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t.a.6

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Everything posted by t.a.6

  1. t.a.6

    Multyplayer Switch

    https://forums.bistudio.com/topic/186059-mp-unit-switch/
  2. t.a.6

    MP unit switch.

    It's not his account, we writed the script together.
  3. t.a.6

    MP unit switch.

    Happy to present: Script executing " selectplayer " command with passing curator module access rights and supporting mods: Now: " FSF sacventral " and " TGP ". (If want some other mod to include - write, will try to help) `Letting player jump to any unit in any game at any time. Using: Uncomment, marked with needeble mod names, lines to get the mod supporting. Execute local on computer, where the needeble player is, by: [||u| (`'new` unit)|||,|cm| (curator module)|] execVM "ss.sqf"; Examples: [_this,cmt] execVM "ss.sqf"; [ut] execVM "ss.sqf"; //```[unit] execVM "ss.sqf"; Download. (in case if anywhen the link will not work) ss.sqf //[|u|||,|cm||] execvm "ss.sqf"; selectplayer (_this select 0); if((typename(_this select 1)) == "object")then{ unassigncurator (_this select 1); if(typename(_this select 0) == "object")then{driver(_this select 0)}else{_this select 0} assigncurator (_this select 1); }; for "_cn" from 0 to 1 do { if((_this select 0) getvariable "psts")exitwith{}; /*"TGP"|1 [] spawn TGP_fnc_addAction; "TGP"|1*/ if(!isDedicated)then{ /*"FSF sacventral"|2 player setVariable ["FSFSV_BACKPACK",objNull]; player addEventHandler ["Respawn",{player spawn FSFSV_Player_Init;}]; [player] spawn FSFSV_Player_Init; "FSF sacventral"|2 */ }; _this select 0 setvariable ["psts",true,true]; };
  4. Did you ? Sorry what forgot about button. But: action do not adding to new unit after " selectplayer " and the module do not working; as i said both times. And can give me command to make unit's health 100% and stop bleeding (if bleeding are enabled)?
  5. And that: //_this select 6 = throwed item; waituntil {(str (_this select 6)) == ""}; or waituntil {isnull (_this select 6)}; | "generic error in expression". (urrrhhhmm)
  6. Thanks but i actually knew all of it. The thing i want is like: 3d explosive interface , if someone can revive the script it would be great.
  7. Is it possible to determine position of the item? (for like adding action to player if he are close enough or watching on or add some invisible object and add action to).
  8. *even Can't answer on exactly that question, sorry, but fact - that: this animateDoor ["CargoRamp_Open", 1, false]; will work.
  9. Thank you, and the first question is- `"addaction" on throwed items do not working, how to make it?
  10. https://community.bistudio.com/wiki/animateDoor
  11. After using " selectplayer " command the new unit do not have `MCC in action menu`, how to add it? (and would like to get code to |log out| current mission maker) (And at mission start only |player-server| have the action, uncontacted to "access rights" module). Copy, (when the update ~can come out? (do not stressing, just if can tell)).
  12. Can someone help with writing script for handle getting out vehicles to hide the "display" ?
  13. Looks nice, but we are using MCC's zones, spawning, mission generating abilities and it already taking 50% of FPS from server, so i hope: it will not have any impact on performance it turned off, and all the side will still be optional (like the compass). And shay please answer on my question, which i already twice sended, we waiting for your answer, can't launch 2 scripts without the questions soluted.
  14. Would like to find problem to send to you, but want to play some ) , to much times did that before could start server at that time.
  15. Hi, thank you for the mod, we using it and got a few questions: How to give access to it to new unit after "selectplayer" and the "access rights" module do not working (i guies same command will solute both the points), and units under " ["handledamage",{0}]; " are going unconscious after 1 kill shots, how to avoid that? Thanks in advance.
  16. Do anyone know how to ensure the mod executing for new unit after "selectplayer" ? (sometimes it stopping working).
  17. Yep, keys working if no empty air vehicles present on map at mission's start and the mission's folder weight low enough. (as answer on my question: " [] spawn TGP_fnc_addAction; " - execute where "player" are local after the player switched unit). (To avoid the problem for future can add the command to: "onteamswitch" and noone know how to handle "selectplayer"?)(in the mod i mean). Thank you.
  18. I guies you had the post unupdated when writed it, but thanks for trying to help. The sleep had problem because i tested it in debug console, but units still dying.
  19. _this = [[player],"",""]; if((typename (_this select 2)) == "bool")then{ waituntil{_this select 2}; }; if((typename (_this select 1)) != "array")then{ _r = ropeCreate [vehicle (_this select 0 select 0), [0,0,0], 70]; }else{ _r = ropeCreate [vehicle (_this select 0 select 0), _this select 1, 70]; }; { [_x, _r]spawn{ private [_x,_r]; _x = _this select 0; _r = _this select 1; unassignVehicle _x; _x action ["GETOUT", vehicle _x]; _x attachto [_r, [0,0,32]]; _x playactionnow "LadderRifleStatic"; _lcn = 32; while {((getPosATL _x) select 2) > ((ropeEndPosition _r select 1) select 2)}do{ _lcn = _lcn - 1; _x attachto [_r, [0,0,_lcn]]; sleep 0.2; }; detach _x; }; sleep 0.5; }foreach (_this select 0); ropeDestroy _r; private [|#|_x,_r]; "Error undefined variable in expression: _x" It's happening not 1-st time, not in 1-st script.
  20. Yeah, mistake, forgetting, just not usual using the command, Fixed the problem if((typename (_this select 2)) == "bool")then{ waituntil{_this select 2}; }; _lu1 = (_this select 0) select 0; _r = ""; if((typename (_this select 1)) != "array")then{ _r = ropeCreate [vehicle _lu1, [0,0,0], 70]; }else{ _r = ropeCreate [vehicle _lu1, _this select 1, 70]; }; _lscn = 0; { if (_lscn == count (_this select 0)) then { _lst = true; }; [_x, _r, _lst]spawn{ _lu = _this select 0; _lr = _this select 1; unassignVehicle _lu; _lu action ["GETOUT", vehicle _lu]; _lu attachto [_lr, [0,0,-5]]; _lu playactionnow "LadderRifleStatic"; _lcn = -5; while {alive _lu and ((getPosATL _lu select 2) > (((ropeEndPosition _lr select 1) select 2) + 0.3))}do{ _lcn = _lcn - 1; _lu attachto [_lr, [0,0,_lcn]]; sleep 0.2; }; hint str(_lu); _lu allowDamage false; sleep 1; detach _lu; waituntil{istouchingground _lu}; sleep 1; _lu allowDamage true; if(_this select 2)then{ ropecut [_lr,70]; }; }; _lscn = _lscn + 1; sleep 0.5; }foreach (_this select 0); later will send another script with same thing (there is no chance to understand why), just here is one more problem, message is: " |x|sleep 0.5; generic error ". and here _lu allowDamage false; sleep 1; detach _lu; waituntil{istouchingground _lu}; sleep 1; _lu allowDamage true; "allowdamage" do not working, unit always dying.
  21. Thank you. unassigncurator |cm|; |u| assigncurator |cm|;
  22. How to give access to curator to some unit in running game? (want to make it for support "selectplayer" command for zeuses).
  23. Playing with 6.0 and for the "TGP" begin working need to use action (keys too beginning working only after).
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