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Nutzgo

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About Nutzgo

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    https://units.arma3.com/unit/hellschicken

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  1. pierremgi: It works almost perfectly. Tested in SP editor now. I took out some bandages, epis, morphine and blood bags (Ace3 medical), and destroyed the vehicle a third time. All bandages, epis, morphine and blood were gone, but weapons and ammo still was there. Vehicle init is not kept. I have flags attached to the vehicles, these does not respawn (not a big problem really) Ace cargo is not kept. Vehicles have 10 spare tires from mission start. When vehicle respawns, cargo is reset, so the vehicles have the standard 2 spare tires.
  2. Allright, I'll give this a shot. Help me break this down, as I am not very skilled in this matter. I want to use your second script. I'll copy/paste the script into initServer.sqf. I understand that the bottom line in the script is parameters, right? Here is how I understand it: I have five cars, named "car1", "car2", "car3", "car4" and "car5". They all have the same respawn location (a marker called "vehicle_respawn"), that moves to a new location when a trigger is fired I want the respawn time to be 10 seconds I dont want the vehicle to respawn if disabled and abandoned (so that the players can jump out and repair it) I dont want other empty vehicles to respawn 0 = [[car1, car2, car3, car4, car5],["vehicle_respawn"],10,false,false] spawn MGI_fnc_VehicleRespawn; Is this the correct setup?
  3. Thought of that. Could also use hide/show with triggers that fire if the specific vehicle dies. But I have five cars, and three check points. So if I want to give the boys one car per check point, I have to place 15 cars.. 😛 I dunno, it could work, but could also be a bit demanding for the server? I could also just deep copy with zeus and teleport cars if need be.
  4. For anyone wondering in the future, this is solved. Solution is that most CUP Vehicles doesn't support flags. Works with vanilla vehicles and RHS vehicles.
  5. Making a convoi-mission, where the players drive vehicles. I've removed the inventory from the vehicle in Eden, and made some custom inventory in them. I've also removed 50% of fuel and ammo. And third, I've added 10 spare tires with ace3 in each vehicle. I've made checkpoints, so when the players reach a defined destination, a new respawn appears there. Thing is, I want the vehicles to retain the loadout and settings when they respawn. If say vehicle 1 is destroyed mid-mission; I want it to a) respawn at the defined respawn location, and b) have the same loadout which it had at mission start. I also dont want to trigger the new respawn locations before the players enter that specific area. When using the Vehicle Respawn Module, it respawns at my location, but the vehicle inventory is the standard inventory for that vehicle (as if I had placed it in Zeus, e.g.). The vehicle also has 100% fuel, 100% ammo, and no spare tires. I've tried using the Light Advanced Vehicle Respawn, but the vehicle only respawns at positon of death. I'm not that good with coding to add a function to define respawn locations. Anyone know how?
  6. I'm trying to add flags to some CUP vehicles, more specific the Ridgeback and the Mastiff using the force forceflagtexture. In the init I have this forceFlagTexture "\A3\Data_F\Flags\Flag_red_CO.paa"; I get no error code, but also no flag.
  7. Hello. I'm trying to make a PvP/COOP-mission, where some of the players play a blufor-team, and some players play the Opfor-resistance with a bit of roleplay in it. Thing is, I want the OpFor players to be able to use the Ace 3 Switch Units-funciton (or something similiar). When a opfor-soldier dies, or the BluFor-team moves another direction, I want the opfor players to be able to immediately change to another pre-placed AI. I want the BluFor-team only to be able to respawn "as usual". I have activated the Ace3 settings that enable SwitchUnits. I've placed 2 civilians to test it with. Both of the civilians have the following in their init: "this setVariable ["ACE_CanSwitchUnits", true];" as instructed here But, when I start the game as one of the pre-placed civilians, and check my map (as the instructions say here), nothing appears, I can't see the other unit. Anyone got experience with this or something similiar that could help me out? I know I could just give the OpFor-guys Zeus Control, and control it with that - but I want to test this out first.
  8. Looks like an typo in your description.ext, as it says: a symbol instead of = at line 28.
  9. To be able to understand what doesn't work, you'll have to provide more information. What doesnt work, what shows up? What have you tried? Is there an error message?
  10. Solved this with taking the code in quote, and placing it in a seperate trigger. Condition on trigger: !alive (name of intel) On Activation, code in quote. Worked perfectly.
  11. When launched in LAN, it creates the markers, delete the respawns for OpFor, and deletes the respawn for BluFor, and each side gets a sideChat msg from HQ. But, when uploaded to our rented server, the only thing that happens is that the map opens, the intel appears in the Diary - but nothing more.
  12. Hi I have an intel based on https://community.bistudio.com/wiki/BIS_fnc_initIntelObject Works perfectly, until launched on the server. Now nothing happens at all, nothing from the scripted events will fire. How to make this happen on all clients?
  13. Hey, thanks. That worked perfectly! Now, I'm trying to keep my initplayerlocal clean, so I thought I could execute that in a separate script from InitPlayerLocal. So I copy/pasted into a seperate script, and called it zoneRestrictor.sqf. In Initplayerlocal, I added the line But now, nothing happens. 😅 If I keep the whole text in initplayerlocal, it works though.
  14. So I'm trying to make a zone restriciton area with this script: https://www.tacticalgamer.com/forum/simulation/armed-assault/arma-development/script-bin/1797607-zone-restriction-version-2 zoneRestrictor.sqf: I have a trigger with conditon and on activation It works perfectly for infantry. But whenever I drive a vehicle or a helicopter in the zone, it wont activate. I've tried changing the condition to "this && (vehicle player) in thislist" but that didn't to the trick at all.
  15. Should not matter. TFAR should launch without the module present in the mission itself. I've contacted the developer of TFAR, he had trouble finding errors in the RPT. I'm trying to reinstall the server form scratch now.
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