kromka 40 Posted January 21, 2016 But nobody jumped out. You probably think about parachute. But this is cargo drop generated by script. It has nothing to do with crew or chopper. Share this post Link to post Share on other sites
barbolani 198 Posted January 21, 2016 Try to debug it and know if the chopper considers the first waypoint reached. Dropping the cargo don't prooves it, as it's code is waypoint independent. Because maybe your chopper is still trying to reach his first waypoint. Share this post Link to post Share on other sites
kromka 40 Posted January 21, 2016 @barbolani Chopper definitely reach first WP. To check it i use script distance2D and additionally expectedDestination When chopper reaches first WP coordinates of second WP are hinted properly until he arrives border of airfield. Only objects placed there are waypoints of another vehicles. But "expectedDestination" shows that choppers 2 WP in this moment are changed to some other values (always the same). Is it possible WP of one unit may interfers with other unit? Share this post Link to post Share on other sites
f2k sel 164 Posted January 21, 2016 Could it be detecting the enemy units and deciding to flee rather than engage or ignore. you could try making them dumber { _x disableAI "FSM"; _x disableAI "target"; _x disableAI "autotarget"; _x allowfleeing 0; } foreach crew vehiclename; . Share this post Link to post Share on other sites
kromka 40 Posted January 21, 2016 YES You are god of scripting :) It solves problem of changing course. Althought i am not sure why "civilian" retreats from east. But i will check it. Share this post Link to post Share on other sites
barbolani 198 Posted January 21, 2016 Oh yes, I had the same problem long time ago for fastroping. In Arma engine civvies dislike CSAT, can't remember the technical Word for that. Share this post Link to post Share on other sites
kromka 40 Posted January 22, 2016 _x disableAI "FSM";is not necessary because at some point it cause chopper just stops. It has still the same WP, but it doesn't fly forward anymore just hangs. Share this post Link to post Share on other sites
f2k sel 164 Posted January 22, 2016 strange it should only disable the danger routine, but being Arma strange things happen all the time. I found flyinheight was having the same effect now and again. Share this post Link to post Share on other sites
kromka 40 Posted February 22, 2016 Unfortunately I have another question. In MP I've placed couple of players. I want to add this selectable respawn menu. I know how to do it, i know how to prevent of choosing respawn first time, but I don't know how to make user don't appear in any respawn point but one the position which has been placed in editor. Is it possible? Maybe there is other approach? Regards. Share this post Link to post Share on other sites
kromka 40 Posted September 2, 2016 Long time gone... Quiet obvious (probably) problem: init.sqf: /***** PLAYERS *****/ slots = [slot, slot_1, slot_2, slot_3, slot_4, slot_5]; _handle = [slots] execVM "scripts\cleanNonFilledSlots.sqf"; waitUntil {scriptDone _handle}; gMasters = [gm_czarny]; { _x addBackpack "tf_rt1523g"; _x addCuratorEditableObjects [vehicles,true]; _x addCuratorEditableObjects [(allMissionObjects "Man"), false]; _x addCuratorEditableObjects [(allMissionObjects "Air"), true]; _x addCuratorEditableObjects [(allMissionObjects "Ammo"), false]; } forEach [zeus_czarny]; players = allPlayers; { null = [[_x], "guer"] execVM "scripts\setObjSide.sqf"; } forEach players; null = [fiaWeaponCrate, count allPlayers] execVM "scripts_specific\addFiaStuffToCrate.sqf"; if (isNil "jammingStarted") then { jammingStarted = false; }; addFiaStuffToCrate.sqf: private ["_crate", "_howManyPlayers"]; _crate = _this select 0; _howManyPlayers = 5; clearWeaponCargo _crate; clearItemCargo _crate; clearBackpackCargo _crate; clearMagazineCargo _crate; // clothes and containters // items _crate addItemCargo ["FirstAidKit", _howManyPlayers]; _crate addItemCargo ["ItemMap", _howManyPlayers]; _crate addItemCargo ["ItemCompass", _howManyPlayers]; _crate addItemCargo ["ItemWatch", _howManyPlayers]; _crate addItemCargo ["ItemRadio", _howManyPlayers]; _crate addItemCargo ["Medikit", 1]; _crate addItemCargo ["ToolKit", 1]; _crate addItemCargo ["tf_anprc152_2", _howManyPlayers]; Problem is any player sees modified crate on dedicated server. I've tries every configuration with isServer. I also added line null = [fiaWeaponCrate, count allPlayers] execVM "scripts_specific\addFiaStuffToCrate.sqf"; to initPlayerLocal. And nothing. I ran mission on dedicated and on local server (from eden) when I ran it from eden only me can use modified crate. Help. Share this post Link to post Share on other sites
davidoss 550 Posted September 2, 2016 You should use global command to add stuff to the box otherwise changes will be only visible for that client where script executed params ["_crate", ["_howManyPlayers",5]]; clearWeaponCargoGlobal _crate; clearItemCargoGlobal _crate; clearBackpackCargoGlobal _crate; clearMagazineCargoGlobal _crate; // clothes and containters // items _crate addItemCargoGlobal ["FirstAidKit", _howManyPlayers]; _crate addItemCargoGlobal ["ItemMap", _howManyPlayers]; _crate addItemCargoGlobal ["ItemCompass", _howManyPlayers]; _crate addItemCargoGlobal ["ItemWatch", _howManyPlayers]; _crate addItemCargoGlobal ["ItemRadio", _howManyPlayers]; _crate addItemCargoGlobal ["Medikit", 1]; _crate addItemCargoGlobal ["ToolKit", 1]; _crate addItemCargoGlobal ["tf_anprc152_2", _howManyPlayers]; Pozdrawiam.. Share this post Link to post Share on other sites
kromka 40 Posted September 2, 2016 Maaan, it works. Thank you! I need to check what is the purpose of adding non-global stuff. I am really curious. Regards Share this post Link to post Share on other sites
kromka 40 Posted September 6, 2016 Is any difference if I will initialize variable _var with "1" (integer) or "1.0" (float)? _var = 1 or _var = 1.0 Share this post Link to post Share on other sites
davidoss 550 Posted September 6, 2016 Place this in debug console in watch section and find out yourself _var1= 1; _var2= 1.0; _var1 isEqualTo _var2 Share this post Link to post Share on other sites
kromka 40 Posted September 6, 2016 I see "true". I've read somewhere that every Number in scripts is float, but I see it isn't mandatory to use always x.x format. I tried o find any info about it on https://community.bistudio.com/wikibut it is quiet hard, but it seems there is some implicit conversion to float. Am I right? Share this post Link to post Share on other sites
Tajin 348 Posted September 7, 2016 Wiki tells you everything you need to know if you know how to search: https://community.bistudio.com/wiki/Data_Types#Available_Types https://community.bistudio.com/wiki/Number#Integers_and_Floats Share this post Link to post Share on other sites
kromka 40 Posted November 17, 2019 Hi. After long time I need help once again. I create in init.sqf some variable: varA = objNull; In onPlayerRespawn.sqf I use it and pass to script: [varA] exeVM "myScript.sqf" In myScript.sqf I do something like this (if teleportTarget is already created: hint format["%1", _this select 0]; teleportTarget = _this select 0; fnc_addTeleport= { private _placePosition = ((getPosATL player) findEmptyPosition [1, 5, "Flag_Green_F"]); if(count _placePosition == 3) then { teleportTarget = "Flag_Green_F" createVehicle _placePosition; if(player == sideLeader) then { player removeAction idActionAddTeleport; idActionRemoveTeleport = player addAction actionRemoveTeleport; }; idActionTeleport = player addAction actionTeleport; }; }; ........... some piece of code .............. if(teleportTarget isEqualTo objNull) then { if(player == sideLeader) then { idActionAddTeleport = player addAction actionAddTeleport; }; } else { if(player == sideLeader) then { player removeAction idActionRemoveTeleport; idActionRemoveTeleport = player addAction actionRemoveTeleport; }; idActionTeleport = player addAction actionTeleport; }; Problem is whenever I call myScript.sqf teleportTarget is always null. I expect it shouldn't be null. I read that local vars are nullfied after script, but teleportTarget is global one. On the other side I can't do something like (_this select 0) = something. I recieve then some error. I would like to recieve something called in C++ "passing by reference" (variable state is remembered after exit of function). How to solve this? Share this post Link to post Share on other sites
killzone_kid 1326 Posted November 17, 2019 19 minutes ago, kromka said: varA = objNull; 19 minutes ago, kromka said: [varA] exeVM "myScript.sqf" since varA is always objNull, it is quite logical your 20 minutes ago, kromka said: teleportTarget = _this select 0; will also always be objNull Share this post Link to post Share on other sites
kromka 40 Posted November 17, 2019 init.sqf is done only once on the beginning of the mission. Then if it is null, player who is sideLeader if(teleportTarget isEqualTo objNull) then { if(player == sideLeader) then { idActionAddTeleport = player addAction actionAddTeleport; }; } has possibility to create an object which is assigned to teleportTarget fnc_addTeleport= { private _placePosition = ((getPosATL player) findEmptyPosition [1, 5, "Flag_Green_F"]); if(count _placePosition == 3) then { teleportTarget = "Flag_Green_F" createVehicle _placePosition; //here is creation if(player == sideLeader) then { player removeAction idActionAddTeleport; idActionRemoveTeleport = player addAction actionRemoveTeleport; }; idActionTeleport = player addAction actionTeleport; }; }; Now teleportTarget is not a null. And I would like to do somehow varA assigned to teleportTarget also should contain element "Flag_Green_F". I would like to do something like this: C++ code int main() { int a = 3; someFunc(a); //now "a" is 4 not 3 because "a" was send to someFunc as a reference return 0; } void someFunc(int& param) { param++; } Sorry for other language code but it explain exactly what i would like to achieve. Share this post Link to post Share on other sites
killzone_kid 1326 Posted November 17, 2019 sideLeader is not a command, so if it is undefined your code that is followed will be ignored. Also will possibly throw undefined error. You do have errors enabled, right? if you want to pass something by reference, put it in array and then modify array with set command 1 Share this post Link to post Share on other sites
kromka 40 Posted November 17, 2019 I dont have any errors. sideLeader is in ........... some piece of code .............. which I've omitted to simplify this example. My apologies if this misleaded you. I will check this passing using array. It may solve all my problems. Share this post Link to post Share on other sites
kromka 40 Posted November 17, 2019 @killzone_kid Thank you. Your suggestion about array works just like i needed. Now I see something very weird. When I run mission as MP in Eden, I can place and remove object as expected, but after respawn (from menu) when I point on my body, menu action is multiplied? When I move head to other direction this multiplication dissapears. Why? This is package with the whole script. It is rather simple one: it just adds to the leader possibility to add/remove teleport mast (green flag) and to all players possibility to teleport from red flag to this mast. teleportToFlag Share this post Link to post Share on other sites
killzone_kid 1326 Posted November 17, 2019 I can’t see the code, but if you added action to player it will not magically get removed just because you died, so when you look at your body it will show it to you. Add removeAllActions corpse on respawn or on death Share this post Link to post Share on other sites
kromka 40 Posted November 17, 2019 I don't know why Dropbox prevents displaing content. Anyway it is downloadable. Earlier I've tried to remove all actions but it changes nothing. I've add to first line of onPlayerRespawn.sqf "removeAllActions player;" (script is called on secong line) but it also changes nothing. How it is even possible to see menu from my corpse because of watching at it? Is it intentional or is it bug? Share this post Link to post Share on other sites
pierremgi 4739 Posted November 18, 2019 Not removeAllActions player, but removeAllActions (_this select 1); See argument parameters here. Share this post Link to post Share on other sites