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About Captinlarry

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    Private First Class
  1. So I created a mission file for my units new training map. When testing on my own PC I get no errors and see all slots intended. The slot selection screen on my own PC When I upload the mission on server I see no slots to select at all. There are no visible errors. The Slot Selection screen on the server box After doing some testing and removing all objects from the mission file and testing one at a time I discovered my issue is BLUFOR AI that I placed down using animations from 3Den Enhanced. When I remove them from the mission file everything works perfectly. Does anyone know what might be the cause of this ?
  2. Captinlarry

    [REQUEST] ORBAT Tutorial

    Any Help on how to get this to work on a multiplayer server? Works just fine in SP and when I test Mp but nothing shows up when I test on the server Box
  3. It calls a funtion that moves multiple objects away from an opening like a door, fires off 8 UnitPath scripts and has some time delays
  4. Im having issues calling a Sqf through a simple radio trigger using a RemoteExcec call{playsound "JediDown";}; remoteExec ["Scripts\Start.sqf", 2]; The Trigger in Question Bane of my existence Path Scripts\Start List of SQFs Also having some issues with Addactions that activate SQFs. call{this addaction [ "Disable Security Lockdown", { "StarLock.sqf" remoteExec ["execVM", 2];}];} I was Using this ^^ but my Mod guys tell me that will call on every machine, kill frames and crash the server. Any and all help would be apperciated
  5. Captinlarry

    Adding an Image to a CutText

    This is the error message i'm getting
  6. [] spawn { 101 cutText ["Image: ", image "image\SWLogo.paa"]; 101 cutFadeOut 7.0; sleep 8; 101 cutText ["<t size='3.0' color='#008AB8' font='EtelkaMonospacePro'>Believe in yourself or no one else will.</t>", "BLACK", 3.0,true,true]; 101 cutFadeOut 7.0; sleep 8; }; trying to add an Image to my cuttext per This Link
  7. Having issues posting the PBO and the SQM here.
  8. Yup. Still got the Error
  9. Alright then what am I doing wrong then?
  10. I posted this removeMagazinesTurret ["4Rnd_Titan_long_missiles", {0}]; this addEventHandler ["Fired", {deleteVehicle (_this select 6); _this execVM "scripts\flak.sqf";}]; In the init of the tigris
  11. https://gyazo.com/82d7a887decdf003465925cb98fe6392 Tried using the Flak script and everything above but I keep getting this error with no Flak appearing.
  12. The code is a UnitCapture log for 15 aircraft. Each aircraft has its own path, Flight one does its flyover first, 2 flight second and so on. I would post it but its 15 different SQFs which read as Path1=(data); [B1,Path1] spawn BIS_fnc_unitPlay; B1 engineOn true; [] spawn MyPath1; [] spawn Mypath2; [] spawn Mypath3; [] spawn Mypath4; [] spawn Mypath5; Better?
  13. You've lost me chief 😅
  14. You mean the Path Names?
  15. Sorry to rehash this but Im having a similar problem again. Current issue is Im trying to call an SQF from a trigger. Trigger is set in the water and when players cross into the area I need it to fire the SQF which has about 15 paths and music in it. I thought about calling directly from the trigger but IIRC "Sleep" does not work on triggers. The SQF call{playsound "Eyes";}; sleep 5; rec = [] spawn MyPath1; rec = [] spawn Mypath2; rec = [] spawn Mypath3; rec = [] spawn Mypath4; rec = [] spawn Mypath5; sleep 5; rec = [] spawn Mypath6; rec = [] spawn Mypath7; rec = [] spawn Mypath8; rec = [] spawn Mypath9; rec = [] spawn Mypath10; sleep 5; rec = [] spawn Mypath11; rec = [] spawn Mypath12; rec = [] spawn Mypath13; rec = [] spawn Mypath14; rec = [] spawn Mypath15;