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Heidelberg

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Everything posted by Heidelberg

  1. I've tried to compile a simple script that should remove a vehicle after a certain amount of time, and if no player is inside. What it should do is wait for a "GetOut" event to happen, then wait for some time and then check if any player is in the vehicle. After that it should delete the vehicle, but it does not seem to be working. //Create vehicle IfritSpawn || IfritSpawn1 addAction ["Spawn Ifrit", {createVehicle ["O_MRAP_02_F", (getPosATL IfritSpawn), [], 5, "NONE"]; }]; // Deletes vehicle vehicle addEventHandler ["GetOut", { sleep 1000 if !(player == vehicle player) then { deleteVehicle vehicle } }]; Any help is appreciated. Edit: I run the script serverside, in my init.sqf if it means anything.
  2. I have two questions. First; how do I make it so that if a player on the server reaches a certain amount of kills, the game finishes? Second question; after the game finishes, how do I make it so that the server switches to another mission file that I have (switching between several different maps after each finished game) Thanks in advance.
  3. When trying to join MP servers, after installing the latest update, an error keeps popping up. https://gyazo.com/372d459bae027b32f7b84e6f2fa47db1 Note that I'm not subscribed to the Old Man mission through the steam workshop. But the error seems to re-occur, even after verifying files, etc.
  4. Heidelberg

    New update - unable to join servers

    Disregard
  5. Heidelberg

    Deleting vehicle (solved)

    Thank you very much. It seems to be working, adding the EH inside of the addAction scope. Everything works now! Thanks a lot again for both of your help @HazJ and @opusfmspol
  6. Heidelberg

    Deleting vehicle (solved)

    @HazJ nevermind, just realized I'm stupid. But it still seems to not be deleting the vehicle when I exit.
  7. Heidelberg

    Deleting vehicle (solved)

    Not sure if the scope is correct here, but I will be testing it shortly. Thanks!
  8. Heidelberg

    Deleting vehicle (solved)

    That's weird, still is not working for me. Could the fault be where it is executed? (init.sqf)
  9. Heidelberg

    Deleting vehicle (solved)

    Doesn't seem to be helping with the issue ://
  10. Yes, seems like the case. After reaching killLimit, the "mission complete" screen appears and with the mission rotation config in server.cfg, it rotatoes to the next mission file. It works!
  11. Want to try your pistoling abilities out? Do you want to become a better Kavala rat or just simply have fun shooting at others? With the release of Pistol Bangers Paradise, select your pistol of choice and start bangin! First one to reach 50 kills wins the game. Play on arenas in the well-known cities of Altis and Stratis; Kavala, Pyrgos, and Agia Marina. More maps to come in the future. Simple interaction tool in which you choose your loadout. Secured base-spawn and much more. Search for "Pistol Bangers Paradise" in the in-game browser, or directly connect with the IP: 178.63.64.247 and port 2302. Help stress test the server and have fun at the same time. https://arma3-servers.net/server/147283/ Connect with us at discord: https://discord.gg/a2SWnsC
  12. I do believe it's the case, if I use the mission rotation in my server.cfg, it will automatically rotate to another mission file once the game is done due to killLimit being reached. Quoted from https://community.bistudio.com/wiki/server.cfg "Once the mission is done and if there are still players on the server, it will automatically switch to the next in the cycle." Imma have to test that to see if it works out.
  13. Correct me if i'm wrong. So if I place BIS_fnc_endMissionServer to be executed once killLimit is reached, the mission will end for all clients, and start rotating to another mission file when I use the lines from https://community.bistudio.com/wiki/server.cfg ? Thanks for the reply.
  14. Heidelberg

    .

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  15. Heidelberg

    24/7 Battlefield Style RUSH!

    Looking promising!
  16. I've searched throughout the internet and forums, but I think there is a much more simple way of creating a script that allows a player to interact with a certain object, and then choose to teleport to one of several self-chosen spawn-points. How can I do that?
  17. So I've tried to create an OnPlayerRespawn.sqf to help with my issue, but I know I've done something wrong. The script only run once, after a player have connected. I have set the InitPlayerLocal to be the exact same as the OnPlayerRespawn, but I think I need something added to the OnPlayerRespawn.sqf in order to make it run locally on the player upon respawn in multiplayer. http://pastebin.com/JZdiMZP7 Any help appreciated.
  18. Heidelberg

    Script loop after respawn

    It works first time i log into the server. Once I respawn, it still wont work :/
  19. Heidelberg

    Script loop after respawn

    Ok, I changed my OnPlayerSpawned.sqf to the text you pasted, tried it on a private lobby but it did not seem to work :/
  20. Heidelberg

    Script loop after respawn

    Really appreciate your help, trying it out in a sec. :)
  21. Heidelberg

    Script loop after respawn

    Thank you. Mind showing it on the pastebin I put in?
  22. Heidelberg

    Script loop after respawn

    The thing is, the scripts I made will not work when the player respawns upon death. Only after joining, and I need it to run at all times, i.e. also after respawning.
  23. Heidelberg

    One-way Teleporting

    This looks promising, might try it out.
  24. Heidelberg

    One-way Teleporting

    The player must not have the availability of choosing where to teleport. The design is that you should scroll wheel on an object that gives you the option of teleporting to battle. Just one-way, no option of choosing where to teleport. If anybody have played on the German Academy Deathmatch servers, it's the exact same way I wish it to work like. - scroll wheel on sign that says "teleport to battle" - takes the player into one of many available spawn points in that battle-arena.
  25. Heidelberg

    One-way Teleporting

    I've done exactly as you've said. Not working unfortunately. (doing it on multiplayer if that should do any help). Nothing happens when I try scrollwheeling on the object (sign).
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