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DanJohn

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  1. figured out a way to disable the hexagon through the mission file. For anyone wondering just add this into the Init.sqf ["Initialize"] call BIS_fnc_dynamicGroups; This enables dynamic groups on the server but won't actually allow clients to create groups. https://community.bistudio.com/wiki/BIS_fnc_dynamicGroups More information on it.
  2. i wasn't using a dedicated server so nothing should of overwrote the settings.
  3. yea same here even if i enable vetran difficulty which has it disabled it still shows
  4. just tried this and for some reason i still see teammates hexagons
  5. yes but this defeats the purpose of the question. I want to be able to set this within the mission file so anyone who uses my mission file can use it without having to set up the difficulty settings.
  6. I have seen other missions where it automatically removes the hexagons you see from players on your same side. I have been trying to figure out how to do this but i am unsure. I know you can do this through setting the difficulty through the arma profile but if anyone could tell me how to do it without messing with the difficulty that would be great.
  7. I only just realized this after trying to figure out the problem for the last week that every time the function was called I was resetting the array by adding this to the top Old_Vehicles_Spawned = [];
  8. I have created a Virtual Vehicle Spawner But I want the old vehicle to delete once the new vehicle has been spawned. Right now i can spawn however much vehicles i want. I have tried to add in my own check but it doesnt work. If i change (count Old_Vehicles_Spawned > 1) to (count Old_Vehicles_Spawned > 0) i am able to spawn in a vehicle that deletes straight away so im not sure why (count Old_Vehicles_Spawned > 1). Any help would be appreciated. Code:
  9. i uncommented everything without having to remove anything and my game doesn't crash anymore not sure what fixed it but thanks for the help.
  10. figured out it was something to do with my initPlayerLocal as when i remove that it doesn't crash mine or anyone else's game who connects to the server just need to spend some time and figure out what inside the initlocal is causing it.
  11. DanJohn

    Vehicle Spawner.

    I recently added my own VVS script/dialog onto my server here is the section of code which Spawns the vehicle in any empty location 50 meters around the player. You will need to edit the code a little bit but from the snippet, you can see how I found the empty position. You also probably could just use an if true ExitWith statement on the count_emptyPosdir == 0 and not use an else statement to make it easier. _VehicleSelected = lbCurSel 1; _classVeh = lbData[1, _VehicleSelected]; _emptyPos = position player findEmptyPosition [5,50, _classVeh]; //Spawn A Vehicle 5-50M around player //_emptyPosDir = ( [ _emptyPos, 1, getDir player ] call BIS_fnc_relPos ); if (count _emptyPosDir == 0) then {hint "Vehicle Cant be Spawned Here"; } else { _veh = createVehicle [_classVeh, _emptyPos, [], 0, ""]; player moveInAny _veh; _veh setVehicleAmmo 0; _veh setVehicleAmmoDef 0; clearWeaponCargoGlobal _veh; clearMagazineCargoGlobal _veh; clearItemCargoGlobal _veh; clearBackpackCargoGlobal _veh; //if (Old_Vehicle_Spawned isEqualTo "") exitWith {closeDialog 18002;}; //deleteVehicle Old_Vehicle_Spawned; //Old_Vehicle_Spawned = _veh; }; Also like to add that i am a begginer to programming in SQF so i may have done things wrong or in a long winded way if so any feedback is appreciated.
  12. when i try to connect to my server with my own mission file the game crashes after the player has chosen a slot but before the player spawns in. Really not sure what to do im certain it has something to do with my mission file code although im not sure what i have included my init and initplayerlocal in a pastebin so you can examine it. thanks for any help. Image to Client crash1 Image to client Crash 2 Client RPT https://pastebin.com/MtJEwwtG Server RPT https://pastebin.com/VzR8d98T Init https://pastebin.com/sTkT8qMN InitPlayerLocal https://pastebin.com/N28QQ718
  13. Change this line in InitPlayerLocal player addMPEventHandler ["MPKilled", {null = execVM "scripts\sg_stats.sqf";}]; to player addMPEventHandler ["MPKilled", {null = _this execVM "scripts\Aquaman_PlayerStats.sqf";}];
  14. Will go through the tutorial when i have time thanks In game
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