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-Killet-

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About -Killet-

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  1. What would be the best way to run the script from? as I see it there is two ways to set it up. Either run the script from init.sqf or initplayerlocal.sqf? [] execVM "scripts\intel\warlord.sqf"; Im just thinking so there wont be any weird errors. example, init.sqf is only being run once when the server starts that should be enough? however will players who join the server later be able to see the option for the holdaction? I´m afraid that if i run it from initplayerlocal.sqf action will pop up equal to the amount of players on the server. correct? That could result in if 3 players stand close to the object there will be 3 actions saying pick up intel etc. Any suggestions? =)
  2. Thank you Larrow AGAIN! This works perfectly fine! Made a new mission with some players on a dedicated server and I had zero problems with this script! =D the task framework was sooo much easier to use!
  3. Oh thank you! got it now Oh task framework? even more stuff to learn =D haha thanks I have found a way that works, and just going with it. but as I said before there is always room for improvements. will take a look at that later on. probebly alot better than my current way of setting up tasks. xD
  4. Schatten, I dont quite get it? Where is the action_ID exactly defined? Title of action?
  5. Alright! I will give it a try, thank you! =D
  6. Hey guys! I have a script that make all players on a MP server get the option to use holdaction to either get intel, get missions and others. Everything works fine and Ive been using it for several missions. However there is always room for improvements. So one thing that really annoys me is that if one client use the hold action key, it disappears for that client after the action is done. However! It does not disappear for other clients.. this means that if there is a task in the holdaction function it pops up for everytime a player do the action. Result may be 3 tasks with same name. I did find this: BIS_fnc_holdActionRemove but I have no clue how to put it into my current script so it removes the action for all clients once its executed by someone. here is a example: Thanks guys!
  7. -Killet-

    Play intro OGV from Mod

    Hey cheers man! Got it working =)
  8. -Killet-

    Play intro OGV from Mod

    I do have the cfgPatches just forgot to put it in there. Have no clue about why it needs to be there tho. =)
  9. Hi guys! So I´m making a new mission and just spent alot of time making a introvideo for my mission in .ogv format. everything works fine running it from initplayerlocal.sqf However, the filesize of the OGV is about 32mb and I feel it is alot together with other sounds I added to the mission. so what I would like to do is to make the players download a mod. where they have all theese files already so they dosn´t have to download them with the missionfile. here is my problem. I can´t find any good way of running the .ogv from the mod I created. what I need is a script that can run the video from my "killetmedia" mod. play = ["\Killetmedia\intro.ogv"] spawn BIS_fnc_PlayVideo; when the player is on the server. any suggestions are welcome! =) Thanks guys! My mods content: Modname: Killetsmedia intro.ogv config.bin config.cpp (this one makes sure that the init.sqf is being run) init.sqf initPlayerLocal.sqf (I have tried putting the code in this one without any luck) config.cpp
  10. I just did it like that and it seems to work =) It is hosted dedicated. I think everything is 100% Thank you once again!
  11. Was running a mission yasterday and it went all good. Only issue I had was that The task complete was spammed alot of times. Not sure whats causing it. I suppose it has something to do with the remoteExec as I was playing around with it. example: I read about the remoteExec but can´t get why the players kept getting spammed. Example of one of my taskcomplete scripts from last nights mission Thank you for all your help!
  12. I rewrote it to another script with less text in it. but still cant get it to work. I get the action still and I can perform the action however now nothing happens after the action is performed, and no new mission pops up. https://pastebin.com/nCT12X0B also changed the veriable from _localThingsScript to _intel1script but that should´t matter since it´s just the name of it? Correction: Apperently yes it did affect it. Veriablename didn´t like numbers, smiply by changeing the name to _intelscriptone instead solved the problem. THANK YOU Stanhope <3
  13. Hey mate! Thanks for your reply! https://pastebin.com/B6aZbs1Z Ive uploaded the code to pastebin here. Hope it will work. Will do some homework about the remoteExec aswell. If you would like to show an example it´s much appreciated =)
  14. Hey guys! Total Rookie comeing to scripts and need help with a smaller problem. I wan´t a function where players on a dedicated server, can walk up to a object and with the holdactionkey get intel, and new tasks etc. And also send the intel aswell as create the task for all players on the server. Thing is I have got everything working (sorta) For some reason the intel and the new task thats being created is only being created for the player thats interacting with the object. example, a group of players walks up to the object. Only one of them interacts with the object thats giving them Intel in a intel tab. after a while it creates a new task. Only the player that picked it up can see it on the map. Played through a couple of missions and sure it´s emmersive thats players need to share the intel, however it causes some problems that not everyone can see it. here is the setup i´m using: on the mission I place down 1 object and nameing it in the veriable field: Intel1 Then i place down a trigger with: Heres whats inside intel1, I know theres alot of stuff, but might aswell keep it all so you pros can see whats wrong. Thank you all! BR Killet
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