Jump to content

Sayker

Member
  • Content Count

    41
  • Joined

  • Last visited

  • Medals

Everything posted by Sayker

  1. Hy team Lambs, Thank you for your work but, it's normal IA don't spot you before 300m ? It should be perfect if there is an option to select that ! =D
  2. Hi everybody ! This mod seems awesome !! ๐Ÿ˜ But there is a exemple mission to know the right way to configure it ? THX in advance !! ๐Ÿ˜Ž EDIT : Or just exemple of modules already defined ? :DDD
  3. Hy ! For @pierremgi Thank you for all, your help and your explaination very clearly ! ๐Ÿ˜‰ I understand more your way now !! For @schatten I found !! ๐Ÿ˜‰ : call { private ["_distance", "_distanceMin", "_marker"]; _marker = ""; _distanceMin = worldSize; { if (((getMarkerColor _x) == "ColorOPFOR") and { _distance = (getMarkerPos _x) distance2D player; (_distance >= 2000) and { _distance < _distanceMin } } ) then { _distanceMin = _distance; _marker = _x; }; } forEach allMapMarkers; _marker }; Thank you for this awesome help !!! ๐Ÿ’ช
  4. Hey Everybody, i need some help to start from scratch my little script. But, i need to find the nearest marker from 400m, from my player. Not a radius of 400m from my player. There is this : nearestObjects [player, ["house"], 200]; But it's just for object... So this : // Find the nearest marker from player : _nearestMarker = [allMapMarkers, player] call BIS_fnc_nearestPosition; But there no interval of distance... Thank you in advance !!! ๐Ÿ˜‰
  5. @Schatten Maybe the first condition is the marker with distance then the color ?
  6. @Schatten Mhhhhmm !! doesn't Works while your last script works. ๐Ÿค” That return : " "; Have You a idea ? @pierremgi Perfect it works !!! ๐Ÿ˜ i just change the last line in order to don't teleport the player on the position, but just get the position of this marker ;)) ----> unfortunately there is some problem .... :(( always the same markers are found call { private _mkrs = allMapMarkers apply {[str(player distance2D getMarkerPos _x < 1000 or player distance2D getmarkerPos _x > 5000 or markerColor _x != "colorEAST"),player distance2D getMarkerPos _x,_x]}; _mkrs sort true; private _nearestMarker = _mkrs #0#2; getMarkerPos _nearestMarker }; Carreful : if these conditions of distance are not okey, it's the first coordonate of marker who is selected ๐Ÿ˜‰ Little question could you explain me this : private _nearestMarker = _mkrs #0๏ปฟ#2; Thx ๐Ÿ˜ƒ
  7. Ohhhh Wouaaa !!! Schatten Thank you so much that works perfectly ! ๐Ÿ˜„ But i have a last problem that I hadn't thought of... Another condition who is the color of the marker is : ColorOPFOR Do you think it's possible with : getMarkerColor Because I have to find that of the enemy and not that of my allies ahaha ๐Ÿ˜
  8. Hi @pierremgi thank you for you answer, I can't seem to get it to work. Sorry i'm not a expert.... ๐Ÿคช But with your script it's just for marker <400m ? or i need 400m <" mymarker" < 5000m THX =)))
  9. Hiii Schatten !! THX for your return ! ๐Ÿ˜‰ Actually, i tried to test in game with my consol but doesn't work no values are find. We need maybe at first the position of the player ? Except that I'm looking for a marker ๐Ÿ˜‹
  10. Hi every body ! How can i found the nearest OPFOR sector with these function, it's possible to use color red to find the right marker ? : function : F_getNearestSector params ["_limit", ["_postosearch", getpos player]]; private _sector_to_return = ""; private _close_sectors = sectors_allSectors select {(markerPos _x) distance _postosearch < _limit}; private _close_sectors_sorted = [_close_sectors, [_postosearch, _limit], {(markerPos _x) distance _input0}, "ASCEND"] call BIS_fnc_sortBy; if (count _close_sectors_sorted > 0) then {_sector_to_return = _close_sectors_sorted select 0;}; _sector_to_return; Thank you in advance =))))
  11. Hey Nix ! Thx for your script ! There is a option in order to ia communicate together ? ๐Ÿ˜„
  12. Sayker

    Rydygier's Trivia Vault

    Hmmm i will test this !! ;) thx for your help :)
  13. Sayker

    Rydygier's Trivia Vault

    Thanks for your quick response! Yes incognito ;) In fact what I would like is that the code runs only if the player wears a clothes or even an object. Otherwise, the player keep is side. Do you think you can help me? thanks :))
  14. Sayker

    Rydygier's Trivia Vault

    Hello the for this awesome addon !! but itโ€™s possible to add a condition with uniform. For exemple special clothes ? Thxx in advancee:D
  15. Happy New Year Everyone ! I always need your help for this problem. Because currently, all units around player are impacted, or i would like only damage on civilian are keeped or the death of a civilian units.. :/ Do you have any idea ?? thx in advance =)
  16. Hi there !! I use these lines EventHandler, but it's possible that this event are only activate for civilian damage ??? Thx so much ! =) _EH = ["ace_killed", { params ["_unit"]; [_unit, _unit getVariable "ace_medical_lastDamageSource"] execVM "ACL\ACL_murder.sqf" }] call CBA_fnc_addEventHandler;
  17. Re !! In fact with last lines every damage are used. It's possible to use only for damage on civilian ? Thx ! =))
  18. That works perfectly...!!!!!! Thank you so much Dedmen !!!
  19. Yes this fix seems works but there is a other problem...
  20. Hello everyone, thx for your help ! But i have this Do you have any idea ? =))
  21. Hello everyone, I am currently working on a script that requires the use of an EventHandler; "killed" see line below. _EH = _unit addEventHandler ["Killed", {[(_this select 0),(_this select 1)] execVM "ACL\ACL_murder.sqf"}]; But the script does not run with Ace and works perfectly without. This is normal or do you have a solution? A big thank you in advance !!
  22. Thx for your help, but i would like that the last equipment is saved and load automatically when the player spawn. Because in my mission the player can't use Arsenal to load his equipment ;) Do you understand my request ?
  23. hello Wyqer, It's possible to save equipment when you left the server, and when you come back you recieve your last equipment ? Thx !! ;)
  24. yes they shift, when I use the build feature in play to build front posts, some of the objects are dacalized from their position of the last backup. Concerning the problem of duplication, I do not know what to do because certain object posed in publisher is double and other not. Despite their suppression at restart and / or a total reboot of the mission.
  25. Hey, I have 2 questions : When i reboot my server, and i load my mission, the buildings declare themselves from their original position, do you have an idea ? Is it normal that I have these same duplicate spawn buildings during the reboot ?
ร—