Jump to content

marki980908

Member
  • Content Count

    193
  • Joined

  • Last visited

  • Medals

Posts posted by marki980908


  1. On 7/19/2021 at 6:30 PM, johnnyboy said:

    This will work for the sound.  Its for the in-game .45 pistol.

    
    _s = "a3\sounds_f\arsenal\weapons\pistols\4-five\4-five_01.wss"; 
    _unit = shooty; 
    playSound3D [_s,_unit, false, getPosASL _unit, 1.5];

     

    I had a custom sound file, but yours is even better thanks!

    • Like 1

  2. On 7/16/2021 at 6:30 PM, pierremgi said:

     

    getposASL _this? ....  _this is what?

    Thanks, but I have solved it, I noticed it maybe 30 seconds after I started looking into logs. Thanks anyway, it worked perfectly, that code above does a pretty nice execution with sound and stuff, if you have ogg file


  3. On 7/11/2021 at 8:27 PM, sarogahtyp said:

    this is the important information...

     

    You are using a suspension method (sleep in this case) in an unscheduled environment. This is not allowed as you can read in the biki entry of Scheduler.

     

    Therefore you have to ensure that your code runs scheduled. You can achieve that with a simple spawn:

    
    private _dummy = [] spawn 
    {
     shooter switchMove "Acts_Executioner_Kill";
     shooty switchMove "Acts_ExecutionVictim_Kill";
     sleep 1.733;
     shooty switchMove "Acts_ExecutionVictim_Kill_End";
     sleep 2.7;
     shooty switchMove "Acts_ExecutionVictim_KillTerminal";
    };

     

    Thanks it worked, any idea how to add sound to that?
    Like:
     

    private _dummy = [] spawn 
    {
     shooter switchMove "Acts_Executioner_Kill";
     shooty switchMove "Acts_ExecutionVictim_Kill";
     sleep 1.733;
     playSound3D [getMissionPath "sound\exeshot.ogg", shooter, false, getPosASL _this, 5, 1, 0];
     shooty switchMove "Acts_ExecutionVictim_Kill_End";
     sleep 2.7;
     shooty switchMove "Acts_ExecutionVictim_KillTerminal";
    };

    Gives me generic error


  4. On 7/10/2021 at 6:41 PM, sarogahtyp said:

    Show the complete error message copy/pasted from .rpt file!

     

    Edit:

    https://community.bistudio.com/wiki/Crash_Files#Location

     

    But I guess there could be an invisible character on the position of the hashtag (or maybe the < sign) in the error message.

    20:16:22 Suspending not allowed in this context
    20:16:22 Error in expression <witchMove "Acts_ExecutionVictim_Kill"; 
    sleep 1.733; 
    shooty switchMove "Acts_Ex>
    20:16:22   Error position: <sleep 1.733; 
    shooty switchMove "Acts_Ex>
    20:16:22   Error Generic error in expression
    20:16:22 Suspending not allowed in this context
    20:16:22 Error in expression <hMove "Acts_ExecutionVictim_Kill_End"; 
    sleep 2.7; 
    shooty switchMove "Acts_Exec>
    20:16:22   Error position: <sleep 2.7; 
    shooty switchMove "Acts_Exec>
    20:16:22   Error Generic error in expression

    Here is how rpt file looks like


  5. I am trying to make an animation for an execution, for some reason, when I try to execute a sequence of animations, it gives me an error and just plays the last one, here is my code:
     

    shooter switchMove "Acts_Executioner_Kill";
    shooty switchMove "Acts_ExecutionVictim_Kill";
    sleep 1.733;
    shooty switchMove "Acts_ExecutionVictim_Kill_End";
    sleep 2.7;
    shooty switchMove "Acts_ExecutionVictim_KillTerminal";

    Shooter being the executioner, and shooty being the victim. What it does now for some reason, it just starts playing Acts_execution_KillTerminal emote without anything above
    And gives me "Error generic error in expression"


  6. On 7/4/2021 at 10:10 PM, sarogahtyp said:

    I personally use no server launcher cause its just not needed.

    I use steamcmd to update server and mods. For starting the server I use my own scripts.

    I do all of this with linux usually but its also possible to do it the same way on windows.

     

    Also there seems not to exist those 36 mods limit because this guy has more than 50 mods:

     

     

    Thanks I will look into.
    Does anyone have any launcher suggestions tho?


  7. 3 minutes ago, CW4 Carrera said:

    He might be talking about `Steam Protocol Max Data Size`. This affects the vanilla launchers ability to list a servers mods and set up the mods automatically when joining. Unfortunately TADST is horribly out of date and I dont know if you would be able to change that setting with it.

    We use FASTER which gives us the ability to increase this `Max Size`. If you can convince your server manager to switch to FASTER (It will be a fairly involved process) then I highly recommend it. If you can make the switch stop by the FASTER discord for any help, the community there is very helpful and the developer its active on there every day.

    Thanks, I appreciate the advice, but now in regards of TADST, we also edit each mods cpp file to chnage its name to one letter for I am pretty sure the same reason. How do I check how far away we are from the limit?


  8. Server I am part of is currently using TADST server launcher, our server manager keeps saying that our server cant have more mods than we currently have (36 mods) because "the command line will be overloaded".
    I have access to the server now. Can someone explain what command line is, what how does it become overloaded and how does one check what is the limit of it?


  9. 2 minutes ago, Rydygier said:

    Not sure about multiplayer. I'm SP guy mostly. However, if you spawn the smoke and delete it from the same machine, say a server, it should work same, as in SP, at least I guess so. Otherwise smoke_1 variable may need publicVariable. Others may be more knowledgeable/helpful than me regarding particles in MP. 

    Fair enough I will test it with one of the members


  10. 30 minutes ago, Rydygier said:

    Depending, how/where you do it, it may not work, since _smoke is _local _var. Try instead run the code with global var, if you wish to delete it from other places, for example:

     

    smoke_1 = [markerPos "m1",1.5,180] call RYD_SmokePillar;

     

    then to delete:

     

    deleteVehicle smoke_1;

    I executed smoke using global and tried deleting it using global

×