sirbeni

Exile Nuke Script

33 posts in this topic

Do you need help porting it to Exile? How far have you gotten? Have you tried at all?

Edited by InsertCoins

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{_x setdamage 1} forEach (nearestObjects [(getpos player), [], 1000]);

done ;)

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But seriously though it works the same way, lol but you need (without having to add their vehicles.)

OnPlayerRespawn.sqf (root mpmission)

if((getPlayerUID player) in ["xxx","xxx"]) then {
	nuke_addaction = player addaction ["!!!NUKE!!!","nuke\nuke.sqf"];
};

I don't know if this works, but heh, worth a shot!

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Yes i need help to porting it to Exile.
thx for the answers.
My trigger:

if (daytime == 5) then
{
    execVM "nuke\nuke.sqf";
    playMusic "nuke";
};

I´m noob :-)

Edited by sirbeni

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3 hours ago, sirbeni said:

Yes i need help to porting it to Exile.
thx for the answers.
My trigger:

if (daytime == 5) then
{
    execVM "nuke\nuke.sqf";
    playMusic "nuke";
};

I´m noob :-)

What exactly are you trying to do here?? lol what do you want your end results to be (don't just say "make the nuke go off")

Edited by †RiH† StokesMagee
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Think he wants a nuke to go of every time the server reaches daytime 5.

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Yo exactly @InsertCoins  :victory:

server starttime (ingame) is 4 am

start the nuke on 5 am and explode one time, without any player actions
in my mission init.sqf load the addon

[] execVM "Nuke\init.sqf";

In Nuke Init.sqf some descriptions zone, place...
in defines.hpp sound class ( looked @Fallingsheep Blowout Script*g*)
Thats the dream but nothing happens

I take the script from armaholic by
Moerderhoschi

no rpt error so far
thx for your help
 

Edited by sirbeni

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you could use:

waitUntil {daytime == 5};

 

Edited by †RiH† StokesMagee
typo
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nuke ey.... i like it! i will have a mess around with it and see what i can do :)

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