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Danskkat

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About Danskkat

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  1. Still not sure what's going on. I tried doing different things with how it calls spectator. Is there something in Eden I might be missing? The problem appears completely absent from my code.
  2. Sorry the more I dig into this the more complicated it's getting. Was hoping to have better details before I reached out again. So in the original mission I had put... into all player units (in the Eden init). Worked great, everything lovely, cool stuff. So I copy/pasted the mission folder, removed all my set pieces except the players (who had that in them) and started the sequel. Except this time, when you fire up, the host and SOME of the clients have all their HUD elements missing. I figured out that if you fired spectator from the debug and closed it again they'd return, so I made a very stupid workaround: It works, but is also very janky. As for your description.ext, I can't imagine why the problem would be from there (since again, direct copy/paste) buuuuuuuuut here you go: Right now I'm trying to run that code that used to be in the Eden unit init into serverInit as a {}forEach allPlayableUnits and seeing how that works. Hope that's enough detail!
  3. UPDATE: I removed the spectator thing from all inis and the code in general, and it STILL occurs.
  4. Danskkat

    Ladder Use Prevention

    Oh that's insanely clever. I love it. Thank you!
  5. Thankfully Eden tells and shows you which door is where. So knowing that's how I can use that script, it should be pretty easy from there. ....... I hope. I'm assuming this needs to be remoteExec
  6. Oh slick. Excellent. I did a quick search and couldn't find BIS_disabled_door in any of the script lists I have bookmarked so no wonder I couldn't find it. Thank you so much. Seriously huge help.
  7. Still appreciated. Actually, since it's fresh in your mind from having done it recently: Did you find a clean way to only have specific doors locked? I'm not at my computer so haven't looked at the BIS_fnc page for it.
  8. YUS! Thank you, I did not see that in my Googles. Much appreciated!
  9. Is there a way to prevent units from using a ladder? I've been throwing down invisible walls to block the unit from getting to it, but it doesn't seem to work for the AI who repeatedly climb up anyway. I was debating making a marker that detects someone on the ladder and either removes unit from play or teleports it elsewhere but I'm worried about either A: a lot of removed enemies for no good reason or B: teleported unit may just decide to go path back over again. Any advice or tricks? Thanks!
  10. I've been working a mission where I have a bunch of custom buildings placed through Eden. I need certain doors locked while others not, as one might expect. So I used the attributes editor to lock the correct doors. Works great for me, the host! However, players who have joined me can open all doors with no problem. I figure I need to remoteExec something somewhere, however, I haven't been able to find a script on the list that works for doors other than vehicles. What am I missing? Thanks!
  11. Interesting idea. I actually just came to report something else: It only affects the server regularly, everyone else is intermittent. If I enable spectator mode and then disable it again using debug my elements return. It currently exists in the Eden init, I have temporarily removed it and seeing what I'd need to do to make that a script in initServer or something. (Maybe initPlayerLocal?) It's very bizarre. Also not the only bizarro problem this scenario is having for me. I also ONLY shows up as "Unnamed" when I load it. So... issues upon issues. Some worse than others.
  12. For some reason when I try to test my mission I've been working on I lose all my weapon information on the HUD. No fire select, grenade type selected, etc. It's only on this mission. In the player's .ini from Eden they have... this addEventHandler ["killed", { _this spawn { TitleCut [" ","black out",1]; sleep 3; TitleCut [" ","black in",3]; "DynamicBlur" ppeffectenable true; "dynamicBlur" ppEffectAdjust [6]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 5; ["Initialize", [player, [west], false, false, false, true, true, true, true, false]] call BIS_fnc_EGSpectator; }}]; removeGoggles this; this addGoggles "G_Balaclava_Combat"; Aside from this, I'm not sure what else I may have accidentally screwed up to remove that information. Any thoughts? Thanks!
  13. Confirmed working! Thanks KK!
  14. Okay, I think that's what I was getting at, but that's definitely a good way of explaining it. Thank you so much for the help! I was bashing my head against this for days!
  15. I am very confused on that first one. Also extra confused because that one's never failed on me. Huh. So, let me see if I can understand this... _timerFix is defined inside of a conditional that relies on GameTimer being 1... and is called again later in the loop where GameTimer also has to be 1... but because they're not defined in the same conditional they can't talk across to each other? Would making them both public variables help? (Apologies for dumb language, largely self-taught code means I am bad at communicating it sometimes.)
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