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    • Sorry about that. I'll try to be more careful on the futur!   Thanks both of you but ZaellixA i'm not sure to understand. You want me to change the code like this : [ puitdevin, "<t color='#00FF00'>SEARCH</t>", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_requestleadership_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_requestleadership_ca.paa", "_caller distance _target < 3", "_caller distance _target < 3", {}, {}, { [_this select 1] execVM "randompuits.sqf"; [(_this select 0),(_this select 2)] remoteExec ["bis_fnc_holdActionRemove",[0,-2] select isDedicated,true]; }, {}, [], 2, 0, true, false ] call BIS_fnc_holdActionAdd;   Is that it ? But how is it helping my execVM problem ?
    • I put the same mission file on another server with same modpack, and it worked fine, i did not leave it on for hours though, but i am having a hard time grasping wtf is happening.

      Also the server that went down running bulwarks a long time ago, i realized it might have been on the exact same server as the one that went down yesterday. If this is correct, that would mean the issue is exclusive to this machine somehow :S
    • Yes, good catch... _this is the caller only at the first condition (start condition). 
    • Another update for the experimental build of the Nimitz:   2020-05-27 scripts - use CBA keyhandler for launch (ctrl-l lower launchbar and shift-ctrl-l for salute) - transition launch process to events, see Scripting the Nimitz google doc - reduce debug output for landing statistics 2020-05-23 scripts, config - remove debug message for c1shuttlestart - fix sidewalk texture in hangar - fix dimensions missing for AA assets   The transition to the event based launch system is described in Scripting the Nimitz, https://docs.google.com/document/d/1duUuO-0xLfjT57EidFdM6__GaNjChdp-HBV7xv2laqs/edit?usp=sharing   Quote from there:   The new event based launch As of late May 2020 a new launch system for the catapults was scripted, using scripted event handlers. This allows mission makers with scripting knowledge to tie in their own code in the launch sequence. Currently the following events are available: "ttt_nimitz_lowerLaunchbar" - initiated by ctrl-l (lower launchbar) on the catapult "ttt_nimitz_launchPlane" - initiated ctrl-shift-l (salute) on the catapult "ttt_nimitz_planeReadyForLaunch" - called from fn_launchCrew2.sqf when the cat crew is ready "ttt_nimitz_planeLaunching" - called from fn_launchPlane.sqf when the shooter has played his animation and the plane is catapulted "ttt_nimitz_planeLaunched" - called from fn_launchPlane.sqf when the plane is airborne The events ttt_nimitz_lowerLaunchbar and ttt_nimitz_launchPlane are triggered by CBA key events (ctrl-l and ctrl-shift-l by default). A scripted event handler can be used on these events, for example to display Yanko’s weight board: [_nimitz, "ttt_nimitz_planeReadyForLaunch", {(_this # 1) spawn Yanko_fnc_calcWeight;}] call BIS_fnc_addScriptedEventHandler; There are three arguments passed to each event script: params ["_catName", "_plane", "_nimspots"]; If you need to access the carrier object itself, it’s available via private _carrier = _nimspots getVariable "TTT_NimitzParent"; The function fn_catEventsInit.sqf defines all the regular event scripts for launching a plane. If you want to extend the launching process, let me know and I can provide some pointers how to do it.   Cheers,