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Mr H.

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Everything posted by Mr H.

  1. Just use and addAction
  2. My_var = nil; or missionNameSpace setVariable ["My_var",nil]
  3. Set the variable to nil Not quite sure I understand your question but all trigger commands are here https://community.bistudio.com/wiki/Category:Command_Group:_Activators
  4. You can spawn it anywhere ( in my example it spawns at coordinates 0,0 at a height of a 100m to be flying) it doesn't matter where since the unit play will place it where you want.
  5. to spawn the _heli: private _spawn = [[0,0,100], 180, "RHS_CH_47F", west] call bis_fnc_spawnvehicle; private _heli = _spawn select 0; then spawn the unitPlay on the heli. Since you have recorded the path its easy to time when it will reach LZ and when you want to despawn it, use any kind of sleep for that and deleteVehicle when you want it to despawn. As for the animations. What animations do you have in mind ? Are you using cba? Extra remark : to move the players by script in the Heli you will have to use moveInCargo, and in MP the command is higly buggy: if you remote exec it it will not work properly, (maybe one of the latest update has fixed that but I wouldn't conut on it). The best workaround for this issue is to use cba target events hence the above question.
  6. It was an RHS thing but they removed it, because they agreed with dedmen's statement I think.
  7. Yes player addEventHandler ["GetInMan", { params ["_unit", "_role", "_vehicle", "_turret"]; if (_vehicle isKindOf "B_Parachute") then { private _toAttach = "";//classname of strobe effect private _IRG = _toAttach createVehicle (position _vehicle); _IRG attachto [_vehicle, [-0.2,0,0.6]]; }; }];
  8. I have tested on my end and it works fine. Might be something else on your end conflicting with the script ?
  9. better store everything in one array like: trigger setVariable ["MyVariables",[myvar1,myvar2,myvarN],true]; to retrieve: (trigger getVariable "MyVariables") params ['_myvar1','_myvar2','_myvarN'];
  10. Mr H.

    #adminLogged Zeus

    This should work in a dedi, should work for JIP players. If they had an assigned curator when they died, adds a little delay, maybe its necessary.
  11. Mr H.

    #adminLogged Zeus

    no assign it to the player. // in your initplayerlocal.sqf player setVariable ["My_zeus",getAssignedCuratorLogic player]; player addEventHandler ["Respawn",{ private _zeus = player getVariable "My_zeus"; [[player,_zeus], {(_this select 0) assignCurator (_this select 1)}]remoteExec ["Call",2] }];
  12. Mr H.

    #adminLogged Zeus

    1) save the assignedcurator as a variable on the player 2) add a respawn eventHandler 3) get the logic from the saved variable and reassign in the EH No need for a loop
  13. I'm pretty sure this should run everywhere so call it from init.sqf not initserver. I'll have a look later today on my end.
  14. Thanks, it was driving me crazy! Btw what's that value expressed in ? Decibels ? Arbitrary range ? Some sounds below 5 are very low, guess I'll have to play with the volume of the original .ogg files.
  15. Hi! According to the wiki playSound3D is AG EG but when called on a dedicated server in MP it doesn't work (anymore?) while when called on a client it works fine. I'm wondering if it's intended behavior (I doubt it) or if there's something wrong on my end. If someone here could try it (remember in MP on a dedi server, hosting won't do for this test) or shed some light on the issue before I report it as a bug. For the record the sound is stored in an addon, not in the mission itself.
  16. Shouldn't this be considered as a bug though ? I had missed that in the spotrep
  17. Edit with further tests: playsound3d ["MRHRadioChatter\Sounds\US\MRH_US_Chatter1.ogg",soundSource,false,getPosASL soundSource,100,1,20] works fine when called from a client, not when called on the server. while playsound3d ["MRHRadioChatter\Sounds\US\MRH_US_Chatter1.ogg",soundSource] works fine called either way. So I assume the issue is calling it with extra params on a server
  18. Yup I was stupid, issue was somewhere between the chair and the keyboard
  19. As you said it's in an addon, I don't think I need to get the mission path. Yes and yes. Also when I call it on a client it works fine which -I assume - means that my path is correct. I used say3D and remote exec before but I'd rather use playsound3D. As I typed I just realized that when I was testing I did something really stupid, might be the fault lies on me I'll check before making any more stupid comments.
  20. You can maybe try to lower the height of the trigger
  21. I've noticed that sometimes helis behave like that if there's a trigger on the way.
  22. Mr H.

    Ai accuracy

    Yes the settings of the host are used in that case AFAIK
  23. Mr H.

    Ai accuracy

    In MP on a dedi it also depends on your server settings.
  24. Mr H.

    Custom player loadout

    this is a reserved variable! this = player; makes no sense, replace it with player. Also if you leave the last line all your players will have the same identity