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onPlayerRespawn.sqf and InitPlayerLocal.sqf not firing
remasters replied to remasters's topic in ARMA 3 - MISSION EDITING & SCRIPTING
intersetingly this works in the "initPlayerLocal.sqf" but not with "onPlayerRespawn.sqf" if ((!isServer) && (player != player)) then { waitUntil {player == player}; }; _plyr = _this select 0; _plyr enableFatigue false; _plyr enableStamina false; _plyr moveInCargo boat_00; I actually think "onPlayerRespawn.sqf" isn't working, possibly a bug in the linux version. -
onPlayerRespawn.sqf and InitPlayerLocal.sqf not firing
remasters replied to remasters's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks 7erra I was just using "moveInCargo" to test If the script is working however I think you may have something regarding the original problem with "enableFatigue" -
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onPlayerRespawn.sqf and InitPlayerLocal.sqf not firing
remasters replied to remasters's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the reply. I've just tried this and it had no effect, I did actually try something similar before but used "_plyr = _this select 0; " to set the var instead of " _plyr == _this select 0; " out of interest, why did you use "==" instead of just "=" ? I'm wondering If the script not firing has something to do with the contents of my dexcription.ext but can't see anything. https://github.com/remasters3/arma3-old/blob/master/hostileaf.malden/description.ext -
onPlayerRespawn.sqf and InitPlayerLocal.sqf not firing
remasters posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello I've been trying to troubleshoot an issue I've had for a long time implementing these settings on my mp mission after a player repawns: player enableFatigue false; player enableStamina false; I have it on the init.sqf and it works fine untill the player respawns (whcih is expected) so going on advice on this forum I've added a "onPlayerRespawn.sqf" and added if ((!isServer) && (player != player)) then { waitUntil {player == player}; }; player enableFatigue false; player enableStamina false; player moveInCargo boat_00; I added " player moveInCargo boat_00;" later to test if the script is firing on respawn, it doesn't apear to be. I added another file "InitPlayerLocal.sqf" with the same line at the end, it doesnt apear to fire either. This source for the mission is here, I run this on a dedicated server. https://github.com/remasters3/arma3-old/tree/master/hostileaf.malden Can anyone spot what I'm doing wrong? Many thanks, -
I have a small CentOS based dedicated server which I run Arma3 on to play my own missons with friends. So far I have continuous integration setup to help me deploy any missions changes, it's a method I'm sure most people on this forum will be familiar with. It would be really nice to have a linux based tool to compile the pbo so I only had to commit the scipt changes to git. Currently I compile the pbo on my windows PC and commit that to git as well as the scripts.
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Zombies & Demons 5.0
remasters replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello All, I can load this mod on my dedicated linux server however when I try to load a mission it fails with this: 20:19:50 Warning Message: mpmissions\__cur_mp.Stratis\mission.sqm/Mission/Entities/Item150.type: Vehicle class RyanZM_ModuleSpawn no longer exists 20:19:50 Warning Message: mpmissions\__cur_mp.Stratis\mission.sqm/Mission/Entities/Item151.type: Vehicle class RyanZM_ModuleSpawn no longer exists 20:19:50 Warning Message: mpmissions\__cur_mp.Stratis\mission.sqm/Mission/Entities/Item152.type: Vehicle class RyanZM_ModuleSpawn no longer exists 20:19:50 Warning Message: mpmissions\__cur_mp.Stratis\mission.sqm/Mission/Entities/Item153.type: Vehicle class RyanZM_ModuleSpawn no longer exists 20:19:50 Warning Message: mpmissions\__cur_mp.Stratis\mission.sqm/Mission/Entities/Item154.type: Vehicle class RyanZM_ModuleSpawn no longer exists 20:19:50 Warning Message: mpmissions\__cur_mp.Stratis\mission.sqm/Mission/Entities/Item155.type: Vehicle class RyanZM_ModuleSpawn no longer exists 20:19:50 Missing addons detected: 20:19:50 ryanzombiesfunctions Looks like a path issue with "\" rather than "/" ? I know the mod has loaded because one it shows in the server list and two it shows in the server console: 20:29:50 Game Port: 2302, Steam Query Port: 2303 20:29:50 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303 20:29:50 Version: 2 20:29:50 GlobalFlags: 0 20:29:50 DLCFlags: 7 20:29:50 DLCHashes: 20:29:50 1636478954 20:29:50 -1247962422 20:29:50 1197120697 20:29:50 Mods(1): 20:29:50 Hash: 301846940 20:29:50 PublishedId: 0 20:29:50 Name: Ryan's Zombies & Demons 20:29:50 Difficulty: 0 20:29:50 AILevel: 0 20:29:50 FlightModel: 0 20:29:50 ThirdPersonCamera: 0 20:29:50 WeaponCrosshair: 0 20:29:50 Signatures: 20:29:50 encodedStream length: 58 20:29:50 encodedStream: ê¯aÊ����ZG���Ryan's Zombies & Demons 20:29:50 parts size:1) 20:29:50 part(58): ê¯aÊ����ZG���Ryan's Zombies & Demons Also note I can run the mission iin the multiplayer on my client on windows. Has anyone seen anything like this before and or know how to fix it? -
addWaypoint issue regarding vehicles
remasters replied to dale's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ThisList worked a treat. I'm not allowed to post links but for anyone else that didn't know about "thislist" check out the wiki community.bistudio.com/wiki/thisList Thank You :ok: -
addWaypoint issue regarding vehicles
remasters replied to dale's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thread hijack alert! OK so good stuff on this thread but I have some small troubles with my version. my waypoint.sqf looks like this _groupleader = _this select 0; _marker = _this select 1; _group = group _groupleader; _obj = getMarkerPos _marker; way1 = _group addWaypoint [_obj, 0]; way1 setWaypointType "MOVE"; way1 setWaypointBehaviour "SAFE"; way1 setWaypointCombatMode "BLUE"; way1 setWaypointSpeed "FULL"; This works great if I use it like this from a trigger ("patrolcar2" is the unit and "m1" is the marker i'd like to use) and the unit is AI controled: null = [patrolcar2, "m1"] execVM "waypoint.sqf"; again this works great if the player is inside the unit "patrolcar2": null = [player, "m1"] execVM "waypoint.sqf"; however if it is just AI controled "player" wont work. Is there another var I can use so any unit that passes over the trigger will get a waypoint set to the location of "m1"?