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Coladebote

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About Coladebote

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    Spain

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  1. Coladebote

    showGPS false

    This is the idea: the mission starts with the GPS operational, at a specific moment the signal is temporarily lost. After a few minutes it returns to functional. I don't know if it can be, but that's the idea. Thanks guys for your help.
  2. Coladebote

    showGPS false

    Hello, That is not the idea. The point is that the mission begins with the GPS working properly. At one point in the mission, the GPS stops receiving a signal and you have to use the compass, until at another point the GPS receives data again and works again. That's the idea.
  3. Hello guys: I am preparing a mission in the desert. The idea is that when the first objective is reached, the gps signal is lost and you have to move to the next objectives using the compass and the map tool. I don't know if with "showGPS false;" on a trigger, it is possible to get what I want. Can somebody help me? Thanks.
  4. Coladebote

    Visible zone/wall?

    Given the excellent contribution of wogz187, nothing more to say. Greetings from the Mediterranean coast.
  5. Coladebote

    Visible zone/wall?

    Hello, can you explain better. It is not very clear what you mean by "zone/wall visible"?
  6. Coladebote

    Unstable 'show / hide' module

    Thank you very much, Pierre. I will take your observations into account.
  7. Coladebote

    Unstable 'show / hide' module

    Friend Pierre, in this video you can clearly see the example. Thanks for your interest. You know I admire you a lot.
  8. Coladebote

    Unstable 'show / hide' module

    I think I have not explained the matter well. The mission includes the Hide / Show modules, associated with units that are activated by a trigger. When I test the mission in the editor it does work. When I put the mission to roll on the server is when it doesn't work. Units are not displayed. It doesn't always happen, but on an IIWW mission it happened to me.
  9. Hello guys: The 'show / hide' module works perfectly in the editor, but when you move it to the server, sometimes it doesn't work, so it ruins your mission. Someone knows why it happens. A module that does not have full guarantees that it always works well, it is better not to trust it and, therefore, not to use it. A problem. Thanks.
  10. Coladebote

    Launch of supplies by parachute

    Hello guys: With this code: 0 = thisTrigger spawn { if (isServer) then { cargo = "I_E_CargoNet_01_ammo_F" createVehicle (getpos _this vectorAdd [0,0, 300]); publicVariable "cargo"; [objnull, cargo] call BIS_fnc_curatorobjectedited; }; waitUntil {sleep 1; !isNil "cargo"}; ["AmmoboxInit", [cargo, true, {true}]] spawn BIS_fnc_arsenal; }; the supply network appears directly on the ground, right at the point where the trigger is. It does not parachute. The result is the same locally and on the server. I think the first option, with the activation of 'ONLY ON SERVER', works fine, although everything can be improved.
  11. Coladebote

    Launch of supplies by parachute

    Hi Pierre, Is that code correct? When I insert it into the trigger it tells me: 'invalid number in expression', and doesn't accept it. I'm sure I'm doing something wrong, right? Can you be a little more didactic? Thank you.
  12. Coladebote

    Launch of supplies by parachute

    Hello Harzach, Indeed, it is necessary to activate the option 'ONLY ON THE SERVER'. In a mission that I did more than a year ago, I already did it as you have indicated, but I did not remember it. I am attaching the link to download the EDITING TEST, to which I have incorporated the sound of an airplane passing, which is activated at the same time. The trigger has a 30 second delay. LINK TO DOWNLOAD: https://drive.google.com/file/d/1Mv9wBIB2M8LmPG4Xqd-TzS4C2SaR5XuD/view?usp=sharing So if someone is interested, they can also download it. Greetings Harzach and thank you very much.
  13. Hello guys: This little code I insert into the trigger to parachute a supply net. There is only one problem, that a single network is not generated, several are generated. Can anyone tell me what it is due to? Code that I insert in 'ON ACTIVATE' of the trigger: cargo = "I_E_CargoNet_01_ammo_F" createVehicle getpos thistrigger;cargo setPos [getPos thistrigger select 0, getPos thistrigger select 1, 300];[objnull, cargo] call BIS_fnc_curatorobjectedited; ["AmmoboxInit",[cargo,true,{true}]] spawn BIS_fnc_arsenal; Thanks.
  14. Coladebote

    Shooter with night vision

    Thank you very much Pierre. You know that this humble learner greatly values your opinions and advice. Thank.
  15. Coladebote

    Shooter with night vision

    Excellent. Suggested changes work perfectly. The shooter appears in the position with night vision activated. The little script, therefore, is as follows: if (!isServer) exitWith {}; // SHOOTER // _markerstr = createMarker ["Unit_1",[3263.3,912.274]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "Unit_1"; _Unit_1 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_G_Sharpshooter_F"],[],[],[],[],[],0] call BIS_fnc_spawnGroup; {_x setFormDir 0; _x allowFleeing 0; _x setdir 0; _x linkItem "ACE_NVG_Gen4"; _x enableAI "TARGET"; _x enableAI "AUTOTARGET"; _x setUnitPos "AUTO"; _x setBehaviour "SAFE"; _x setCombatMode "RED"} forEach units _Unit_1; sleep 4; Harzach, thank you very much for your help. Greetings from the Mediterranean coast.
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