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MechSlayer

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About MechSlayer

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  1. I have a zombie agent, how can I make it attack players? (By attack I mean only hitting)
  2. You need at least one interaction created inside "fn_initInteracciones.sqf". That errors happens if the script doesn't loop through the "Interacciones_Interacciones" variable.
  3. I need to spawn around 700 units, does anyone know a fast method to do this? Tried a for loop but after hitting 100 units it starts to spawn way too slow. I'm spawning them serverside. Thanks.
  4. Try changing player to _unit inside onplayerRespawn.sqf Also you need to pass _unit and _corpse parameters from the event handler.
  5. I'm trying to spawn weapons inside each building in the map, but for some reason more than half spawns as ObjNull Here's the code: _buildings = nearestObjects[_worldCenter, ["building"], (worldName call BIS_fnc_mapSize)]; //Get all buildings. { _buildingPositions = _x buildingPos -1; //Get all positions inside the building. _localPos = selectRandom _buildingPositions; //Select a random one. _spawnPos = [(_localPos select 0), (_localPos select 1), ((_localPos select 2) + 1)]; //Elevate the position 1 meter. _holder = createVehicle ["WeaponHolderSimulated", _spawnPos, [], 0, "CAN_COLLIDE"]; //Spawn the weapon holder. _weapon = selectRandom _weaponsArray; //Select a random weapon. _holder addItemCargoGlobal [_weapon, 1]; //Add the weapon to the holder. } forEach _buildings;
  6. MechSlayer

    Spawn ai behind selected player

    To get the players you can use _playercount = playableUnits select {_x distance getMarkerPos "Marker1" < 200 && isPlayer _x} For a random unit just use _unit = selectRandom _playercount To spawn the unit behind just change _unit getpos [250,random 50] to _unit getpos [-250,random 50] Or if you want a random distance: _unit getPos [random[-40, -100, -250], random 50] (-40 is the minimum distance, -100 the mid distance and -250 the maximum distance) If you ONLY need to wait, remove the sleep from waitUntil.
  7. _group = createGroup west; {if (side _x == civilian) then {[_x] joinSilent _group;}} forEach allPlayers; Or if you want every player to join blufor _group = createGroup west; allPlayers joinSilent _group;
  8. MechSlayer

    Can't save a .sqf file

    If execVM doesn't work you can also try call compile preprocessFileLineNumbers "rem.sqf";
  9. How can I get the preview image of the objects like in the 3den editor? (When you place the cursor over a object from the list)
  10. Is it possible to get all the mission displays? (Not the opened like when you use allDisplays, but all that are loaded)
  11. MechSlayer

    RscTitles disappears on death

    The script that I use it's the second, and already tried to create it again, but the RscTitles variable disappears
  12. I have this RscTitles dialog: class HUD { idd = 6000; movingEnable = 0; enableSimulation = 1; enableDisplay = 1; duration = 9999999999999999999999999; fadein = 0.1; fadeout = 2; name = "HUD"; onLoad = "uiNamespace setVariable ['HUDD', _this select 0];"; class controls { class Hambre: RscProgressH { idc = 1600; colorBar[] = {0,0.369,0.043,1}; x = 0.906894 * safezoneW + safezoneX; y = 0.933944 * safezoneH + safezoneY; w = 0.0803196 * safezoneW; h = 0.0219304 * safezoneH; }; class Sed: RscProgressH { idc = 1601; colorBar[] = {0,0.259,0.678,1}; x = 0.906894 * safezoneW + safezoneX; y = 0.96194 * safezoneH + safezoneY; w = 0.0803196 * safezoneW; h = 0.0219304 * safezoneH; }; }; }; I open it with this code: disableSerialization; _display = uiNamespace getVariable "HUDD"; _hambred = _display displayCtrl 1600; _sedd = _display displayCtrl 1601; It works fine when you enter the server, but when you die and respawn it disappears and the the display stored in uiNamespace changes to "No Display". I tried calling it again but didn't worked. Any fix?
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