AdirB
Member-
Content Count
236 -
Joined
-
Last visited
-
Medals
Everything posted by AdirB
-
Players not always getting their gear
AdirB replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I need to remove the call from the first line? It suppose to be like this? fnc_bgs = compile preprocessFile "bgs.sqf" -
Players not always getting their gear
AdirB replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! Where do I use the call functions? In the unit's init or maybe in initplayerloca? -
Players not always getting their gear
AdirB replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I never used this before, can you please confirm that it's correct? [unit name,"faction","role"] call compile preprocessFile "bgs.sqf"; -
Players not always getting their gear
AdirB replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I get this error That's the script _delay = 5; waitUntil { !isNull player }; sleep _delay; switch (player) do { case PLT_leader: {[player,"BLUEFOR","PLTL"]execVM "mission_scripts\gear_script\bgs.sqf";}; case PLT_rto: {[player,"BLUEFOR","RTO"]execVM "mission_scripts\gear_script\bgs.sqf";}; case PLT_medic: {[player,"BLUEFOR","PLTMEDIC"]execVM "mission_scripts\gear_script\bgs.sqf";}; case FTL_alpha: {[player,"BLUEFOR","FTL"]execVM "mission_scripts\gear_script\bgs.sqf";}; case RTO_alpha: {[player,"BLUEFOR","RTO"]execVM "mission_scripts\gear_script\bgs.sqf";}; case RIFLEMAN_alpha: {[player,"BLUEFOR","RIFLEMAN"]execVM "mission_scripts\gear_script\bgs.sqf";}; case ATRIFLEMAN_alpha: {[player,"BLUEFOR","ATRIFLEMAN"]execVM "mission_scripts\gear_script\bgs.sqf";}; case MEDIC_alpha: {[player,"BLUEFOR","FTMEDIC"]execVM "mission_scripts\gear_script\bgs.sqf";}; case MG_alpha: {[player,"BLUEFOR","MG"]execVM "mission_scripts\gear_script\bgs.sqf";}; case FTL_bravo: {[player,"BLUEFOR","FTL"]execVM "mission_scripts\gear_script\bgs.sqf";}; case RTO_bravo: {[player,"BLUEFOR","RTO"]execVM "mission_scripts\gear_script\bgs.sqf";}; case RIFLEMAN_bravo: {[player,"BLUEFOR","RIFLEMAN"]execVM "mission_scripts\gear_script\bgs.sqf";}; case ATRIFLEMAN_bravo: {[player,"BLUEFOR","ATRIFLEMAN"]execVM "mission_scripts\gear_script\bgs.sqf";}; case MEDIC_bravo: {[player,"BLUEFOR","FTMEDIC"]execVM "mission_scripts\gear_script\bgs.sqf";}; case MG_bravo: {[player,"BLUEFOR","MG"]execVM "mission_scripts\gear_script\bgs.sqf";}; case FTL_charlie: {[player,"BLUEFOR","FTL"]execVM "mission_scripts\gear_script\bgs.sqf";}; case RTO_charlie: {[player,"BLUEFOR","RTO"]execVM "mission_scripts\gear_script\bgs.sqf";}; case RIFLEMAN_charlie: {[player,"BLUEFOR","RIFLEMAN"]execVM "mission_scripts\gear_script\bgs.sqf";}; case ATRIFLEMAN_charlie: {[player,"BLUEFOR","ATRIFLEMAN"]execVM "mission_scripts\gear_script\bgs.sqf";}; case MEDIC_charlie: {[player,"BLUEFOR","FTMEDIC"]execVM "mission_scripts\gear_script\bgs.sqf";}; case MG_charlie: {[player,"BLUEFOR","MG"]execVM "mission_scripts\gear_script\bgs.sqf";}; case Reserve_1: {[player,"BLUEFOR","RIFLEMAN"]execVM "mission_scripts\gear_script\bgs.sqf";}; case Reserve_2: {[player,"BLUEFOR","RIFLEMAN"]execVM "mission_scripts\gear_script\bgs.sqf";}; case Reserve_3: {[player,"BLUEFOR","RIFLEMAN"]execVM "mission_scripts\gear_script\bgs.sqf";}; case Reserve_4: {[player,"BLUEFOR","RIFLEMAN"]execVM "mission_scripts\gear_script\bgs.sqf";}; case Pilot_1: {[player,"BLUEFOR","PILOT"]execVM "mission_scripts\gear_script\bgs.sqf";}; case Pilot_2: {[player,"BLUEFOR","PILOT"]execVM "mission_scripts\gear_script\bgs.sqf";}; case Pilot_3: {[player,"BLUEFOR","PILOT"]execVM "mission_scripts\gear_script\bgs.sqf";}; case Pilot_4: {[player,"BLUEFOR","PILOT"]execVM "mission_scripts\gear_script\bgs.sqf";}; }; PLT_leader is defined, I triple checked it. -
Players not always getting their gear
AdirB replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't really know what JIP is but the bug happens when theres alot of players and it happens to players who are joining in the middle of the game or to players who are reconnecting. Edit: oh JIP is Join In Progress lol Instead of the proper gear they only get their helmets and their primary weapons. Which also comes from the script and its kinda weird too. -
Hello, I'm trying to create a script that only works if the player name is equal to the player name caught before. if ((typeOf player) isEqualTo 'uns_US_1ID_PL' || (typeOf player) isEqualTo 'uns_US_1ID_RTO' || (typeOf player) isEqualTo 'uns_US_1ID_SL') then{ deleteVehicle intel1; deleteVehicle intel2; deleteVehicle intel3; table addAction ["Place Intel", "mission_scripts\intel\placeIntel.sqf"]; activatedPlayer = _this select 1; hint format ["%1 took the intel",name activatedPlayer]; }else{ hint "Only commanders or radio operators can take the intel!" }; if ((typeOf player) isEqualTo 'uns_US_1ID_PL' || (typeOf player) isEqualTo 'uns_US_1ID_RTO' || (typeOf player) isEqualTo 'uns_US_1ID_SL') then{ deleteVehicle intel1; deleteVehicle intel2; deleteVehicle intel3; table addAction ["Place Intel", "mission_scripts\intel\placeIntel.sqf"]; activatedPlayer = _this select 1; hint format ["%1 took the intel",name activatedPlayer]; }else{ hint "Only commanders or radio operators can take the intel!" }; placeIntel.sqf if (activatedPlayer isEqualTo name activatedPlayer) then{ _newObject = createVehicle ['Intel_File1_F', [4972.57,2999.52,2.71797e-005], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [4972.58,2999.51,2.58749]; _newObject setVectorDirAndUp [[0,0.999988,0.00497941], [-0.00248975,-0.0049794,0.999985]]; _newObject enableSimulation false; _newObject = createVehicle ['Land_Map_F', [4972.75,2999.56,0.0118964], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [4972.75,2999.56,2.60002]; _newObject setVectorDirAndUp [[0,1,0], [0,0,1]]; _newObject enableSimulation false; _newObject = createVehicle ['Land_Document_01_F', [4972.9,2999.43,-0.000119925], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [4972.9,2999.43,2.58774]; _newObject setVectorDirAndUp [[0.441818,0.897088,0.00556706], [-0.00248975,-0.0049794,0.999985]]; _newObject enableSimulation false; hint "Intel is given to the HQ" }else{ hint "Move back and let the person who took the intel to place it" }; When activating the placeIntel.sqf script it returns me the else. What have I done wrong?
-
Someone?
-
if ((typeOf player) isEqualTo 'uns_US_1ID_PL' || (typeOf player) isEqualTo 'uns_US_1ID_RTO' || (typeOf player) isEqualTo 'uns_US_1ID_SL') then{ deleteVehicle intel1; deleteVehicle intel2; deleteVehicle intel3; table addAction ["Place Intel", "mission_scripts\intel\placeIntel.sqf"]; ActivatedBy=[]; activatedPlayer = _this select 1; ActivatedBy = ActivatedBy + activatedPlayer; hint format ["%1 took the intel",name activatedPlayer]; }else{ hint "Only commanders or radio operators can take the intel!" };
-
Right, then how can I check if activatedPlayer is equal to the players that activating placeIntel.sqf ?
-
I get "Adir took the intel", Adir is my name. I call the script via another script that adds the addActions, and this script is executed from the init.sqf.
-
Sure, a link can be found in your inbox.
-
Hello, I've placed a helicopter and crew into it, then placed some waypoints, I noticed that the helicopter is flying too hight. I tried add flyInHeight to it but it didn't work, the helicopter keeps flying at the same height as before. _newGroup = createGroup west; huey = createVehicle ['uns_UH1D_m60', [5003.04,2815.03,-0.0327282], [], 0, 'CAN_COLLIDE']; createVehicleCrew huey; (crew huey) join _newGroup; huey setDir 270.248; huey setFormDir 270.248; huey setPosASL [5003.04,2815.03,2.15442]; huey flyInHeight 130; _newGroup setFormation 'WEDGE'; _newGroup setCombatMode 'YELLOW'; _newGroup setBehaviour 'AWARE'; _newGroup setSpeedMode 'FULL'; _newWaypoint = _newGroup addWaypoint [[3951.13,2740.73,60.0124], 0]; _newWaypoint setWaypointType 'MOVE'; _newWaypoint = _newGroup addWaypoint [[2925.31,2624.3,42.4365], 0]; _newWaypoint setWaypointType 'MOVE'; _newWaypoint = _newGroup addWaypoint [[2223.6,2457.53,59.2037], 0]; _newWaypoint setWaypointType 'MOVE'; _newWaypoint = _newGroup addWaypoint [[2061.34,1288.5,76.865], 0]; _newWaypoint setWaypointType 'MOVE'; _newWaypoint = _newGroup addWaypoint [[879.747,2052.24,-2.28882e-005], 0]; _newWaypoint setWaypointType 'MOVE';
-
I tried it again. He still flies very high.. I don't know what is going on.
-
I call the script by a trigger spwaned in a script yes, I "told" the trigger to wait till the helicopter is in the trigger.
-
The variable have to be local? I'm asking because I'm using it in other file too.
-
It's just the same as the first script I sent in the OP so I just need to set the Z parameter?
-
He still flies very high, he gets to 400 meters. Also the helicopter started with the engine above ground.
-
Thanks for your response! I get this error when running the script after replacing the lines. I have no idea what it means.
-
Hello, I got dancing animations working for AI with adding disableAI "ANIM" to the init of the unit. Obviously, it doesn't work on players. So I need a replacement for disableAI. Is there anything like? Thanks! :)
-
dance.sqf player switchMove "ActsPercMstpSnonWnonDnon_DancingStefan" init.sqf player addAction ["Dance", "dance.sqf"]; If I try it this way, the player will not do the animation.
-
I'm trying to make the dancing animation from this mod (http://www.armaholic.com/page.php?id=29043) to work. At start they didn't work, when trying to run the animation all the unit did is pulling out his weapon. So someone told me that if I run disableAI "ANIM" in the unit it will work, and so it is. But I can't run disableAI for players since they are players and not AI, so I can't stop the weapon animation of a unit controlled by a player.
-
I understand that sarcasm is your thing but if you have nothing helpful to say, then just don't. What's exactly wrong with the question? If I don't disableAI the animation I'm trying to run won't work. disableAI works only on AIs so I need something to disable the animation of the player unit, to make my animation work.
-
Hello! :D I'm trying to make a suicide bomber script. The suicide bomber will start shouting and then blow himself. I defined a distance that the player have to be near the suicide bomber. But it doesn't work, I obviously did something wrong. I'd apperciate it if you guys tell me what's that. :) _nearestdist=15; { _dist = vehicle _x distance sb1; if (isPlayer _x and _dist < _nearestdist) then { nul = [sb1,"sbshout"] call fn_netSay3D; sleep 1; "Bo_GBU12_LGB" createVehicle (getPos "sb1"); }; }
-
init: http://pastebin.com/96jhRDkc script: http://pastebin.com/cRvGRDzA