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About Harvath.S

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  1. And that is what always messes with my head. I am calling the script via an addAction through the init.sqf. It is a qualification range for four individuals at the same time, hence the four targets and four score variables. I am definitely getting caught on the *where* to run issue. I need it to run on whoever uses the addAction and the four players actually shooting. Is it best to have it run on all players on the server? The server itself? This is where I always run into issues with my scripts when it comes to putting them on a dedicated server. No matter how much I dig into the wiki and try to understand it it goes over my head in regard what to use where.
  2. *slaps self* I should be using if (hasInterface) then {script}; shouldn't I?
  3. Would you believe that I talked myself out of trying the MP versions after reading through that other thread? Stupid me. Side bar: I changed that in the script and tested it. However, now my check I added in is not working. I would say it is because I am a terrible shot, but that's not it. Could it be because I am setting the damage on the targets to '0'? The wiki says: Could the "setDamage 0;" that I am using be causing it to not take effect somehow? Or did I just type out that if/then/else code that poorly?
  4. I've been hitting my head against a wall for a few days trying to sort this issue. I have a script (see below) that I wrote for a firing range. It works perfectly in SP and on locally hosted servers. I am having issues with it on the dedicated server. I dug through the (recent) topic below and have attempted tweaks off of that to no avail. https://forums.bohemia.net/forums/topic/221167-addmpeventhandler-not-working-on-dedicated-server/?_fromLogin=1 I feel like my issue is lying somewhere in the eventHandler not updating the score variables for some reason. I am not sure why it would be working on a local host and not dedicated. Below is the first snippet of the script down to where I added the first check to see if the EHs were working. Any help offered would be greatly appreciated. My head hurts and I'm afraid I'll dent my wall if I keep hitting it. PS. I am using the targetHumanSimple because it does not fall when it gets shot. I did this so the shooter has to observe the bullet strike and does not have a visual aide. I don't think this would make any difference but full disclosure is full disclosure.
  5. That fixed it. I had to delete it from the server and unsubscribe to wipe it from my PC as well. Thank you much!
  6. I am getting this error when starting my dedicated server. Warning Message: Addon 'CUP_Sounds_Config' requires addon 'CUP_Sounds_Data' This has persisted through deleting the mods from the server and reinstalling them.
  7. I just found your script and absolutely love the idea of convoys that don't suck. That being said.... I keep getting a script error when I try to start a convoy. The error says that line 34 of the ConvoyMove.sqf has an undefined variable "tank". That code snippet is: { if ((_x isKindOf "Tank") || (!isNull (gunner (vehicle _x))) ) then // This is line 34 { _arm_groups pushBack (group driver _x); _arm_vehicles pushBack _x; }; Am I missing something somewhere to cause that issue?
  8. Harvath.S

    3CB BAF Weapons

    So we're still waiting on the hotfix. Got it. Thanks! Hotfix went live this morning. https://dev.arma3.com/post/spotrep-00083
  9. Harvath.S

    3CB BAF Weapons

    I haven't had any other issues so far other than this mod. But I fully believe that if they did truely update the signatures past v2 to a v3 signature that it would throw many mods out of wack. Especially with how little information I have been able to find about the signature update.
  10. Harvath.S

    3CB BAF Weapons

    Since the A3 1.86 update I am getting this error on my dedicated server. I have updated the mod on the server and in the launcher. I have also uninstalled and reinstalled the mod from my PC and from the server and continue to get the error. Everything worked flawlessly until the 1.86 update. I saw that they were updating the signatures for security, not sure if this could be where the issue lies.
  11. Harvath.S

    remoteExec an addAction

    My apologies for the delay in response, work is a cruel mistress. I will be tweaking the scripts applying the knowledge from what you all have posted. I think I learned more catching up on this forum than I realized. I will update within the next day or two with the outcome of the editing.
  12. Harvath.S

    remoteExec an addAction

    Thanks for the response! So should I change the say3D command over to a playSound3D instead? I thought since the init.sqf was executed on every client that the script would also execute that way, hence the use of say3D. But since that is not the case, using playSound3D, which executes on every computer on the network, should work..... Right?
  13. I have searched both google and the forums for this and see a couple answers to this question that do not make sense to me. I have a couple different firing ranges for my unit that are run via script. They work correctly in both hosted and on the dedi with one small exception. The rangemaster - which is a recording of one of our members played in the script - only executes on the player that activated the firing range, even though the range itself is working for every player on the server. I am 100% sure that it is a locality issue, as the addAction that calls the sqf is located in the init.sqf of the mission. I keep finding answers that have things like this: [Computadora1, ['Disparar a Barco',{<your code here>}] ] remoteExec ["addAction",0,true]; But I do not understand exactly what it all means as most people just provide a script and not an explanation of why it fixes the issues. My question is: how do I execute the addAction in game via remoteExec so that all players can both see the range and hear the rangemaster? Below is a snippet of my range code that involves the recordings - just to ensure that I haven't made a boneheaded error. init.sqf range4.sqf (partial) Thank you all in advance for the help!
  14. I have "nopop=true;" in the script to be safe. But the fact that that command is FUBAR *should* be solved by the manual animation of each target. But for some reason they just don't want to play with me.