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Ry4nD

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Everything posted by Ry4nD

  1. Ok, so I guess it would be something like _this select 0 synchronizeObjectsAdd [Requester1]; Requester1 synchronizeObjectsAdd [_this select 0]; if (typeOf (_this select 0) isEqualTo "rhsusf_usmc_marpat_d_squadleader") then { [_this select 0, Requester1, ArtilleryProvider] call BIS_fnc_addSupportLink; [_this select 0, Requester1, CasProvider] call BIS_fnc_addSupportLink; [_this select 0, Requester1, TransportProvider] call BIS_fnc_addSupportLink; [_this select 0, Requester1, AmmoProvider] call BIS_fnc_addSupportLink; [_this select 0, Requester1, HelicasProvider] call BIS_fnc_addSupportLink; }; ? not sure, feel lost now
  2. Yes brilliant, works like a charm ~ if (typeOf (_this select 0) isEqualTo "rhsusf_usmc_marpat_d_squadleader") then { [_this select 0, ArtilleryRequester, ArtilleryProvider] call BIS_fnc_addSupportLink; [_this select 0, CasRequester, CasProvider] call BIS_fnc_addSupportLink; [_this select 0, TransportRequester, TransportProvider] call BIS_fnc_addSupportLink; [_this select 0, AmmoRequester, AmmoProvider] call BIS_fnc_addSupportLink; [_this select 0, HelicasRequester, HelicasProvider] call BIS_fnc_addSupportLink; }; if (typeOf (_this select 0) isEqualTo "rhsusf_socom_marsoc_teamleader") then { [_this select 0, ArtilleryRequester, ArtilleryProvider] call BIS_fnc_addSupportLink; [_this select 0, CasRequester, CasProvider] call BIS_fnc_addSupportLink; [_this select 0, TransportRequester, TransportProvider] call BIS_fnc_addSupportLink; [_this select 0, AmmoRequester, AmmoProvider] call BIS_fnc_addSupportLink; [_this select 0, HelicasRequester, HelicasProvider] call BIS_fnc_addSupportLink; }; if (typeOf (_this select 0) isEqualTo "rhsusf_usmc_marpat_d_sniper") then { [_this select 0, ArtilleryRequester, ArtilleryProvider] call BIS_fnc_addSupportLink; [_this select 0, CasRequester, CasProvider] call BIS_fnc_addSupportLink; [_this select 0, TransportRequester, TransportProvider] call BIS_fnc_addSupportLink; [_this select 0, AmmoRequester, AmmoProvider] call BIS_fnc_addSupportLink; [_this select 0, HelicasRequester, HelicasProvider] call BIS_fnc_addSupportLink; }; Thank you so much mate.
  3. Ok, so if you link traditionally from the requester to the unit, that won't work right? The only issue I had last night was once me and another player used a support, the support was gone, also once I spawned a few times I lost all support until I went back to the lobby and came back. Any idea? I will try your class method on my next mission update and see how it goes! Again thank you so much Cheers
  4. Hey mate, I got it working! Thank you so much, created a file containing [_this select 0, ArtilleryRequester, ArtilleryProvider] call BIS_fnc_addSupportLink; [_this select 0, CasRequester, CasProvider] call BIS_fnc_addSupportLink; [_this select 0, TransportRequester, TransportProvider] call BIS_fnc_addSupportLink; [_this select 0, AmmoRequester, AmmoProvider] call BIS_fnc_addSupportLink; [_this select 0, HelicasRequester, HelicasProvider] call BIS_fnc_addSupportLink; added modules and it's flawless. Now I just have to figure out how to make it available only to Team-leaders, and JTAC! Again thank you so much!
  5. Copy that, I am just doing some research on the ~initPlayerLocal.sqf~ I will do my best to describe my current layout and idea. Agaiin thank you for your reply. I am slowly and surely learning the support system!
  6. I get an error can't figure it out init local variable in global space.
  7. I will give it a go! Thank you for your reply
  8. I could try to add this code to a initPlayerLocal.sqf, I have initPlayerServer.sqf contains for zeus { if (!isnull (getassignedcuratorunit _x)) then { _unit = getassignedcuratorunit _x; if (isnull (getassignedcuratorlogic _unit)) then { unassignCurator _x; sleep 1; _unit assignCurator _x; }; }; } foreach allcurators; noob question do I just create a initPlayerLocal.sqf and include /* Description: Adds support types during a mission. Parameter(s): _this select 0: OBJECT - Requester unit _this select 1: OBJECT - Requester module _this select 2: OBJECT - Provider module Returns: nothing */ Or does it need to be linked to the support modules somehow?
  9. Ry4nD

    ASR AI 3

    Thank you for your reply, I did not try his suggestion as he stated it was a test, meaning not tested. I already have a stamina disable in my init~ waitUntil {!isnull player}; player enableStamina false; player setCustomAimCoef 0; player addEventHandler ["Respawn", {player enableStamina false}]; player addEventHandler ["Respawn", {player setCustomAimCoef 0}]; }; His suggestion is the only remedy? Again thank you for the reply, unfortunately I have had to remove the mod from my servers until I can find a work around, as my players like the way stamin is at the moment. Cheers.
  10. Ry4nD

    ASR AI 3

    Unfortunately disabling the stamina in ace mod has no effect on the the stamina. @Robalo How can I disable stamina while using ASR AI 3? I have stamina disabled in my script, however asr ai3 overrides it. Appreciate a remedy!
  11. Ry4nD

    ASR AI 3

    Hey thank you, I will try this!
  12. Ry4nD

    ASR AI 3

    Hi guys, I have done extensive googling, can't figure out how to disable the stamina for players, I have a script that this mod overrides. It does not affect the ace missions, only my non ace missions. Any ideas? currently I use if (hasinterface) then { waitUntil {!isnull player}; player enableStamina false; player setCustomAimCoef 0; player addEventHandler ["Respawn", {player enableStamina false}]; player addEventHandler ["Respawn", {player setCustomAimCoef 0}]; When I enable this mod on my servers, stamina comes back? I am 100% puzzled. Thank you in advanced.
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