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About major-stiffy

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  1. Try in the int of the object (not tested) 0 = [this] call bis_fnc_replacewithsimpleobject;
  2. major-stiffy

    AI not seeing me again

    Create it yourself in the mission folder.
  3. major-stiffy

    AI not seeing me again

    In the description.ext
  4. major-stiffy

    AI not seeing me again

    You can edit the mission by adding setFriend and see if that helps.
  5. major-stiffy

    [IceBreakr/IBIS] Fapovo Island

    This is turning out to be possibly your best terrain, good job. I ported the mod Pilgrimage to this and this terrain is hard on frames. Hope it improves as you go along.
  6. This worked for me in a hosted MP. _ammo = getArtilleryAmmo [mortar1] select 0; _tgt = getPos player; mortar1 doArtilleryFire[_tgt,_ammo,3]; //3 is amt. shots fired
  7. myObject hideObjectGlobal true; for each marker. myObject would be the variableName of the markers. Put that code in init.sqf of mission.
  8. Looks pretty obvious now. I have a questions for you which may not be appropriate here. How do you have so much knowledge of this stuff? I and others really appreciate how you help here. Without regulars like Harzach, pierremgi and yourself this place would be a lot less knowledgeable. I've also rifled through your scripts you link in your description. Good stuff and helps others learn so thanks for that.
  9. BIS_fnc_removeRespawnPosition Wiki says Remove a respawn position added by BIS_fnc_addRespawnPosition. Adding allows [target, position, name] call BIS_fnc_addRespawnPosition. So [west, "playercar"] call BIS_fnc_addRespawnPosition; works in adding a respawn in the players car. To remove the respawn requires [target, id] call BIS_fnc_removeRespawnPosition. So [west, "playercar"] call BIS_fnc_removeRespawnPosition does not remove the spawn because it appears the ID requires a number and throws this error. 8:34:55 Error in expression <,grpnull,objnull]]; _positionID = _this param [1,-1,[0]]; [_target,"","",_posit> 8:34:55 Error position: <param [1,-1,[0]]; [_target,"","",_posit> 8:34:55 Error Type String, expected Number 8:34:55 File /temp/bin/A3/Functions_F/Respawn/fn_removeRespawnPosition.sqf..., How does one get a number to fulfill the required ID? I've tried this example found on the internet but does not work. Tag_respawnPos1 = [west, "playercar"] call BIS_fnc_addRespawnPosition; [west, "Tag_respawnPos1"] call BIS_fnc_removeRespawnPosition; Thanks for any help.
  10. Also for anyone interested, Larrow script worked. Thanks!
  11. Going to grab that module addon and check them out. Looks very convenient. The documentation answered one question I had. Thanks!
  12. Thanks Larrow, I'll give it a go! That stinks. Any thoughts on adding an arsenal on the vehicle using cursorObject and addAction? Or some other means with addAction if arsenal is not applied? Edit: I see Larrow amended his post will try it out tomorrow. Thanks!
  13. I'm making a mission for 2 people (MP) and using the vehicle respawn module. 1) the players original vehicle is an arsenal. 2) if the players vehicle is destroyed I want the new spawned vehicle to be arsenal also. Very noobish at scripting and have messed with this for hours. Can someone show me how to do this? I know this works but not how to implement it. ["AmmoboxInit",[this,true]] remoteExecCall ["BIS_fnc_arsenal"]; Appreciate any help.
  14. Try: ["Your text here"] remoteExec ["systemChat", _eachHumamPlayer];