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Taylor1984

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Everything posted by Taylor1984

  1. Hi! Is there a way of preventing a unit from activating a repeatable trigger more than once? I still want the trigger to be able to activate when other units enter it afterwards. Thanks
  2. Hi I have this addEventHandler with "fired" that runs a script with some burning flames effect when you fire your rifle. Problem is only the host can see the effects, even though the eventhandler is run from the soldier of a client. I've read some about how to make eventhandlers global but I don't really understand much of it. Does anyone know how to make the script run on all machines? Thanks
  3. _yourReturn = [_f1,5,2,0.8,true,true,"small"] spawn fnc_Fire works great in singleplayer but I still only get the following to work in multiplayer: [[[_f1,5,2,0.8,true,true,"small"],"ALfire\fireflamethrow.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP The following actually works but gives me an error message at the bottom of the screen: [[[_f1,5,2,0.8,true,true,"small"]spawn fnc_Fire],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP The error message is: [BIS_fnc_execVM] Error: size 1, expected 2, in [<spawn>#line 1 (and then the path to the mission file) Is there a way to combine the two lines and make it work in multiplayer? I surely have no idea what I'm doing but some of you are fortunately pros. Cheers
  4. Thanks. Right, here's the part that's tricky for me because I have no idea how to do that. It would be nice, though. :) Also, you noticed that I've edited my second post and found a solution that worked? Thanks
  5. Thanks. It seems as if the "fired" eventhander is actually run on all machines and everything within the script works except for null = [_f1,5,2,0.8,true,true,"small"] spawn compile preprocessFile "ALfire\fire.sqf" which is a script spawning fire and it only seem to be visible to the host. So how would I make that script run on all machines? *Edit* I found a solution that works: [[[_f1,5,2,0.8,true,true,"small"],"ALfire\fireflamethrow.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP; However I'm afraid this is bad for performance when used in multiplayer? Isn't compile better to use? Thanks
  6. Thanks for the tips. Maybe I could try at the start of the firing loop of checking knowsabout and at the middle of the loop firing the gun and directly afterwards use forgettarget? Would that work you think? Could I use intersect to check if the unit has visual of the target? It seems complicated for someone like me who's not that good at math.
  7. Hi! I have a AT gun that won't fire at infantry originally, which I force to fire at infantry using fireAtTarget in a loop until the target is dead. Problem is if the target runs into good cover the gun will just keep aim at the target even though it can't see it. I would like to find a way to make the gun forget about the target once it loses sight of the target. Should I use targetKnowledge and how would I do that? Thanks
  8. Taylor1984

    Opfor in Bluefor trigger?

    I've never even realized that option was already built into the game. I'm still stuck in OFP days. Cheers
  9. Hi! Is there a way to detect whether an Opfor unit is inside a trigger activated by Bluefor? I don't want Bluefor to be able to activate the trigger before they have cleared all enemy troops within. I would like not to have to make multiple triggers for this solution unless I really have to. Thanks
  10. OK, thanks, not even if you force them to perform the action "push gun" and then use some scripting following that?
  11. Hi Does anyone know if you can make AI units push AT guns? I can only make them turn using the turn module. Thanks
  12. Taylor1984

    Place MG same height as unit

    Thanks guys, modeltoworld was just what I was looking for.
  13. Hi! I'm teleporting a static MG in front of a unit after using an action command. Problem is that if the unit is standing on a rock, house floor, mound or something else that's higher than the ground the MG gets placed on the ground and not at the same height as the unit. I guess the solution is something to do with select 2? Thanks
  14. Taylor1984

    Place MG same height as unit

    I use the setpos command, yes, and getpos to the unit. Shouldn't there be a way to getpos the unit's height and transfer that to the MG? I've noticed that if I setpos a unit into a house with an elevated floor the unit will automatically land on top of the floor, shouldn't there be a way to do the same for other objects like the MG? Thanks, I tried using it but I don't really understand how it works. No, that's not a problem. The MG can fly in the air if I want to by ...(getpos mg select 2) + 2] for instance.
  15. Hi! How to check whether a static gun is occupied by any unit? Is it fullCrew or isNil gunner _gun or something like that? Thanks
  16. Taylor1984

    Check if gun is occupied

    That worked just fine, thanks.
  17. Hi Is there a script you can make to add magazines to a unit's weapon regardless of which weapon it is? I would like to use the script on numerous units to give them more ammo. I've tried setVehicleAmmo 1 but I guess that's for vehicles. Thanks
  18. Worked like a charm. Thanks!
  19. Hi! In ACE3, does anyone know how to disable the wierd feature that AI units always are able to heal themselves when they get shot even though you remove their bandages, morphine etc? It says in ACE that medics will heal people in need but I don't understand how a medic would even have time to reach a AI unit Before the AI unit has healed itself? Is it really true that AI medics perform actions on other AI units? Thanks
  20. Hi! Picture that you have an ignorant AI running towards a dangerous fire that will hurt him. I want the AI to run away from the fire when he gets too close to it, however how can you be sure that when you give the AI a waypoint or move order that it wont be placed on the other side of the fire so that the unit runs straight into the fire instead of away from it? I guess you'd have to find the unit's direction and tell him to run his dir + 180 degrees, right? How would I go about doing that? Cheers, you're the best.
  21. Taylor1984

    Make unit run away from fire

    OK, thanks. I'll try that. I'll make sure to credit you in my mission if it's OK?
  22. Taylor1984

    Make unit run away from fire

    Thanks! It works pierremgi. The only thing that is a problem is that when the unit has a waypoint assigned within the trigger area he tries to run back inside the trigger forever. Is there a way to add a removal of the original waypoint that doesn't seem to disappear. Once inside the trigger a new waypoint is created but it's the number before the original so I guess you'd have to remove the original?
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