Thanks for the suggestions :)
After more fooling around with the script, I discovered my problem was a timing issue and I was trying to look at the zombie kills a little too soon after log in.
I added a 1 second delay to the script and all is good.
I want to add a script to my server that will set some variables, based on the number of Zombie Kills the player has. I'm using the line of code from my custom debug monitor to retrieve the number of zombies killed.
Here's what I've been trying ...
I've been using this script for a while to illuminate a base. I decided to write a "light switch" script that would allow players to turn the tower lights on and off.
The script works, and when the switch is turned on, players in the base see the lights come on.
The problem I have is when...
I have a script that I need to execute from my Mission File, init.sqf, once the player is in-game properly (not before).
I currently have a timer set up to create a delay after log-in, before the script runs.
The problem I have is that the time varies from log-on until the player is in-game...
I'm looking for a way to have players revert to the server's starting load out every time they log in.
In other words, if they log out, or go into the lobby and log back in, their current inventory is wiped and they have the starting load out again.
Any one know how to do this?
Any help is...
I have several Sensors on my server.
Until now, when the player exits the Sensor area , the script that was triggered by the Sensor terminates and all is well.
Now I need a way to terminate a different script when the player leaves the Sensor.
I've been trying to add the Terminate command...
I've had a lot of fun with this script and used it in a couple of server events :)
I've been looking for a way to get an AI helicopter "taxi" service working.
I tried modifying Axeman's AI bus route, but I couldn't figure out how to get the helicopter to land at the stops.
So, I've fooled...
I'm working on a script that requires the player to be wearing an ALICE pack.
I know how to check for inventory and tool belt items and weapons ...
if ("PartWoodPile" in magazines player) then {
if ("ItemKnife" in items player) then {
But I can't figure out how to check to see if the player...
In the SAR_config.sqf file, find this ...
// default values for dynamic grid spawning
// -----------------------------------------------
// maximum number of groups / grid
SAR_max_grps_bandits = 1;
SAR_max_grps_soldiers = 1;
SAR_max_grps_survivors = 1;
// chance for a group to spawn (1-100)...
Well ... I finally got it to work :)
Turns out if I assign the value of playerCredits to another variable in the self actions script, and work with the new variable instead of playerCredits, it works like a charm.
I guess this is like re-initializing or refreshing the variable value ... or...
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