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G-Virus

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About G-Virus

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  1. Thank you for your reply! Unfortunately this event doesn't fit as well because it doesn't allow to call a custom script
  2. Hello everyone! Sorry if I post a duplicated topic, but I still need a help. I have a problem that I couldn't find a solution to. On my dedicated server I need to handle players when they connect to a lobby, but unfortunately the onPlayerConnected event doesn't satisfy my needs. The problem is the onPlayerConnected and its stackable version only appear when a mission is started and it's doesn't work when there is the lobby or a briefing time. I would like you guys to give me some possible solutions, I just need to call a script when a player connects to the server in any time. Thanks in advance!
  3. Thank you very much for your time, your code finally works! Finally this fucking bot is getting in helicopter and goes right way :) But it still moves blocks not properly - it moves that first and then runs progress bar with empty body, therefore it moves immediately and then runs progress bar with dummy action :) and in this case a player can't cancel the action. I've put the code that moves blocks into progress bar's handler of success, and it works very good on host, but still has this weird delay between commands execution and physical movement on dedicated server. Do you know what is happening?
  4. Sorry, but your code doesn't work at all :(
  5. Thank you for theory, it really helped! But I still have problem with the pilot - he is just ignoring orderGetIn call and futher code in the function. I've tried to replace it with one more waypoint "GETIN", but the pilot ignores it too and goes next waypoint :( With hedgehog there is one strange thing - now it works good with remoteExec, but it moves after some time when progress bar is finished, not immediately. And as I noticed it depends on count of players on server, probably... And it still works perfect in editor, the problems only with dedicated server :( here is my new code if (hasInterface) then { border1 addAction ["<t color='#0000FF'>Lock western way</t>", { [] call fnc_moveToWest }]; pilot1 addAction ["<t color='#00FF00'>Go!</t>", { [] call fnc_goToAirport }]; }; fnc_goToAirport = { if (hasInterface) then {removeAllActions pilot1}; pilot1 assignAsDriver helicopter1; /*[[pilot1], true] remoteExec ["orderGetIn", pilot1]; waitUntil {sleep 1; pilot1 in helicopter1}; sleep 5;*/ _grp = group pilot1; _wp1 = _grp addWaypoint [getMarkerPos "wmt_west_heli_base", 0]; _wp1 setWaypointType "GETIN"; _wp2 = _grp addWaypoint [getMarkerPos "wmt_west_heli_target", 0]; _wp2 setWaypointType "MOVE"; _wp3 = _grp addWaypoint [getMarkerPos "wmt_west_heli_target", 0]; _wp3 setWaypointType "GETOUT"; }; fnc_moveToEast = { if (hasInterface) then { removeAllActions border1; border1 addAction ["<t color='#0000FF'>Lock western way</t>", { [] call fnc_moveToWest }]; }; [30, [], { border1 setPos [11310.616, 5955.567, 0]; [border1, [0.152, 0.764, 0]] remoteExec ["setVectorDir", border1]; }, {}, "Moving blocks..."] call ace_common_fnc_progressBar; }; fnc_moveToWest = { if (hasInterface) then { removeAllActions border1; border1 addAction ["<t color='#FF0000'>Lock eastern way</t>", { [] call fnc_moveToEast }]; }; [30, [], { border1 setPos [11280.235, 5917.037, 0]; [border1, [359.389, 2.748, 285.230]] remoteExec ["setVectorDir",border1]; }, {}, "Moving blocks..."] call ace_common_fnc_progressBar; };
  6. I've tried different combinations with isServer, isDedicated. Doesn't work. Previous version that worked has contained only !isServer check, but now it doesn't work too. Could you suggest your variant?
  7. Hello everyone! I have a problem with scripting for dedicated servers. I have a mission for Multiplayer, but there is an AI bot that should get in a helicopter and fly to some waypoint, land and get out. I used the following script for that and it worked. But I've tried to use it now and it works appropriately only in Eden Editor or hosted server. Please help me what am I doing wrong. Also I'm trying to move an object (hedgehog) with the scripts presented below, but there is a strange behavior. They are rotating before move and are moving with delay. I have this code in init.sqf file Thank you in advance! if (!isServer) then { border1 addAction ["<t color='#0000FF'>Lock western way</t>", { [] call moveToWest; }]; pilot1 addAction ["<t color='#00FF00'>Go!</t>", { [] spawn goToAirport; }]; }; moveToEast = { removeAllActions border1; border1 addAction ["<t color='#0000FF'>Lock western way</t>", { [] call moveToWest; }]; if (!isDedicated) exitWith {}; [30, [], { border1 setPos [11310.616, 5955.567, 0]; border1 setVectorDir [0.152, 0.764, 0]; }, {}, "Moving blocks..."] call ace_common_fnc_progressBar; }; moveToWest = { removeAllActions border1; border1 addAction ["<t color='#FF0000'>Lock eastern way</t>", { [] call moveToEast; }]; if (!isDedicated) exitWith {}; [30, [], { border1 setPos [11280.235, 5917.037, 0]; border1 setVectorDir [359.389, 2.748, 285.230]; }, {}, "Moving blocks..."] call ace_common_fnc_progressBar; }; goToAirport = { removeAllActions pilot1; if (!isDedicated) exitWith {}; pilot1 assignAsDriver helicopter1; [pilot1] orderGetIn true; waitUntil {pilot1 in helicopter1; }; sleep 5; _grp = group pilot1; _wp1 = _grp addWaypoint [getMarkerPos "wmt_west_heli_target", 0]; _wp1 setWaypointType "MOVE"; _wp2 = _grp addWaypoint [getMarkerPos "wmt_west_heli_target", 0]; _wp2 setWaypointType "GETOUT"; };
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