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Thread: INVADE & ANNEX - Mission changelog commentary thread

  1. #11
    Admin   mOOnster's Avatar
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    1. I havent had time for the MASH yet its an easy copy and paste manouver, I'm getting good at that. There is some bug in the teleporting, I think the original creator was going to use the same function for another feature, it has worked a couple of times, i'v added a few quadbikes meanwhile. The teleporting and the revive script is the same script "=BTC= revive" and atleast now the revive works flawless. Accept for points for reviving but thats multiple script working together.
    2. The menu on the map. Press 'M' and u shall find.
    3. Its shite right now if you ask me.
    4. I have tried to give the pilots a decent gun. However the restriction is linked to the slot of the primary weapon all weapons accept pistol and rocket launchers are using the same slot. I'll try to find a work around.



  2. #12
    NiF.Member Bobby t Bruce's Avatar
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    Really like the changes Daniel. Especially the mounted guns on the choppers. They're not supposed to be anti infantry weapons. They're for soft vehicles and providing suppression so your troops can move into an area safely.

    Glad to see you have a regular population on the server. The way you are managing it will only help it get bigger and more successful. Maybe we'll have enough regulars to start large scale missions soon
    NiF. Nukem: i like running people over and beating up hookers
    NiF. Nukem: hurry da fuck up mofo, tyria aint gonna save its cunting self is it

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    mOOnster (14-05-2014)

  4. #13
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    Many thanks for the info, and thanks again for this big update. I've seen this kind of weaponry restriction script somewhere, it should just strip weapon from certain player class if it's in the restricted list and equipped - I'll look into it this weekend

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    mOOnster (14-05-2014)

  6. #14
    Admin   mOOnster's Avatar
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    This is the script I'm currently using. If I could do it as with the rocket launcher and sniper restriction but instead of "may have" change it to "may not have" it should be a peace of cake but my coding (copy and paste) dont know the difference between "may" and "may not".

    Code:
    /* 
    
    Author: wildw1ng
    Contributor: Quiksilver 
    Editor: mOOnster
    Editor2: your name here
    
    Quiksilver notes: 
    
    	The more restrictions, the more performance-costly, as it is monitoring constantly whether players have weapons they shouldn't have.
    	Item restrictions (explosives, rangefinders, uav terminals, etc.) have to be considered in a different manner. As of ArmA 1.16, don't bother trying to restrict 
    	items using the below setup, it doesn't work.
    	
    _________________________________________________*/
    
    #define AT_MSG "Only AT/AA soldiers are trained to use rocket launchers. Rocket launcher removed."
    #define SNIPER_MSG "Only snipers are trained with this caliber weapon. Sniper rifle removed."
    #define PILOT_MSG "Pilots may use side arms only. Primary weapon removed."
    
    [] spawn {
    	while { true } do {
    	
    		//------------------------------------- Pilots restriction
    		
     		if ((!(primaryWeapon player == "") && (typeOf player == "B_Helipilot_F")) || (!(primaryWeapon player == "") && (typeOf player == "O_helipilot_F")) || (!(primaryWeapon player == "") && (typeOf player == "I_helipilot_F"))) then
    		{
    			player removeWeapon (primaryWeapon player);
    			{player removeMagazine _x} forEach magazines player;
    			{player addMagazine "11Rnd_45ACP_Mag"} forEach [1,2,3,4,5];
    			player addweapon "hgun_Pistol_heavy_01_MRD_F";
    			titleText [PILOT_MSG, "PLAIN", 3];
    		};
    		
    		//------------------------------------- Rocket launchers restriction
    		
    		if ((player hasWeapon "launch_NLAW_F") || (player hasWeapon "launch_RPG32_F") || (player hasWeapon "launch_B_Titan_F") || (player hasWeapon "launch_O_Titan_F") || (player hasWeapon "launch_I_Titan_F") || (player hasWeapon "launch_B_Titan_short_F") || (player hasWeapon "launch_O_Titan_short_F") || (player hasWeapon "launch_I_Titan_short_F")) then
    		{
    			if ((playerSide == west && typeOf player != "B_soldier_LAT_F") AND (playerSide == west && typeOf player != "B_soldier_AA_F") || (playerside == east && typeOf player != "O_soldier_LAT_F") AND (playerside == east && typeOf player != "O_soldier_AA_F") || (playerside == resistance && typeOf player != "I_soldier_LAT_F") AND (playerside == resistance && typeOf player != "I_soldier_AA_F")) then
    			{
    				player removeWeapon "launch_NLAW_F";
    				player removeWeapon "launch_RPG32_F";
    				player removeWeapon "launch_B_Titan_F";
    				player removeWeapon "launch_O_Titan_F";
    				player removeWeapon "launch_I_Titan_F";
    				player removeWeapon "launch_B_Titan_short_F";
    				player removeWeapon "launch_O_Titan_short_F";
    				player removeWeapon "launch_I_Titan_short_F";
    				titleText [AT_MSG, "PLAIN", 3];
    			};
    		};
    		
    		//------------------------------------- Sniper rifles restriction
    		
    		if ((player hasWeapon "srifle_GM6_F") || (player hasWeapon "srifle_GM6_LRPS_F") || (player hasWeapon "srifle_LRR_F") || (player hasWeapon "srifle_GM6_SOS_F") || (player hasWeapon "srifle_LRR_LRPS_F") || (player hasWeapon "srifle_LRR_SOS_F")) then
    		{
    			if ((playerSide == west && typeOf player != "B_sniper_F") || (playerside == east && typeOf player != "O_sniper_F")) then
    			{
    				player removeWeapon "srifle_GM6_F";
    				player removeWeapon "srifle_GM6_LRPS_F";
    				player removeWeapon "srifle_GM6_SOS_F";
    				player removeWeapon "srifle_LRR_F";
    				player removeWeapon "srifle_LRR_LRPS_F";
    				player removeWeapon "srifle_LRR_SOS_F";
    				titleText [SNIPER_MSG, "PLAIN", 3];
    			};
    		};
    		sleep 5;
    	} forEach playableUnits;	// original: foreach allUnits;
    };



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  8. #15
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    Quote Originally Posted by mOOnster View Post
    This is the script I'm currently using. If I could do it as with the rocket launcher and sniper restriction but instead of "may have" change it to "may not have" it should be a peace of cake but my coding (copy and paste) dont know the difference between "may" and "may not".
    On it, this gonna need a little work, yet still possible - should be ready in 2-3 days, depends on how much free time I'll have

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    Yesh, figured it out, was simple as hell. Have just tested it, code is sent to your PM, Dan

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    Happy MOOSE (18-05-2014), mOOnster (18-05-2014)

  12. #17
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    Thank you

    I'll add it with the next update
    Last edited by mOOnster; 18-05-2014 at 01:23 PM.



  13. #18
    C L    Happy MOOSE's Avatar
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    New version is grate and so is the latest Arma update. It seems to have solved our problem with players not finding the server, so we now have plenty of players on again
    Only problem is the restriction of the machineguns to autorifleman. It means I have to learn not to spray again ;(
    It's open season for MOOSE !

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