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Whisperdrive

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  1. Thanks so much, it worked like a charm!
  2. @Larrow Thanks for the reply. Just to confirm, should the addAction read as: G1 addAction ["Search Body","'diary2.sqf' remoteExec [ 'BIS_fnc_execVM', 0, true ]"; From the addAction, I thought I could use the hideOnUse parameter set to false, so all things considered if I write it as: G1 addAction ["Search Body","'diary2.sqf' remoteExec [ 'BIS_fnc_execVM', 0, true ]",[],1,false,true,"","!alive _target"]; would this likely work to prevent other players from using the addaction again? Thanks again for the help!
  3. I am looking for ways to share intel recovered from enemy bodies. My current method is via a "search body" addAction which when selected will call a diary.sqf file. Right now, I am using the following in the init on a searchable unit in the editor: G1 addAction ["Search Body","diary2.sqf",[],1,false,true,"","!alive _target"]; Diary2.sqf: if (!hasInterface) exitWith {}; waitUntil {!isNull player}; player createDiaryRecord ["Diary",["Cache location", "Test Title<br/><br/> Test Text.....blah...blah...."]]; The problem however, is that I am not certain this intel will be shared between all my players on a MP server. When I tested it with Zeus controlled units, only the units that did the searching had access to the recovered intel, the other did not. Can anyone confirm if this method is MP compatible for sharing interact-able intel -or- any recommendations as to how I could search for intel on an enemy body and have that recovered intel be shared with current players in the mission?
  4. Whisperdrive

    Dialog via custom Chat

    @Larrow Heya, so yeah the error from before has gone but..I have been testing this for the last 40 mins now and I can't seem to get the custom chat to appear. I replaced my mission folder with your 3 files and still couldn't get it to work. The trigger definitely activates (I put a hint in there to test and I do see the hint when I run the mission) but for whatever reason I can't get the chat to appear on the screen. I am quite stumped at this point 🤔
  5. Whisperdrive

    Dialog via custom Chat

    @Larrow Ok that makes sense. I am sure the code is fine but I just keep getting a generic error when I test it in the editor. Apparently there is an error in the dialogue.sqf (Error Invalid number in expression) in line 1 I mean, I could be very slowly losing my mind but I don't see what it causing this error. Eitherway I will keep testing. Thanks for the help!
  6. I am setting up a zeus mission where my players will "overhear" enemy communication coming from a placed radio. So far, I have a HQ sidechat going on between the players and HQ (which shows up in blue obviously) and so I thought to distinguish rebel communication via a different text colour..which brings me to customChat. into my init.sqf I placed: _index = radioChannelCreate [[0.96, 0.34, 0.13, 0.8], "Rebel Comms", "%UNIT_NAME", [P1, P2, R1, R2]]; P1 and P2 are my players and R1 and R2 are the two rebel officers (for testing purposes) I also created a dialogue.sqf: R1 customChat [1,"Hey, how's it going?" ]; sleep 4; R2 customChat [1,"Yeah, I'm alright!" ]; sleep 3; Then I setup a player activated trigger: null = execVM "dialogue.sqf"; But.....when I step into the trigger area, nothing happens! I know the trigger does activate but I can't get my dialogue to appear on screen. Anyone have any ideas?
  7. I just removed everything in the initPlayerLocal.sqf and pasted the code and it seemed to work. Dunno why but thanks everyone for the help
  8. Sorry, I mistyped it here - in the editor ive wriiten it as indicated; flag1 and flag2 (like so) but I cant get it to work. When I try and test it on MP, I get an error that says this I can't seem to fathom why its indicating a ; is required at line 5, as GOM_fnc_initTeleport = { doesn't need to be closed. I assume that the error in question is what is buggering the code from running but I have no idea what I should do to address it as the script looks fine to me, then again I am not very knowledgeable in this area so I might be missing a glaring problem.
  9. Hey, thanks for the reply. I tried the code but alas it didn't work. I put the code in, placed down two flagpoles from the CUP mod and renamed it 'flag 1' and 'flag 2' but I couldn't interact with them. The addAction didnt seem to give me the teleport prompt, as the script would suggest. Let me know if I am being a real dingus and missed a critical step :/ Cheers
  10. Hello everyone, In my MP zeus mission I am trying to establish a 2-way teleport system using flagpoles at point A and Point B. As an addaction I can easily enough get players to scroll wheel and teleport themselves from Point A to Point B and back again using the flagpoles However, I was wondering if it is possible to introduce a delay/sleep timer of about a minute to the teleport script (maybe with a hint that says "teleport in cooldown") that is for each player. For example, player 1 teleports from flagpole A to flagpole B and is then unable to teleport back for 1 min while simultaneously player 2 is still able to interact with flagpole B to get themselves to A (and similar delay to teleport back). Apologies if this is kind of question is not allowed, i'm somewhat new to Arma and im learning as much as I can on YT tutorials but this seems a bit beyond me. If anyone can help that would be amazing.
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