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gokitty1199

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About gokitty1199

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  1. its been a very long time since ive touched arma 3, but try adding a delay for the JIP player, so after maybe a second or so have it run the script to load the necessary info for the player.
  2. "correct type of people's" was referring to people who what and how to write scripts or work in the editor even if its at a early beginner level. thank you for the bananas and a Merry Christmas to you to :)
  3. Am I way off here or correct? I know this is posted in the wrong section, but I figured this would be the place to get the correct type of people's opinions. Keep in mind, this is for the most basic safezone script which literally has less than 20 lines of script going into it. link to video : first comment or screenshot of comments:
  4. gokitty1199

    Counting when interacted with

    i think he means something along the lines of box1 setVariable ["isFound", false, true]; box2 setVariable ["isFound", false, true]; //do more of these for each box player addAction ["Found Box", { cursorTarget setVariable ["isFound", true, true]; boxesFound = boxesFound + 1; }, [], 6, true, true, "", "cursorTarget getVariable ['isFound', nil] isEqualTo false AND player distance cursorTarget < 4"]; //cursorTarget getVariable ['isFound', nil] isEqualTo false this line should not get the default value of nil. i didnt think to much of it but with getVariable you have a default value(in this case its set to nil), and its going by the cursor target(whats in your cursor). so its reading whats in your cursor, getting the variable isFound, if the object does not have the variable isFound then it returns the default value(in this case nil) for comparison. hopefully @Grumpy Old Man will correct and explain the comment in the script above better so it makes more sense to you
  5. gokitty1199

    Counting when interacted with

    that i didnt think about, nice response
  6. gokitty1199

    Counting when interacted with

    if im understanding you right then this may be what you want it adds an addaction to the player that only shows up if the player is looking at a box, if he looks away or gets further away than 4 meters the the option disappear until the player goes back and looks at it. when the player clicks Found Box, it tallys up 1 box found for that player and no other player on the server can get the option to find that box boxesFound = 0; box1 setVariable ["isFound", false, true]; box2 setVariable ["isFound", false, true]; //do more of these for each box player addAction ["Found Box", { cursorTarget setVariable ["isFound", true, true]; boxesFound = boxesFound + 1; }, [], 6, true, true, "", "cursorTarget getVariable ['isFound', nil] isEqualTo false AND player distance cursorTarget < 4"]; result from clicking on 2 boxes(it sucks trying to make a gif with gyazo -_-) https://gyazo.com/3908068544e5239e0467dd41ecafae05 https://gyazo.com/49d73c9644a30874991b74e74407a960
  7. gokitty1199

    filtering stuff with config

    open up the config and double check that their vehicles still have the same scope/side values for filtering
  8. gokitty1199

    GF Ravage Status Bar script

    hmmm. member already defined, well gee golly i think it was defined twice then eh?
  9. i think your right on that. have a function on each client and just remoteExec the function to the players in the trigger
  10. your using publicVariable already, publicVariableServer runs only on the server. for example here if you have this variable event handler on the server "runThis" addPublicVariableEventHandler { (_this select 1) params ["_message"]; _message remoteExec ["hint", 0, true]; }; then you have this on someones client runThis = "This is my message"; publicVariableServer "runThis"; when the publicVariableServer runs, it sends This is my message to the publicVariableEVentHandler and then it hints This is my message to everyone on the server. for a video tut, go to tutorial 6
  11. whats inside of the public variable event handler for Civbar1? also if its for a waypoint, why dont you use publicVariableServer and put the event handler on the server. read on publicVariable, it sends on all clients. you only need it on the server https://community.bistudio.com/wiki/publicVariable
  12. welp, time to switch thank you
  13. when you host, your literally the server so you have access and can see everything going on. when you host dedicated then you are a client just like everybody else. what exactly is the issue your having though?
  14. this is just a whole mess of a script lol. the reason all players stand up is because its using player switchMove ""; so when it runs, it runs for ALL players on their own unit. he should of passed the unit the action was assigned to to the script such as _chair = _this select 0; _unit = _this select 1; [_unit, "Crew"], remoteExecCall ["MAC_fnc_switchMove", 0, false]; _unit setpos (getpos _chair); _unit setDir ((getDir _chair) - 180); _unit setpos [getpos _unit select 0, getpos _unit select 1,((getpos _unit select 2) +15002)];//tf is this for? _unit addaction ["<t color='#0099FF'>Stand Up</t>", { params ["_unit", "_caller", "_id"]; _unit removeAction _id; [_unit, ""] remoteExec ["switchMove", 0, false]; }];
  15. gokitty1199

    Making White-Listed Cops Only

    what Spatsiba said in this post just slightly modified to make it cleaner(imo). run from initPlayerLocal params ["_unit"]; waitUntil {!isNil _unit}; _whitelistedUID = ["3424324324324324", "3242343242342343", "4234234324324234"]; _whitelistedSlots = ["AlphaSL", "BravoSL", "CharlieSL"]; _uid = getPlayerUID _unit; _slot = vehiclevarname _unit; if ((_slot in _whitelistedSlots)&& !(_uid in _whitelistedUID)) then { failMission "End1"; };
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