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Dj Rolnik

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About Dj Rolnik

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  1. Okay, confirmed that the removal of the remoteExec solved the problem. That was my bad. Thanks for the help!
  2. The "h1" is just a variable name of the helo that is to land inside the trigger.
  3. Ah yes, I guess I see now. I will probably remove the remoteExec but will mess around with it a little bit more and see how it goes. Thanks man!
  4. Hey guys, I am looking for some help and explanation on a trigger issue that I cannot seem to find a workaround for. It is most probably me being stupid and forgetting something obvious, but I will be glad if someone explained to me what I am doing wrong. I am trying to have a trigger add three hold actions (repair, rearm, reafuel) to a specific vehicle once it enters the trigger area. It is currently set up like this: Activation: Anybody Activation Type: Present Repeatable: Yes Condition: h1 in thisList; On Activation: [ h1, "Repair", "holdAction_repair_ca.paa", "holdAction_repair_ca.paa", "_this distance _target < 8", "_caller distance _target < 8", {player playMoveNow "AinvPknlMstpSnonWnonDnon_medic3"}, {}, {h1 setDamage 0; hint "Vehicle repaired";}, {player switchMove ""}, [], 10, 0, false, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, h1]; [ h1, "Rearm", "holdAction_rearm_ca.paa", "holdAction_rearm_ca.paa", "_this distance _target < 8", "_caller distance _target < 8", {player playMoveNow "AinvPknlMstpSnonWnonDnon_medic3"}, {}, {h1 setVehicleAmmo 1; hint "Vehicle rearmed";}, {player switchMove ""}, [], 10, 0, false, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, h1]; [ h1, "Refuel", "holdAction_refuel_ca.paa", "holdAction_refuel_ca.paa", "_this distance _target < 8", "_caller distance _target < 8", {player playMoveNow "AinvPknlMstpSnonWnonDnon_medic3"}, {}, {h1 setFuel 1; hint "Vehicle refueled";}, {player switchMove ""}, [], 10, 0, false, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, h1]; On Deactivation: removeAllActions h1; So it's pretty straightforward. The problem is, the action that gets added to the helo is added the amount of times that there are players on the server. That is, if I test it in my local MP I see them added once each (correct). If I launch the mission on a server, I see all three actions doubled (one for me and one for the server it seems), and when I entered with four other players the actions were added a total of six times each. I may be forgetting something obvious, but I just want the action to be added to the vehicle once per type (one repair, one refuel, one rearm). Otherwise once you approach the vehicle it just spewes a crap tonne of actions listed in the scroll menu. Thanks in advance for your help!
  5. Dj Rolnik

    Kill units inside a trigger

    Awesome, thanks @Schatten! I will check this solution out.
  6. Hey everyone, I would like to ask for help with a relatively simple concept that for some reason I cannot find a solution to. I would like to create a scenario in which whatever human entity is within an area upon a press of a button, that entity (entities) are killed. The way I see it is to make an area trigger in which those entities would be placed or walk into (either blufor, opfor or civilian) and upon pressing an individual button (which would presumably set the trigger condition to true) the entities within that trigger area would receive fatal damage. The problem I have is that it cannot be a predefined unit that I would name beforehand, because the players would have the option to choose the victim. This means it has to be some kind of criteria which checks for all alive human entities inside the trigger and apply damage to all of them. That's the part I am struggling to get to wrap my head around. Any suggestions will be super welcome. Thanks!
  7. Dj Rolnik

    Disable AI going prone

    @LSValmont Hey man, sorry it's been a while since I visited the forums and thus did not see your message. Here goes the link: https://drive.google.com/open?id=1bRUPluH_0kEf68G40W7twRZ20DNWWEEr I packed it into an archive if you wish to load it via a local mod. Optionally, you can subscribe to the Workshop version which I uploaded for ease of use, right here: https://steamcommunity.com/sharedfiles/filedetails/?id=2011658088 Cheers!
  8. Hey guys, I am working on a mission which utilizes a script allowing the players to shout to civilians based on distance and angle from the civie. Whenever the civilian is within a given radius and a specific angle from the player, then the latter receives an action allowing him to shout commands etc. The script works fine and all, but I am seeing a problem where the action appears/reappears pretty randomly when the civilians are running/moving OR RATHER when there are obstacles and uneven terrain around. I believe that the BIS_fnc_inAngleSector , which is the condition for the addAction, keeps returning an exact position of the civilian and when he keeps moving, changing altitudes or when there are objects around, the function just loses track and makes the action appear/disappear pretty randomly. I may be wrong on this but that's the only thing that comes to my mind. That's for the context. Now whe actual question I have is: do you think it's possible to feed some kind of modified position array of the civilian, so that it will search "around" his actual position? player nearEntities [ "MAN", _radius ] select { side _x isEqualTo civilian && { [ getPosATL player, getDir player, _angle, getPosATL _x ] call BIS_fnc_inAngleSector } } Thanks a lot! Adam
  9. Dj Rolnik

    Immersion Cigs

    Yeah ok, so removeGoggles does work on the smoked items. removeMagazine works for cigarette packs, lighters etc. However, I cannot seem to find a way to remove individual cigs unpacked from the packet. I thought that a simple removeItems would work, but instead it spewes the below error: Okay, scratch that. player removeItem "murshun_cigs_cig0" actually does work. For some reason the removeItems cmd does not work though. Not a biggie luckily. Thanks @Maff!
  10. Dj Rolnik

    Immersion Cigs

    Hmm, sounds good, I will try that.
  11. Dj Rolnik

    Immersion Cigs

    @Maff, yeah I think you're right. Basically the cigs are put in the goggles slot so at this point the unlinkItem should work, but it does not. I also tried the removal of magazines, but to no avail.
  12. Dj Rolnik

    Immersion Cigs

    Hey guys, I am trying to figure out a way to remove cigs, lighters, matches etc from the player with a script. I found the classnames for the items (and cigs in various stages) and created a simple trigger which ought to removeAllItems upon leaving the trigger area. I did test it with other items that the playe can use but for some reason I cannot get the cigs-items to work. I also tried unlinkItem for equipped items, but it does not seem to work. Do you have any ideas as to how I could do that? Thanks!
  13. Hey, Yes Larrow, you're right. My original attempt now just works in terms of connecting, but I did mess up the part with isUAVDisconnected. Apparently, according to the below thread, there is a command which returns the controller of the UAV, irrespective of whether it's connected, so I was thinking that this could work, but actually at this point your current version is just the way to go. Thanks again Larrow - saving the day once more 🙂 Adam
  14. Okay, so I have a few things to say.. First of all, thank you all for being so helpful! I have already realized that whenever I want to achieve any relatively simple effect in Arma, it always ends up being much more complicated that it initially seemed and I need to cry for help. It's great to know there are people willing to spend their time to help others - many thanks @Maff, @Larrow - that's really much appreciated. Secondly, I should apologize, because in the end all this mess resulted from my mistake. In short: all of those attempts do work on a dedicated server, as I have just confirmed after about a 376th server restart. I should apologize mainly because I assumed that creating the turrets within the initServer.sqf would not be a problem for the script to run, primarily because it worked on SP + local MP and not on a Dedicated - I never thought that this could be the reason but I should have posted it in the original post nonetheless. The initServer.sqf also contains the below bit which creates the turret-uavs from scratch and places them on a Ship. The sole createVehicle process was the part that messed up the connectivity for whatever reason. I actually noticed this after launching Larrow's test mission and comparing the two scenarios. In mine, the turret was placed by the script and in Larrow's it was already in the game. Even after copying Larrow's code directly to my mission it did not work so I started pulling my hair out until I realised what the cause could be. /* MK49 Spartan - Rear-right */ // turret1 = createVehicle ["B_SAM_System_01_F", [1507.26,8856.08,0.2]]; // createVehicleCrew turret1; turret1 attachTo [Ship, [24.8,-155.5,12.6]]; turret1 setDir 90; turret1 setBehaviour "CARELESS"; turret1 setCombatMode "BLUE"; turret1 disableAI "TARGET"; turret1 disableAI "AUTOTARGET"; turret1 setAutonomous false; turret1 setGroupId ["Turret 1"]; With that, I decided to just skip the createVehicle part and simply created a turret somewhere on the map in the editor. When the mission starts, I now only move it to the desired position and then connecting to it via any script works flawlessly in all environments. All scripts, that is Larrow's most elaborate code, Maff's suggestions pertaining to remoteControl and the previous attempts to fixing my code, as well as my original script. The only minor difference is that with remoteControl it seems that you cannot use the radar of the turret (Ctrl + R) and with my original script the line pertaining to the check, whether the terminal is already disconnected, is wrong - I will fix this later but that's not a biggie. Sooo.... yeah. I am so sorry for wasting your time guys. It could have been over much sooner and that's only due to my mistake. I guess live and learn, eh..? Thank you very much for helping again! Adam
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