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billyeatworld

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About billyeatworld

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  1. Hey guys! So basically I've got a bit of an issue with a sector control mission I've been making. It's a fairly standard framework for sector control. Currently running it on a dedicated server. If only one player is on the server when one team's tickets are depleted, the mission ends and resets as normal, but when there are multiple players the mission ends, but doesn't reset. Players are sent back to the role screen as usual, but then on respawn are sent back into the old mission again; tickets and capture points do not reset either. Also, the server is not set to persistent. The mission resets if no human players are spawned in. Any ideas? Here is a link to my mission on dropbox.... https://www.dropbox.com/sh/rjvr8ng8719ujzy/AAAXPA1TpRdvHuJfymsztJwQa?dl=0 Thanks, Billy.
  2. Hey guys! So I have a really annoying problem that I've tried for hours to solve to no avail. Anyway, I'm trying to create an addaction with dynamic variable names on all players in multiplayer and then have it remove itself either when activated or later on in the script. The action will be to call an extraction heli, which is why I needed to add it to the players rather than the heli itself, because of the radius limitations. It seems to work perfectly on the host and on all clients as long as they join at the same time, but as soon as the first JIP player joins, the action can't be removed anymore. It's probably a simple fix but I just can't get my head around it. Here's just a simple example of how i'd like it to work. I was originally using the JIP remoteExec options rather than recreating the action on a loop but I thought it best to try and solve this problem first before getting into that. Any ideas? if (!isServer) exitWith {}; _var = "1"; call compile format [" while {true} do { [[], { testAction_%1 = player addaction [""<t color='#ff9900'>Test Action</t>"", { {player removeAction testAction_%1} remoteExec [""call"", 0]; hint ""this is a test action""; } , _this, 99, false, false, """", """"]; player setVariable [""action_Id_%1"", testAction_%1, true]; publicVariable ""testAction_%1""; }] remoteExec [""call"", 0]; sleep 10; {player removeAction testAction_%1} remoteExec [""call"", 0]; }; ", _var];
  3. billyeatworld

    Need help on scripting

    My description.ext at the very least usually looks something like... respawn = 3; respawnDelay = 30; respawnOnStart = 1; The base respawn should just be a marker called "respawn_west". I don't use the respawn position editor modules. Or for example in your init.sqf file you can add respawn points to your own custom named markers using the syntax... [<SIDE>, <MARKER NAME>] call BIS_fnc_addRespawnPosition; Here's an example of how I've set up the respawn points in one of my missions... [WEST, "base_infantry","Infantry Base"] call BIS_fnc_addRespawnPosition; [WEST, "base_air","Air Base"] call BIS_fnc_addRespawnPosition; [WEST, "base_naval","Naval Base"] call BIS_fnc_addRespawnPosition; [WEST, "base_armor","Armor Base"] call BIS_fnc_addRespawnPosition; [WEST, "base_paradrop","Paradrop Muster"] call BIS_fnc_addRespawnPosition;
  4. billyeatworld

    respawn on start

    Could it be respawnDialog = 0; that is your issue? Default should be 1. My description.ext settings are pretty much the same apart from that my respawn on start works no problems.
  5. Hey david. I'm pretty sure you're on the right track about delaying the player death. There's no way that I can think of to avoid the respawn screen appearing.
  6. billyeatworld

    Need help on scripting

    As for keeping loadouts this is the way I normally handle that... In a text editor, create a file called onPlayerKilled.sqf ... and a file called onPlayerRespawn.sqf Place both files into your mission directory. In onPlayerKilled.sqf paste in... player setVariable["Saved_Loadout",getUnitLoadout player]; In onPlayerRespawn.sqf paste in... removeAllWeapons player; removeGoggles player; removeHeadgear player; removeVest player; removeUniform player; removeAllAssignedItems player; clearAllItemsFromBackpack player; removeBackpack player; player setUnitLoadout(player getVariable["Saved_Loadout",[]]); This will be kind of buggy if you're using the in built Arma 3 revive though because when you go down you go into an ambient animation without your primary weapon, therefore when you die you technically don't have a primary weapon. When you respawn you'll respawn without it. If you want players to respawn with a preset loadout though, then rather than onPlayerKilled.sqf you can paste the same code into a file called initPlayerLocal.sqf. This will just save the loadout when you initially join the game rather than each time you get killed.
  7. billyeatworld

    Need help on scripting

    Hey man! Pretty sure this is the function you need. [<target>,<position>] call BIS_fnc_addRespawnPosition; <target> can be namespace, side, object or group. <position> can be a position, an object or a marker name (as string). In your case you want <target> to be the side and <position> to be an object (the player you want to respawn on). So... [WEST, yourSoldierVarName] call BIS_fnc_addRespawnPosition; Or if you want the leader of a particular group... [WEST, leader (yourGroupVarName)] call BIS_fnc_addRespawnPosition;
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