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About Newsparta

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  1. I did find a bug report for KbTell and civilians, but this was pertaining to the civilians needing radios to be added and assigned to their inventory. I have already done this and it works for SP but not dedicated server.
  2. So i have been working with getting conversations and briefings working on a dedicated server and initially had decent success. I can get a conversation to play on all connected clients however there are a few problems i am having. When I get the mission file on a dedicated server and trigger the conversation, it does not seemingly run it in a scheduled environment so all of the sleep commands are seemingly ignored. The speech itself seems to come out nice and orderly, but both the captioned text and any other functions mixed in (such as assigning a task) get executed all at once. Also I am now noticing that I am only able to get the conversations to work properly on BLUFOR units, I recently tried to add a conversation to a civilian and the script gets executed (I know this because the task to talk to him successfully completes) however the speech does not initiate. I have already added a radio to the civilian and it works fine in sp, just not on a dedicated server. an example of my code is shown below. {_x KbAddTopic ["briefing","texts.bikb","",""]; juliaCommander KbAddTopic ["briefing","texts.bikb","",""]; juliaCommander KbTell [_x, "briefing","briefingLine1"]; ... waitUntil { juliaCommander KbWasSaid [_x, "briefing","briefingLine12",3]; }; sleep 1; juliaCommander KbTell [_x, "briefing","briefingLine13"];} forEach (allPlayers - entities "HeadlessClient_F"); I have tried to research the subject but have not particularly found anything helpful. Does anyone have any insight as to why those problems may occur? Just to clarify everything I have scripted works flawlessly in SP, I just havnt quite figured out how to transition that to dedicated server MP.
  3. I am trying to make something that allows players to place a few fortifications around an area and have been using the players position to place the objects. However i have noticed that it does not place the objects in consistent locations, and i was wondering if anyone had some insight on why it does this or how i may be able to improve the system. I was thinking of how ACE places explosives but didnt know of any better way besides just referencing the players location and spawning on that spot. private ["_player","_tower","_pos"]; hint "Placing Tower At Your Position In 15 Seconds"; _player = (_this select 1); sleep 15; _pos = [_player, 1, getDir _player] call BIS_fnc_relPos; _tower = "Land_Cargo_Patrol_V4_F" createVehicle _pos; _tower setDir ((getDir _player)- 180); cTower = cTower + 1; if (cTower == 2) then { [kit, (_this select 2)] remoteExec ["removeAction", 0, false]; };
  4. Thanks, I must have completely skimmed over that part of it. I'll mess around with it. Update: Legit added 1 line of script and totally works like I want it.
  5. I am having difficulty with a seemingly very specific problem. I am making a mission that is intended for a dedicated server. This mission adds a variety of actions that are added to all clients upon loading the game. My problem is this. The user action being activated triggers the creation of a vehicle. considering the value for "player" is null on a dedicated server, I need to figure out what entity (which player) activated the addAction (seeing as any player in the mission can activate it at any time), and I am having a lot of difficulty trying to figure out how to spawn an object at their location if I have no idea which one has activated the action. (btw. how do people paste in their notepad + + code too look so nice on the forums? Like for showing someone example code. I don't know how to do that.)
  6. I can't view the video. To be honest, your best bet in mission design is to learn how to make functions and use scripted commands and sqf files for a lot of stuff. using the 3D editor is very nice, but it doesnt offer as much control as an sqf file with scripts. https://community.bistudio.com/wiki/Category:Arma_3:_Functions https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 are great tools for seeing what you can do, as well as these forums for examples of what other people have done or help.
  7. As for random unless you want it in a very specific location, you can do something like this _spawnLocation = [ getMarkerPos "markerName", // location of marker in the center of desired spawn area 1, // minimum chosen distance from marker 100, // maximum chosen distance from marker 3, // distance from nearest object 0, // not in water 20, // max terrain gradient of 20 0 // does not have to be on shore ] call BIS_fnc_findSafePos; IED = "Land_Garbage_square3_F" createVehicle _spawnLocation; _shell = [ "G_40mm_Smoke", "Bo_GBU12_LGB" ] call BIS_fnc_selectRandom; _explosion = _shell createVehicle position IED; sleep 2; deleteVehicle IED; If you want specific locations you can also just make an array of locations and then call a random location from that, personally I like just using the findSafePos command
  8. If i am understanding your problem correctly, you wish to have both "_shellArray" variables created on your "IED" position. In the code you have you are only calling one vehicle to be created. You have to make 2 separate createVehicle functions in order to have both spawned also you have a redundant variable. You can call a random shell using only 1 variable more simply _shell = [ "G_40mm_Smoke", "Bo_GBU12_LGB" ] call BIS_fnc_selectRandom; _explosion = _shell createVehicle position IED; sleep 2; deleteVehicle IED; I have tried the code above and it calls one of the two shells randomly however if you want both simultaneously you need _explosion1 = "G_40mm_Smoke" createVehicle position IED; _explosion2 = "Bo_GBU12_LGB" createVehicle position IED; sleep 2; deleteVehicle IED;