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major-stiffy

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Everything posted by major-stiffy

  1. 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.
  2. 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.
  3. 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.
  4. Also for anyone interested, Larrow script worked. Thanks!
  5. Going to grab that module addon and check them out. Looks very convenient. The documentation answered one question I had. Thanks!
  6. 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!
  7. Try: ["Your text here"] remoteExec ["systemChat", _eachHumamPlayer];
  8. There are video's on Youtube showing how that can be done.
  9. @genesis92x decided to stop improving this great mod. It's a shame because in a previous video he was working on some exciting things to release. I'll let him explain it in his own words.
  10. Bummer, I hope you have a chance to sort this out. I was thinking of making a mission with a tunnel and I did check the box for local only on many objects. Have not tested it yet though.
  11. major-stiffy

    Update 23/08/2022 Thermal

    NVG and heat vision are almost totally useless now. What was BI thinking?
  12. And the chance of getting it fixed is very low. 😉 https://feedback.bistudio.com/T162349
  13. major-stiffy

    limit on Hide object module(s)

    I believe it's called hide terrain objects.
  14. major-stiffy

    Init not working in multiplayer

    I can't answer your question directly but offer this for BIS_fnc_cinemaBorder in MP. This work for me when I tested in MP. [1, 5, true, true ] remoteExecCall ["BIS_fnc_cinemaBorder"]; https://community.bistudio.com/wiki/BIS_fnc_cinemaBorder
  15. major-stiffy

    Radiation Script

    Quick internet search I found these. https://www.youtube.com/results?search_query=ARMA+3+RICK+OSHAY+RADIATION
  16. major-stiffy

    smoke particles fail

    They r still asking 30$ for the game and selling a ton of DLC. I agree it should be fixed especially since there is a solid way to reproduce the bug.
  17. major-stiffy

    smoke particles fail

    This actually seems to work for me so far. Thanks so much for discovering and sharing this.
  18. major-stiffy

    [SP] Pilgrimage

    Pilgrimage should have won 1st place. Yeah, I'm still playing it but mostly MP.
  19. major-stiffy

    smoke particles fail

    I've never used this before, thanks for explaining.
  20. major-stiffy

    smoke particles fail

    The missions I play don't have this unless I'm misunderstanding what you mean.
  21. major-stiffy

    MP intro problem need help

    Probably need to use remoteExec the music and class playmusic inside description.ext. https://community.bistudio.com/wiki/playMusic Wish I could be more help. Would be nice if you shared your MP video script.
  22. I think he means there is a module in the editor called gameLogic. The logic has an init field where code can be placed. Someone else should confirm.
  23. major-stiffy

    [SP] Pilgrimage

    Update on loss of particle effects. Dedmen replied to my ticket. Shame he won't look into it.
  24. major-stiffy

    Action Scroll Menu Colors

    What about MP? Would remoteExec be required? If so, how?
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