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Cockheaven

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  1. I was also unable to get this to work via scripting. I had to ultimately result to checking the box in the group attributes in 3DEN editor, Disable BFT I believe is what it says.
  2. I'm trying to find a scripting command that prohibits a curator from editing an object, similarly to how a player is not moveable, killable (END), deletable etc. by the curator. I did some looking and all I found was a command that checks weather or not an object is editable by the curator, none that explicitly restrict curator editing. While I was typing this I thought of a potential solution, I'll give it a shot later and report back code in spoiler, however if someone already has a solution or more info on this leme know! This should go in the objects init (I guess).
  3. Cockheaven

    My wits have ended

    @pierremgi Thanks, I was thinking it was a locality issue but couldn't figure it out, I'll give that a try. @wogz187 Always room for improvement, once I fix this addaction issue I'll break improve other things!
  4. So, I'm at my wits end here fellas. I have implemented this code directly in addactions and its worked in MP. Now I've gone the route of consolidating and creating functions and calling. But it seems I broke it... I've looked at this code and troubleshot it till I was blue in the face and I am at my wits end. Please take a look and I'll explain further at the end of the post. Code follows. This is all running on a dedicated server. initserver.sqf CK_SpwnV.sqf Okay so now I have some pedestals that players can utilize to spawn various vehicles, lets take the transport helo for exaple. heres the object init in 3den. Okay so theres that, heres the problem. When spawning a vehicle everything fires without a problem but the additional addactions for the vehicle are missing "Disable main rotor" etc... In the past this was all embeded in each individual addaction and it worked but now for some reason the additional addactions are not added to the spawned vehicle. This is working when I host locally. Thanks for any help!
  5. Hi guys, I'm trying to use a CBA slider to effect a particular sound volume in the example here its the MX, but its going to end up being a few different sounds. My slider is going to go from zero to one and I'm hoping to just send a multiplier to the particular sound(s). So, I'm hoping to effect the volumeFactor with a multiplier, is this possible and if so how do I send it to the particular sound? Do I just have to redefine the class? Are these values editable on the fly, or is this somthing that would be better redefined? A little more... So, not only do I have to target a specific variable (I guess by name?) but I need to do it for multiple classes as well as each class may have the variable in a different position, I'm a little out of my depth here so I'm not sure if array structure applies to classes?
  6. Cockheaven

    Plane Crash intro

    Okay, so i spent some time trying a few things but no success. First up I created a function, or I thought I did.... initserver.sqf then somewhere in the events chain remotexec ["fnc_CK_STRIP",0]; didn't work, so i tried remotexeccall ["fnc_CK_STRIP",0]; didn't work either... Second thing I tried was putting it in a script and calling the script CK_STRIP.sqf then somewhere in the events chain remotexec ["CK_STRIP.sqf",0]; didn't work, so i tried remotexeccall ["CK_STRIP.sqf",0]; didn't work either... So I was rolling on this train of finally getting locality, and now I've run into a locality blockade... I can run that code locally via debug console and it does what I want it to do. What method am I supposed to use to accomplish this? That code needs to run on each client, I thought remotexec did that, am i using it wrong, is there some other syntax/command to use?
  7. Cockheaven

    Plane Crash intro

    Thanks again @pierremgi, I have Everything working except for one section and I'm thinking i need to treat this as a function and remote exec the whole thing. Here's the snip. So If I'm understanding correctly, what's happening is the outside foreach is running on the server, and it runs once per player. However since it runs on the server the nested foreach containing "removeMagazineGlobal" doesn't run on the player that the outside foreach is run on, how do I accomplish this, Can i define _X = _CK_CurrentPlayer and pass that to the nested foreach, well that's what I'm going to try. Otherwise i was thinking that I make this a function and run the function on each client? But IDK how to do that, at least how to pass params etc...
  8. Hi guys, I've been steadily producing terrible code and making it less terrible as I go. I'm still having problems recognizing locality of certain commands, and when/who needs to execute the specific code. Thanks for your help, as I continue to produce horrible scripts! What I'm trying to do 1) Players use an addaction to start an event (working) 2) Players are transported into a plane (working) a) the plane begins to get shot down (crash) (working) b) some radio chatter (text and sound), and music plays (only working for the player that triggered the action ("player1")) c) some explosion happens and an engine fire starts (working) d) the plane is forced downward (working kind of brute force though) 3) Players encounter another explosion at low altitude (working) a) players are knocked unconscious (only working for "player1") b) random clutter is spawned based on player count (working) c) players are stripped of random items and those items are placed in some boxes (half working only player1 loses items) 3) Players awaken to a crash site (working again only player1 was unconscious) a) music switch to shorter track (working only for player1) b) static engine noise plays from the wreck (working for playe1 only) I have also noticed that for "player1" the events progress linearly through the script, but for the other players that is not necessarily the case. I was poking around and it sounds to be scheduler related, but I'm not quite understanding how to work around that. Ideally all of the events in my script would happen synchronously and in the order they are shown in the script. Any help in pointing me where to go from here is much appreciated, script and description.ext to follow. description.ext Crash.sqf
  9. Hi guys, I'm trying to disable BFT via a script for a group of players during a mission. The Idea is these players crash land somewhere and must escape or radio for extract, to improve the experience I don't want them to know exactly where they are on the map. I haven't busted into the PBO yet, but I've been searching here and the ACE wiki for information on this function. I know I can disable BFT in the editor, but I want it triggered during the mission. Thanks!
  10. Cockheaven

    Tactical supply drop

    before I go to bed my stupid brain says, create a backpack and attachto the bag object...
  11. Cockheaven

    Debug Console "Server Exec"

    So I went with in the script [CK_BOMB,"small",2,600,true,3,0,west] remoteExec ["MCC_fnc_createIED",0]; because when I used [CK_BOMB,"small",2,600,true,3,0,west] remoteExec ["MCC_fnc_createIED",2]; it created the objects but didn't fire the function, or at least didn't create the desired response Thanks for the help!
  12. Cockheaven

    Debug Console "Server Exec"

    So, in the addaction I want remoteExec ["execVM "myscript.sqf"", 0, true] Just unclear on the formatting, I need the object to spawn then the function to run, I cannot just execute the function....
  13. So, what is it doing. To elaborate, when I run the code execvm "myscript.sqf"; in the debug console and select the "SERVER EXEC" button, what command it being run. I'm asking this because I'm chasing my tail around getting a function to run in a dedicated server properly. myscript.sqf The problem Is that I cannot figure how I should be calling this, currently I'm using an addaction with execvm "myscript.sqf"; This works fine when I host in MP, but when I run the addaction on the dedicated machine I get the object creation but it doesn't run the function from the mod. My solution is to use whatever "SERVER EXEC" uses in the debug console and embed that into the addaction, but what does that button use?
  14. Just a simple question, Is it possible to spawn an AI and tell the system it is not an AI but a player? I'm asking this because I had a medical training script working utilizing the old ACE 3 medical system, now I am having to work around the new system by using BIS unconscious and a wait until looking at the paper doll for epinephrine. It seems now ACE looks at unconscious AI and !Alive(s) them every so many seconds, the old system did not do this and I was able to use ACE unconscious in the past... TLDR If I could tell the game that the AI unit I'm spawning is a player I think it would be an easier workaround....
  15. Cockheaven

    Secure HVT using ACE

    Thanks for the assistance @mrcurry I took your idea and ran with it, heres what ended up being an acceptable solution. HVT1_1 init HVT1_1 addEventHandler ["HandleDamage", {HVT1_1 setDamage 0.7; HVT1_1 allowDamage false; ["ace_captives_setSurrendered",[HVT1_1,true]] call CBA_fnc_globalEvent; HVT1_1 allowDamage true; 0}]; A little redundancy with the allowdamage but better alive than !alive... What I observed, with the current ACE settings not allowing AI unconscious it seems it scans for AI that are unconscious (ACE unconscious) and if it returns true it kills them. So it seems with the Allow AI Unconsciousness option disabled it is not possible to have an isolated AI go unconscious, the solution was to have the AI surrender when he gets shot.
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