah, I was just being lazy with my reply. Anyway, can't thank you enough for helping me get my head around this. I'm learning something new everyday thanks to people like yourself. Cheers :D
By their faction, if you mean the players faction, then yes , spot on :)
So if i'm getting this right. I can set :
player setVariable ["myFaction","BANDITS"];
Then on the serverside in the AI is killed script I could use:
player getVariable "myFaction";
Is that what you're saying? I'm...
Inkko, I have a question that you might know the answer to.
I have a profilenamespace for factions and I'd I can alter the humanity for zed kills using this, by having the localeventkill sqf in the mission pbo and running locally. However, I want to have this same profilenamespace variable...
Thanks for that , that's pretty much what I did as well (but your code feels like it know what its doing more than mine does). Thanks again for your help, haven't tried it yet as we chucked the project for now and settled for a faction based scoring system instead. As a new player you choose...
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