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iV - Ghost

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Everything posted by iV - Ghost

  1. ace_medical_moveUnitsFromGroupOnUnconcious: If you get shoot down you will removed from your group so that the enemy stops shooting at you. I hope thats true. But I think after moving in your group you are no longer the leader. I have deactivated this.
  2. Yes file patching is enabled. Till now I can't remove the servermod from the startparameters. The serversupport is looking for. There are some other problems. The aceServer.pbo and the userconfig/ace/userconfig.hpp are deleted. I post the logs after the startparameters get fixed. I hope today...
  3. I have some troubles with the new cba_settings.sqf. The server don't use it. I placed them on my server in userconfig/cba_settings.sqf and this is the content: force force ace_medical_blood_enabledFor = 2; force force ace_common_checkPBOsAction = 0; force force ace_common_checkPBOsCheckAll = false; force force ace_common_checkPBOsWhitelist = "[]"; force force ace_common_settingFeedbackIcons = 1; force force ace_common_settingProgressBarLocation = 0; force force ace_common_displayTextColor = [0,0,0,0.1]; force force ace_common_displayTextFontColor = [1,1,1,1]; force force ace_cookoff_enable = true; force force ace_cookoff_enableAmmobox = true; force force ace_cookoff_enableAmmoCookoff = true; force force ace_cookoff_ammoCookoffDuration = 1; force force ace_cookoff_probabilityCoef = 1; force force ace_finger_enabled = false; force force ace_finger_maxRange = 4; force force ace_finger_indicatorForSelf = true; force force ace_finger_indicatorColor = [0.83,0.68,0.21,0.75]; force force ace_frag_enabled = true; force force ace_frag_spallEnabled = true; force force ace_frag_reflectionsEnabled = true; force force ace_frag_maxTrack = 10; force force ace_frag_maxTrackPerFrame = 10; force force ace_gforces_enabledFor = 0; force force ace_goggles_effects = 2; force force ace_goggles_showInThirdPerson = false; force force ace_hitreactions_minDamageToTrigger = 0.1; force force ace_interact_menu_alwaysUseCursorSelfInteraction = false; force force ace_interact_menu_cursorKeepCentered = false; force force ace_interact_menu_alwaysUseCursorInteraction = false; force force ace_interact_menu_useListMenu = true; force force ace_interact_menu_colorTextMax = [1,1,1,1]; force force ace_interact_menu_colorTextMin = [1,1,1,0.25]; force force ace_interact_menu_colorShadowMax = [0,0,0,1]; force force ace_interact_menu_colorShadowMin = [0,0,0,0.25]; force force ace_interact_menu_textSize = 2; force force ace_interact_menu_shadowSetting = 2; force force ace_interact_menu_actionOnKeyRelease = true; force force ace_interact_menu_menuBackground = 0; force force ace_interact_menu_addBuildingActions = false; force force ace_interact_menu_menuAnimationSpeed = 0; force force ace_interaction_enableTeamManagement = true; force force ace_interaction_enableMagazinePassing = false; force force ace_interaction_disableNegativeRating = false; force force ace_inventory_inventoryDisplaySize = 0; force force ace_laser_dispersionCount = 2; force force ace_laserpointer_enabled = true; force force ace_magazinerepack_timePerAmmo = 1.5; force force ace_magazinerepack_timePerMagazine = 2; force force ace_magazinerepack_timePerBeltLink = 8; force force ace_map_BFT_Interval = 1; force force ace_map_BFT_Enabled = false; force force ace_map_BFT_HideAiGroups = true; force force ace_map_BFT_ShowPlayerNames = false; force force ace_map_mapIllumination = true; force force ace_map_mapGlow = true; force force ace_map_mapShake = true; force force ace_map_mapLimitZoom = false; force force ace_map_mapShowCursorCoordinates = false; force force ace_map_defaultChannel = -1; force force ace_map_gestures_enabled = true; force force ace_map_gestures_maxRange = 7; force force ace_map_gestures_interval = 0.03; force force ace_map_gestures_nameTextColor = [0.2,0.2,0.2,0.3]; force force ace_map_gestures_defaultLeadColor = [1,0.88,0,0.95]; force force ace_map_gestures_defaultColor = [1,0.88,0,0.7]; force force ace_maptools_rotateModifierKey = 1; force force ace_maptools_drawStraightLines = true; force force ace_markers_movableMarkersEnabled = true; force force ace_markers_moveRestriction = 0; force force ace_medical_level = 2; force force ace_medical_medicSetting = 2; force force ace_medical_increaseTrainingInLocations = false; force force ace_medical_enableFor = 1; force force ace_medical_enableOverdosing = true; force force ace_medical_bleedingCoefficient = 1; force force ace_medical_painCoefficient = 1; force force ace_medical_enableAdvancedWounds = true; force force ace_medical_enableVehicleCrashes = true; force force ace_medical_enableScreams = true; force force ace_medical_playerDamageThreshold = 1; force force ace_medical_AIDamageThreshold = 1; force force ace_medical_enableUnconsciousnessAI = 0; force force ace_medical_remoteControlledAI = true; force force ace_medical_preventInstaDeath = true; force force ace_medical_enableRevive = 0; force force ace_medical_maxReviveTime = 120; force force ace_medical_amountOfReviveLives = -1; force force ace_medical_allowDeadBodyMovement = true; force force ace_medical_allowLitterCreation = true; force force ace_medical_litterSimulationDetail = 3; force force ace_medical_litterCleanUpDelay = 900; force force ace_medical_medicSetting_basicEpi = 0; force force ace_medical_medicSetting_PAK = 0; force force ace_medical_medicSetting_SurgicalKit = 0; force force ace_medical_consumeItem_PAK = 1; force force ace_medical_consumeItem_SurgicalKit = 0; force force ace_medical_useLocation_basicEpi = 0; force force ace_medical_useLocation_PAK = 3; force force ace_medical_useLocation_SurgicalKit = 0; force force ace_medical_useCondition_PAK = 1; force force ace_medical_useCondition_SurgicalKit = 1; force force ace_medical_keepLocalSettingsSynced = true; force force ace_medical_healHitPointAfterAdvBandage = true; force force ace_medical_painIsOnlySuppressed = true; force force ace_medical_painEffectType = 1; force force ace_medical_allowUnconsciousAnimationOnTreatment = false; force force ace_medical_moveUnitsFromGroupOnUnconscious = false; force force ace_medical_menuTypeStyle = 0; force force ace_medical_delayUnconCaptive = 3; force force ace_medical_ai_enabledFor = 2; force force ace_medical_menu_allow = 1; force force ace_medical_menu_useMenu = 1; force force ace_medical_menu_openAfterTreatment = true; force force ace_medical_menu_maxRange = 3; force force ace_microdagr_mapDataAvailable = 2; force force ace_mk6mortar_airResistanceEnabled = true; force force ace_mk6mortar_allowComputerRangefinder = false; force force ace_mk6mortar_allowCompass = true; force force ace_mk6mortar_useAmmoHandling = true; force force ace_nametags_defaultNametagColor = [0.77,0.51,0.08,1]; force force ace_nametags_showPlayerNames = 1; force force ace_nametags_showPlayerRanks = true; force force ace_nametags_showVehicleCrewInfo = true; force force ace_nametags_showNamesForAI = false; force force ace_nametags_showCursorTagForVehicles = false; force force ace_nametags_showSoundWaves = 1; force force ace_nametags_playerNamesViewDistance = 5; force force ace_nametags_playerNamesMaxAlpha = 0.8; force force ace_nametags_tagSize = 2; force force ace_nightvision_disableNVGsWithSights = false; force force ace_nightvision_fogScaling = 1; force force ace_nightvision_effectScaling = 1; force force ace_nightvision_aimDownSightsBlur = 1; force force ace_optionsmenu_showNewsOnMainMenu = false; force force ace_overheating_displayTextOnJam = true; force force ace_overheating_showParticleEffects = true; force force ace_overheating_showParticleEffectsForEveryone = true; force force ace_overheating_overheatingDispersion = true; force force ace_overheating_unJamOnreload = false; force force ace_overheating_unJamFailChance = 0.1; force force ace_overheating_enabled = true; force force ace_overpressure_distanceCoefficient = 1; force force ace_pylons_enabled = true; force force ace_pylons_rearmNewPylons = false; force force ace_pylons_searchDistance = 15; force force ace_pylons_timePerPylon = 5; force force ace_pylons_requireEngineer = false; force force ace_pylons_requireToolkit = false; force force ace_quickmount_enabled = false; force force ace_quickmount_distance = 3; force force ace_quickmount_speed = 18; force force ace_quickmount_priority = 0; force force ace_rearm_level = 0; force force ace_rearm_supply = 0; force force ace_refuel_rate = 1; force force ace_refuel_hoseLength = 14.0374; force force ace_reload_displayText = true; force force ace_repair_displayTextOnRepair = true; force force ace_repair_engineerSetting_repair = 0; force force ace_repair_engineerSetting_wheel = 0; force force ace_repair_repairDamageThreshold = 0.6; force force ace_repair_repairDamageThreshold_engineer = 0.4; force force ace_repair_consumeItem_toolKit = 0; force force ace_repair_fullRepairLocation = 3; force force ace_repair_engineerSetting_fullRepair = 0; force force ace_repair_addSpareParts = true; force force ace_repair_wheelRepairRequiredItems = 1; force force ace_repair_autoShutOffEngineWhenStartingRepair = false; force force ace_respawn_savePreDeathGear = true; force force ace_respawn_removeDeadBodiesDisconnected = true; force force ace_scopes_enabled = true; force force ace_scopes_forceUseOfAdjustmentTurrets = true; force force ace_scopes_correctZeroing = true; force force ace_scopes_overwriteZeroRange = true; force force ace_scopes_defaultZeroRange = 100; force force ace_scopes_zeroReferenceTemperature = 15; force force ace_scopes_zeroReferenceBarometricPressure = 1013.25; force force ace_scopes_zeroReferenceHumidity = 0; force force ace_scopes_deduceBarometricPressureFromTerrainAltitude = true; force force ace_scopes_useLegacyUI = false; force force ace_scopes_simplifiedZeroing = false; force force ace_spectator_enableAI = false; force force ace_spectator_restrictModes = 0; force force ace_spectator_restrictVisions = 0; force force ace_switchunits_enableSwitchUnits = false; force force ace_switchunits_switchToWest = false; force force ace_switchunits_switchToEast = false; force force ace_switchunits_switchToIndependent = false; force force ace_switchunits_switchToCivilian = false; force force ace_switchunits_enableSafeZone = true; force force ace_switchunits_safeZoneRadius = 100; force force ace_tagging_quickTag = 1; force force ace_ui_allowSelectiveUI = true; force force ace_ui_soldierVehicleWeaponInfo = true; force force ace_ui_vehicleRadar = true; force force ace_ui_vehicleCompass = true; force force ace_ui_commandMenu = true; force force ace_ui_groupBar = false; force force ace_ui_weaponName = true; force force ace_ui_weaponNameBackground = true; force force ace_ui_firingMode = true; force force ace_ui_ammoType = true; force force ace_ui_ammoCount = false; force force ace_ui_magCount = false; force force ace_ui_throwableName = true; force force ace_ui_throwableCount = true; force force ace_ui_zeroing = true; force force ace_ui_weaponLowerInfoBackground = true; force force ace_ui_stance = true; force force ace_ui_staminaBar = true; force force ace_ui_gunnerWeaponName = true; force force ace_ui_gunnerWeaponNameBackground = true; force force ace_ui_gunnerFiringMode = true; force force ace_ui_gunnerAmmoType = true; force force ace_ui_gunnerAmmoCount = true; force force ace_ui_gunnerMagCount = true; force force ace_ui_gunnerLaunchableName = true; force force ace_ui_gunnerLaunchableCount = true; force force ace_ui_gunnerZeroing = true; force force ace_ui_gunnerWeaponLowerInfoBackground = true; force force ace_ui_vehicleName = true; force force ace_ui_vehicleNameBackground = true; force force ace_ui_vehicleFuelBar = true; force force ace_ui_vehicleSpeed = true; force force ace_ui_vehicleAltitude = true; force force ace_ui_vehicleDamage = true; force force ace_ui_vehicleInfoBackground = true; force force ace_vehiclelock_defaultLockpickStrength = 10; force force ace_vehiclelock_lockVehicleInventory = true; force force ace_vehiclelock_vehicleStartingLockState = 2; force force ace_viewdistance_enabled = true; force force ace_viewdistance_viewDistanceOnFoot = 5; force force ace_viewdistance_viewDistanceLandVehicle = 5; force force ace_viewdistance_viewDistanceAirVehicle = 10; force force ace_viewdistance_limitViewDistance = 7000; force force ace_viewdistance_objectViewDistanceCoeff = 0; force force ace_weaponselect_displayText = false; force force ace_weather_enabled = true; force force ace_weather_updateInterval = 60; force force ace_weather_windSimulation = true; force force ace_winddeflection_enabled = true; force force ace_winddeflection_vehicleEnabled = true; force force ace_winddeflection_simulationInterval = 0.05; force force acex_sitting_enable = true; force force acex_viewrestriction_mode = 3; force force acex_viewrestriction_modeSelectiveFoot = 0; force force acex_viewrestriction_modeSelectiveLand = 1; force force acex_viewrestriction_modeSelectiveAir = 1; force force acex_viewrestriction_modeSelectiveSea = 1; force force acex_volume_enabled = false; force force acex_volume_reduction = 5; force force acex_volume_fadeDelay = 1; force force acex_volume_lowerInVehicles = false; force force acex_volume_showNotification = true; force force acex_volume_remindIfLowered = false; force force ace_advanced_fatigue_enabled = false; force force ace_advanced_fatigue_enableStaminaBar = true; force force ace_advanced_fatigue_performanceFactor = 5; force force ace_advanced_fatigue_recoveryFactor = 5; force force ace_advanced_fatigue_loadFactor = 1; force force ace_advanced_fatigue_terrainGradientFactor = 1; force force ace_advanced_throwing_enabled = true; force force ace_advanced_throwing_showThrowArc = true; force force ace_advanced_throwing_showMouseControls = true; force force ace_advanced_throwing_enablePickUp = true; force force ace_advanced_throwing_enablePickUpAttached = true; force force ace_captives_allowHandcuffOwnSide = true; force force ace_captives_requireSurrender = 1; force force ace_captives_allowSurrender = true; force force ace_captives_requireSurrenderAi = false; force force ace_cargo_enable = true; force force ace_cargo_paradropTimeCoefficent = 2.5; force force ace_explosives_requireSpecialist = false; force force ace_explosives_punishNonSpecialists = true; force force ace_explosives_explodeOnDefuse = true; force force ace_gestures_showOnInteractionMenu = 0; force force ace_hearing_enableCombatDeafness = true; force force ace_hearing_earplugsVolume = 0.5; force force ace_hearing_unconsciousnessVolume = 0.5; force force ace_hearing_disableEarRinging = true; force force ace_hearing_enabledForZeusUnits = true; force force ace_hearing_autoAddEarplugsToUnits = true; force force ace_zeus_zeusAscension = false; force force ace_zeus_zeusBird = false; force force ace_zeus_remoteWind = false; force force ace_zeus_radioOrdnance = false; force force ace_zeus_revealMines = 0; force force ace_zeus_autoAddObjects = false; force force acex_headless_enabled = false; force force acex_headless_delay = 15; force force acex_headless_endMission = 0; force force acex_headless_log = false; force force ace_advanced_ballistics_enabled = true; force force ace_advanced_ballistics_muzzleVelocityVariationEnabled = true; force force ace_advanced_ballistics_ammoTemperatureEnabled = true; force force ace_advanced_ballistics_barrelLengthInfluenceEnabled = true; force force ace_advanced_ballistics_bulletTraceEnabled = true; force force ace_advanced_ballistics_simulationInterval = 0.05; force force ace_common_persistentLaserEnabled = true; force force ace_noradio_enabled = true; force force ace_parachute_hideAltimeter = false; force force ace_arsenal_camInverted = false; force force ace_arsenal_enableModIcons = true; force force ace_arsenal_fontHeight = 4.5; force force ace_arsenal_allowDefaultLoadouts = true; force force ace_arsenal_allowSharedLoadouts = true; force force ace_arsenal_EnableRPTLog = false; force force TF_no_auto_long_range_radio = true; force force TF_give_personal_radio_to_regular_soldier = false; force force TF_give_microdagr_to_soldier = true; force force TF_same_sw_frequencies_for_side = false; force force TF_same_lr_frequencies_for_side = false; force force TF_same_dd_frequencies_for_side = false; force force TF_default_radioVolume = 7.46465; I have deleted the old @aceServer-folder and the userconfig/ace/serverconfig.hpp but I can see the server try to load the aceServer.pbo. Logs -servermod=@aceserver ... 2:04:39 @aceserver | @aceserver | false | NOT FOUND | | | Bevore the update everything works fine. I'm looking for hours and can't find the problem.
  4. iV - Ghost

    EventHandler for killed object

    Works fine!!! Thx a lot!!! Here is one of my task files: // VARIABLES private ["_taskID", "_taskMarker", "_taskTitle", "_taskDescription", "_taskMarkerType", "_parentTask"]; _taskID = "Airport_T1"; _taskMarker = "Marker_Airport_1"; _taskTitle = localize "STR_iV_TaskTitle_PhoneMast"; _taskDescription = localize "STR_iV_TaskDesc_PhoneMast"; _taskMarkerType = "destroy"; _parentTask = localize "STR_iV_Airport"; // CREATE TASK, ASSIGN AND SET STATE if (alive ([8308, 9902] nearestObject "Land_TTowerSmall_1_F")) then { // CREATE PARENT AND CHILD TASK call iV_fnc_taskAssignedNumbers; call iV_fnc_createTask; // SUCCEEDED END [[], { private ["_taskID", "_taskTitle"]; _taskID = "Airport_T1"; _taskTitle = localize "STR_iV_TaskTitle_PhoneMast"; waitUntil { sleep 1; !alive ([8308, 9902] nearestObject "Land_TTowerSmall_1_F"); }; if (!alive ([8308, 9902] nearestObject "Land_TTowerSmall_1_F")) then { call iV_fnc_succeededTask; if (isServer) then { call iV_fnc_taskSucceededNumbers; }; }; }] remoteExec ["spawn", 0, true]; } else { hint localize "STR_iV_TaskNotAvailable"; };
  5. How can I use a eventHandler instead of a scripted trigger? For now the trigger looks like this: // TRIGGER FOR SUCCEEDED END _triggerSucceeded = createTrigger ["EmptyDetector", [8308, 9902, 0], true]; _triggerSucceeded setTriggerArea [0, 0, 0, false, 0]; _triggerSucceeded setTriggerActivation ["NONE", "", false]; _triggerSucceeded setTriggerTimeout [8, 8, 8, false]; _triggerSucceeded setTriggerType "NONE"; _triggerSucceeded setTriggerStatements [ // CONDITIONS "!alive ([8308, 9902] nearestObject 170313)", // ON ACTIVATION "['Airport_T1', 'Succeeded', false] remoteExec ['BIS_fnc_taskSetState', 0, true]; ['TaskSucceeded', ['', localize 'STR_iV_TaskSucceeded_PhoneMast']] remoteExec ['BIS_fnc_showNotification', 0, true]; call iV_fnc_taskSucceededNumbers;", // ON DEACTIVATION "" ];
  6. iV - Ghost

    EventHandler for killed object

    OK. This works now. Yeah! SCORESYSTEM Only a problem with my scoresystem (call iV_fnc_taskSucceededNumbers;). It count x-times (for every client). Is there a way to exfil the scoresystem from remoteExec? Some details about the scoresystem: initServer.sqf // SET NUMBERS FOR SCRIPTS number_AssignedTasks = 0; publicVariable "number_AssignedTasks"; number_SucceededTasks = 0; publicVariable "number_SucceededTasks"; number_FailedTasks = 0; publicVariable "number_FailedTasks"; number_GlobalScore = 0; publicVariable "number_GlobalScore"; number_CivReputation = 0; publicVariable "number_CivReputation"; fnc_numberFunctions.sqf // TASK ASSIGNED NUMBERS iV_fnc_taskAssignedNumbers = { number_AssignedTasks = number_AssignedTasks + 1; publicVariable "number_AssignedTasks"; }; // TASK SUCCEEDED NUMBERS iV_fnc_taskSucceededNumbers = { number_AssignedTasks = number_AssignedTasks - 1; publicVariable "number_AssignedTasks"; number_SucceededTasks = number_SucceededTasks + 1; publicVariable "number_SucceededTasks"; number_CivReputation = number_CivReputation + 15; publicVariable "number_CivReputation"; number_GlobalScore = number_GlobalScore + 10; publicVariable "number_GlobalScore"; }; // TASK FAILED NUMBERS iV_fnc_taskFailedNumbers = { number_AssignedTasks = number_AssignedTasks - 1; publicVariable "number_AssignedTasks"; number_FailedTasks = number_FailedTasks + 1; publicVariable "number_FailedTasks"; number_CivReputation = number_CivReputation - 10; publicVariable "number_CivReputation"; number_GlobalScore = number_GlobalScore - 20; publicVariable "number_GlobalScore"; }; The numberFunctions are called in the script files (E.G. Airport_T1, Airport_T2, ...). iV_fnc_taskAssignedNumbers works fine on the beginning of the script. But not iV_fnc_taskSucceededNumbers after remoteExec.
  7. iV - Ghost

    EventHandler for killed object

    The problem is that I can't remoteExec the whole task file because I have some mathematics inside. E.G. number_assignedTasks. For every active task I add +1 and for every failed or succeeded task I add -1. In the taskManager.sqf I have task limit of 3. And if the task file is loaded x-times instead of only 1 times. // CHECK IF A TASK IS AVAILABLE if (!isNil "_randomTask" && (number_AssignedTasks < 3)) then { execVM _randomTask; sleep 3; } else { hint localize "STR_iV_NoTasksAvailable"; }; If I wanna remoteExec the whole file I could do this. But then I have the mathematic problem and my tasks are created twice (1x German, 1x English). I think because the BIS_fnc_taskCreate is global too. It works twice. // CHECK IF A TASK IS AVAILABLE if (!isNil "_randomTask" && (number_AssignedTasks < 3)) then { [_randomTask] remoteExec ["execVM", 0, true]; sleep 3; } else { hint localize "STR_iV_NoTasksAvailable"; };
  8. iV - Ghost

    EventHandler for killed object

    Yes, you have telling me. But I'm trying for hours and it doesn't work. Thats my fnc for creating tasks: [west, [_taskID, _parentTask], [_taskDescription, _taskTitle, _taskMarker], _taskMarker, false, 3, false, _taskMarkerType, true] call BIS_fnc_taskCreate; And that's for setting the state: [_taskID, "Succeeded", false] remoteExec ["BIS_fnc_taskSetState", 0, true]; Both works fine. But the "trigger" (waitUntil- & if then loop for now) is not presented on every client. So only the caller from the script can make this task.
  9. iV - Ghost

    EventHandler for killed object

    I'm trying to use remoteExec with waitUntil but it doesn't work. [{ waitUntil { sleep 1; !alive ([8308, 9902] nearestObject "Land_TTowerSmall_1_F"); }; if (!alive ([8308, 9902] nearestObject "Land_TTowerSmall_1_F")) then { call iV_fnc_succeededTask; call iV_fnc_taskSucceededNumbers; }; }] remoteExec ["call", 0, true]; This is part of a script which is executed by addAction (local). But I need this part for every player.
  10. iV - Ghost

    EventHandler for killed object

    OK, I have delete the triggers and using a waitUntil loop. But my problems are still there. The waitUntil loop is local (script starts via addAction) and other players or If the caller rejoin can't succeeded the task. Is there a way to make a waitUntil loop global or public?
  11. iV - Ghost

    EventHandler for killed object

    Check alive or not alive buildings Check if a object is distance < 100 Check alive or not alive unit Check if deactivated minefield in areaTrigger But if I change some triggers into a waitUntil loop the problem is still there? I have still to make the addAction via remoteExec. How would the code look like? If you don't understand what I mean you can have my missions to take a look.
  12. iV - Ghost

    EventHandler for killed object

    Sound that I should delete the trigger and use a waitUntil instead of the trigger?
  13. iV - Ghost

    EventHandler for killed object

    Maybe I understood something wrong. My addAction for the taskManager is in a init field of a laptop not in a trigger. The trigger(s) should be created if the taskManager selected a task on random. The triggers are all scripted in the task files. Sometimes only one for succeeded end and sometimes one more for failed end.
  14. iV - Ghost

    EventHandler for killed object

    Please take a look on Example 4 from the addAction Wiki. For now my addAction looks like this: this addAction [localize "STR_iV_AssignTask", "scripts\taskmanager\taskManager.sqf"]; I think the addAction with remoteExec could look like this? [this, [localize "STR_iV_AssignTask", {"scripts\taskmanager\taskManager.sqf"}]] remoteExec ["addAction", 2, true]; What do you mean with "this"? Isn't it the object where the addAction is assigned to?
  15. iV - Ghost

    EventHandler for killed object

    OK thx. Is the follow code the right syntax? [this, [localize "STR_iV_AssignTask"]] remoteExec ["scripts\taskmanager\taskManager.sqf", 2, true];
  16. iV - Ghost

    EventHandler for killed object

    The task-script are startet by the taskmanager.sqf in the ..\scripts\taskmanager-folder. It opened with a addAction on a laptop. The array of tasks is in the initServer.sqf and the iV_fnc's are in the init.sqf. CREATE TASK And this is may fnc for creating the tasks: iV_fnc_createTask = { // TIMEOUT sleep 3; // CREATE PARENT AND CHILD TASK [west, [_parentTask], ["", _parentTask, _taskMarker], objNull, false, 3, false, ""] call BIS_fnc_taskCreate; [west, [_taskID, _parentTask], [_taskDescription, _taskTitle, _taskMarker], _taskMarker, false, 3, false, _taskMarkerType, true] call BIS_fnc_taskCreate; // ASSIGN TASK ["TaskAssigned", ["", _taskTitle]] remoteExec ["BIS_fnc_showNotification", 0, true]; };
  17. iV - Ghost

    EventHandler for killed object

    1. Performance People tell me that a eventHandler is better for the performance. I have 50+ tasks (getting more) and for every task a scripted trigger like this. But only 3 tasks are active on the same time. But I don't delete the trigger after the task is complete. Maybe I should do this? 2. Join in progress And a second problem is that I could not complete the mission after JIP. And I don't know why. I think the trigger for succeeded end is not present? Test's without JIP on server was successful. Check the conditions, ... everything all right.
  18. There is a unknown amount of objects (Land_dp_transformer_F) inArea thisTrigger. How can I count if all alive of this are smaller then 1 (< 1)? This should be the Trigger condition.
  19. OFFTOPIC: The id's from Malden objects has changed in the past. Have to change/adjust my whole task system.
  20. Activate ied-module via script How can I activate a in editor placed ied module via script? If (number_CivReputation < 0) then { ... };
  21. In my area of operations there are often a lot of other terrain objects which are not part of the mission. How can I select only the object I want if I use this code: count ((nearestTerrainObjects [getpos thistrigger,[],triggerArea thistrigger select 0]) select {_x inArea thisTriggger && alive _x}) == 0
  22. OK. This is not good. I hope this is an "inglorious" part of the past. I think id's should be persistent and unique for working with. A lot of my tasks are based on the id of an object what is still present in the map.
  23. @pierremgi: Maybe forget a round brace for opening or have one to much for closing? @Tankbuster: Why are the ID's not guaranteed to stay the same?
  24. OK. Til now I check if the generators are destroyed by: // TRIGGER FOR SUCCEEDED END _triggerSucceeded = createTrigger ["EmptyDetector", [5977, 3443, 0], true]; _triggerSucceeded setTriggerArea [0, 0, 0, false, 0]; _triggerSucceeded setTriggerActivation ["NONE", "", false]; _triggerSucceeded setTriggerTimeout [8, 8, 8, false]; _triggerSucceeded setTriggerType "NONE"; _triggerSucceeded setTriggerStatements [ // CONDITIONS "!alive ([5977, 3443] nearestObject 86542) && !alive ([5977, 3443] nearestObject 86543) && !alive ([5977, 3443] nearestObject 86956) && !alive ([5977, 3443] nearestObject 86955) && !alive ([5977, 3443] nearestObject 86958) && !alive ([5977, 3443] nearestObject 86957) && !alive ([5977, 3443] nearestObject 86954)", // ON ACTIVATION "['Chapoi_T2', 'Succeeded', false] remoteExec ['BIS_fnc_taskSetState', 0, true]; ['TaskSucceeded', ['', localize 'STR_iV_TaskSucceeded_PowerGenerators']] remoteExec ['BIS_fnc_showNotification', 0, true]; call iV_fnc_taskSucceededNumbers;", // ON DEACTIVATION "" ]; Works fine on Malden. But I think the code in the condition could be smaller if I can check for these objects in the trigger area.
  25. OK. And where is the object defined? Should I write it like this: {alive "Land_dp_transformer_F"} count thislist < 1; And what is with the Trigger area ? This is my scripted Trigger to check if a minefield is disabled: // TRIGGER FOR SUCCEEDED END _triggerSucceeded = createTrigger ["EmptyDetector", [7860.5, 10205.042, 0], true]; _triggerSucceeded setTriggerArea [30, 30, 0, false, 10]; _triggerSucceeded setTriggerActivation ["NONE", "", false]; _triggerSucceeded setTriggerTimeout [8, 8, 8, false]; _triggerSucceeded setTriggerType "NONE"; _triggerSucceeded setTriggerStatements [ // CONDITIONS "{mineActive _x && _x inArea thisTrigger} count allMines == 0", // ON ACTIVATION "['Airport_T6', 'Succeeded', false] remoteExec ['BIS_fnc_taskSetState', 0, true]; ['TaskSucceeded', ['', localize 'STR_iV_TaskSucceeded_Landmines']] remoteExec ['BIS_fnc_showNotification', 0, true]; deleteMarker 'M1'; {deleteVehicle _x} forEach (getpos thisTrigger nearSupplies 30 select {_x isKindOf 'groundweaponholder'}); // ON DEACTIVATION "" ]; In the conditions is what I'm looking for. But I need it for the generators (Land_dp_transformer_F) and with !alive instead of mineActive and allMines.
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