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canadian1337

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Posts posted by canadian1337


  1. 58 minutes ago, SuicideKing said:

    That has been my experience too, with the function.

     

    According to @pierre MGI on the BI WIKI comments.. https://community.bistudio.com/wiki/BIS_fnc_ambientAnim

    
    if (local this) then {[this,"SIT2"] call BIS_fnc_ambientAnim} // OK, best way

    I don't know if it works on a dedicated server, but pierre MGI says it works on a self hosted server, presumably for remote clients as well.


    For some reason it didn't work for me in SP so I took the other option also listed by pierre.


  2. Long story short - BIS_fnc_ambientAnim works fine in a SP preview. The animation is played properly etc.
    When I tried playing the mission on a dedicated server the same AI started to change their positions (teleport) by about 4-5 meters from their original place or sometimes just change the direction they had earlier faced.

     

    An example of what happens:

    Spoiler

    20C0000B17F168A96A19F0D61EC2CEF783F1D811

    Each medic should face the wounded.

     


    The way I'm calling the ambientAnim:

    this disableAI "ALL";
    
    if (isServer) then { [[medic_anim,"KNEEL_TREAT", "FULL"],BIS_fnc_ambientAnim ] remoteExec ["call"] };

     


  3. Is there a way to do it? I know how to disable the fall damage without the ACE3 damage handlers (vanilla Arma 3) but I have no idea how to implement it with ACE3 in the mod set :s

    Not entirely sure but this function could be useful:

    Arguments:
    0: vehicle that it will be attached to (player or vehicle) <OBJECT>
    1: Effect Name <STRING>
    2: Unique Reason ID <STRING>
    3: Is Set (true adds/false removes) <BOOL>
    
    Return Value:
    None
      
    Example:
    [player, "setCaptive", "reason1", true] call ace_common_fnc_statusEffect_set

    Any help appreciated :)


  4. 3 hours ago, charliereddog said:

    We are using a HC because we are using a lot of units. (200+ east groups and 100+independent groups.) The code for migrating to HC is our own clan specific so I can't comment on other set ups etc. It's entirely possible that the issue is down to what you say, however I'm not convinced it is because DAC functions perfectly for a while before falling over. However there is nothing in the rpts to indicate any errors (except a DAC marker error which seems meaningless) nor any obvious link. 

     

    Sad to say but I suspect I'm going to have to write my own basic DAC. I can't wade through 160 odd uncommented and undocumented sqf to try to work out what the problems could be. I'm just not that competent. 

    I'm pretty sure that DAC has its own documentation. Both for the addon and scripted version. It may not include the specific information for each .sqf but who knows - maybe the answer is still there.

     

    And yeah, you are right - DAC is sadly oudated since it more of a port from Arma 2. A lot of functions changed, a lot of them were added etc.


  5. Yeah, I did check the parameters but they were a lil bit unclear to me (probably because I'd rather see examples than pure documentation).
    So it would go like (?):

    this addEventHandler ["GetIn", {_unit = _this select 0,"driver",heli_name}];

    I'm kind of not used to the topic of event handlers so I'm not sure where to put in the:

     _unit additem "NVGoggles";_unit assignitem "NVGoggles";

     

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