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About Cockheaven

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  1. 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?
  2. 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...
  3. 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
  4. 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!
  5. Cockheaven

    Tactical supply drop

    before I go to bed my stupid brain says, create a backpack and attachto the bag object...
  6. 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!
  7. 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....
  8. 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?
  9. 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....
  10. 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.
  11. Hi guys I did a quick search for similar scenarios to what I'm trying to achieve and it turned up dry. I have an HVT (HVT1_1) in a building, he's armed and dangerous. Players need to capture him alive, so what i'd like to do is (no matter what ammunition) have the HVT go unconscious upon being hit so players may subdue and stabilize him. I know I can enable AI unconsciousness using ACE settings but I don't want that to be global I just want HVT1_1 to be able to go unconscious. Here is what I have so far HVT1_1 init this addEventHandler ["HitPart", {this setDammage 0.7; this setvariable ["ACE_isUnconscious", true, true]; this setUnconscious true;}]; The problem is HVT1_1 Dies...
  12. Cockheaven

    Looping Spawn

    Thanks, repetitive remedial math is bad. so redefine CK_Enemies = alive CK_Enemies then do the count?
  13. Hi guys, I have created a script to spawn enemies until a player in an area has been outnumbered, then wait until the player isn't outnumbers and resume spawning. I'm using a while for this with some If and uisleep. While this script is running I'm seeing a severe impact on performance, FPS is fine but server command processing is slowed, Zeus spawning or module placing lags. Is this an efficient way of performing this task? Is there a better way to do this? Also how do I stop the script from running?
  14. Cockheaven

    CTP Revisited....

    @phronk Genius, I was unaware of the lag time involved with say3d thanks!
  15. Cockheaven

    CTP Revisited....

    @phronk Thanks for the input. As it stands all of the Say3d is played from minarets placed via editor. Also I have _x disableAI "PATH" and _x disableAI "MOVE" in my foreach refrencing CK_Civs which is the array of my civies….. so it should already be disableAI to each AI...