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Mr Elusive

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About Mr Elusive

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  1. Mr Elusive

    Disable EndMission when out of Tickets

    @A. Ares Yeah of course, happy to help! I feel like we're probably just missing a step somewhere. Two questions: Where are you changing the respawn settings? Within the editor or description.ext? What respawn template are you using? Base? Instant? MenuPosition? I think #2 might be the issue as BIS_fnc_respawnTickets doesn't work properly if you're using the wrong template(s). Double-check that for me please. I'm working today, but if you're still stuck on this, I'll see if I can re-create what you're trying to do in the editor when I get home. Good luck! 😎
  2. Mr Elusive

    Disable EndMission when out of Tickets

    Hey @A. Ares, Unless I'm mistaken, I think the BIS_fnc_respawnTickets function has to be executed on the server. Replace your line in initPlayerLocal.sqf with this one, let me know if it works. [player, 3] remoteExec ["BIS_fnc_respawnTickets", 2, false];
  3. Mr Elusive

    Tank Smoke

    I completely forgot that was a thing in addAction and might be easier if you don't use CBA3, or don't want to rely on it. Thanks for that. I never really knew what the difference was but I guess it does matter. I tried making that change on some other code that I wanted to use and it made it work. Why does this make a difference? I've notice "this" works for init boxes within the editor, while "_this" works for pretty much everything else. I imagine there's a technical reason for it relating to passing parameters, but I'm not a software developer or computer programmer. 🤷‍♂️ Perhaps someone more knowledgeable than me can answer that.
  4. Mr Elusive

    Tank Smoke

    Hey @pazuzu CBA3 has a function to do this called CBA_fnc_addKeybind, although I've never tried it. You could (in theory) bind it to C, the same default keybind as the smoke launcher from the commander seat. Just make sure you have a condition that checks you're in the vehicle and maybe not in the commander seat. Hope this helps 😎
  5. Mr Elusive

    Tank Smoke

    Hi @pazuzu You sure can! You'll need to use the BIS_fnc_fire command: For example, to force an M2A1 Slammer (variable name Tank) to fire it's smoke launcher: [Tank, "SmokeLauncher"] call BIS_fnc_fire; For modded vehicles, you'll probably need to comb through config viewer to find the "muzzle" name of the smoke launcher. You could then in theory use addAction or other commands to bind it to a key - but that's a different conversation. Hope this helps! 😎
  6. Hi @hectrol The only time this happens to me is when description.ext has a typo or other syntax error. Obvious question, but have you double-checked spelling etc?
  7. Hey @bendy303, I've actually ran into this exact same problem for an unrelated issue. One trick I've used is to make a global trigger with this condition: time > 0 Then I'd put whatever code in the activation field. In my case, I used remoteExec and set the JIP parameter to true, which queued it up for when players loaded in. I'm not sure if it'll be relevant to your use case. How exactly are you trying to add this damage handler? Could you give us an example of your code?
  8. My apologies @Blitzen88 I've obviously misread your post. It was late at night when I looked at it. The contents of the expression field are saved in a variable within the module. You can give the module a variable name, then use getVariable and setVariable commands to edit. For example... // Grab the current contents of the 'expression' field: _Expression = _Module getVariable "expression"; // Update the contents of the 'expression' field: _Module setVariable ["expression", {comment "Your code here"}]; Does this help?
  9. Hey @Blitzen88, Paste this in the expression field of the Spawn AI module: _this execVM "Script.sqf"; You can then save the input as variables using the params command: // Paste this near the top of your script file. params ["_Group", "_Module", "_GroupData"]; _Group = The group that was spawned by the module. _Module = The module where the group was spawned (I think?) _GroupData = An array of various info relating to the group. Honestly, I've only really used the _Group parameter whenever I've used Spawn AI in missions, so take the rest with a grain of salt. Hope this helps! 😎
  10. Mr Elusive

    Disable EndMission when out of Tickets

    Haha no worries @kibaBG, you're very welcome. Happy to help! 😎
  11. Mr Elusive

    Disable EndMission when out of Tickets

    @kibaBG - Here's a test mission with just the code I provided earlier. It definitely works. Feel free to unpack it and test in the editor for yourself. Make sure you test in MP as respawning doesn't work in SP. I've also given BLUFOR just two tickets instead of 10 to speed things up. Respawn twice and you should get the custom debrief. https://file.io/G6A3QduJ0Vxd (link is valid for 14 days)
  12. Mr Elusive

    Disable EndMission when out of Tickets

    Hmm...OK let me see if I can replicate it in a test mission. Give me a few minutes.
  13. Mr Elusive

    Disable EndMission when out of Tickets

    Apologies @kibaBG I should have explained myself properly. Don't use the respawn tickets module as that will play the default ending - which you don't want. Try this instead: initServer.sqf [west, 10] call BIS_fnc_respawnTickets; After you've done that, place a default trigger anywhere on the map and check the server only box. Condition: [west] call BIS_fnc_respawnTickets <= 0 Activation: ["ZeroTickets", false] remoteExec ["BIS_fnc_endMission", 0, true] That should end the mission when BLUFOR (aka 'west') runs out of tickets. (I'm doing some after hours work, but I might be able to respond a bit later if this doesn't work.) 😎
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