

Mr Sovic
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Plane wont kick players out
Mr Sovic replied to Mr Sovic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How would I go about using diag_log? I have never used it before. -
Plane wont kick players out
Mr Sovic replied to Mr Sovic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
so what if I set up the script to remoteExec on each machine? also, how would I go about this? -
Plane wont kick players out
Mr Sovic replied to Mr Sovic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Update. No luck so far. 😞 -
Plane wont kick players out
Mr Sovic replied to Mr Sovic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am going to try this out. The plane I use is from RHS, the C-130j. players aren't in turrets position -
Plane wont kick players out
Mr Sovic replied to Mr Sovic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just tested this with AI. the AI does exactly what the script is meant to do. players are the only ones this script doesn't register for. What alternatives would recommend? -
Plane wont kick players out
Mr Sovic replied to Mr Sovic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I did use just _crew before. the reason I have it like that was to figure out why the script doesn't work in MP -
Mr Sovic started following Plane wont kick players out
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Hello. In my mission I want players to get eject from the plane when it reaches the trigger. In my trigger activation, I have: [planeBoii] spawn Sov_fnc_PlaneLineDrop; the function here works great on SP. I've tried remoteExec and it still doesn't work on clients. _yourvehicle = _this Select 0; _passengers = []; _crew = crew _yourvehicle; _dir = direction _yourvehicle; //Get everyone except the crew. { _isCrew = assignedVehicleRole _x; if(count _isCrew > 0) then { if((_isCrew select 0) == "Cargo") then { _passengers pushback _x }; }; } foreach [_crew,playableUnits,switchableUnits]; _yourvehicle say3D ["Sov_missile_hit",500,2,false]; sleep 2.9; _PS1 = "#particlesource" createVehicleLocal (getpos _yourvehicle); _PS1 setParticleCircle [0, [0, 0, 0]]; _PS1 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 1, 0.5, [0, 0, 0, 0], 0, 0]; _PS1 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 2, 6], "", "Billboard", 1, 1, [0, 0, 0], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], [[1, 0.7, 0.7, 0.5]], [1], 0, 0, "", "", _yourvehicle]; _PS1 setDropInterval 0.03; _PS2 = "#particlesource" createVehicleLocal (getpos _yourvehicle); _PS2 setParticleCircle [0, [0, 0, 0]]; _PS2 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0]; _PS2 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 0, 1], "", "Billboard", 1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]], [0, 1], 1, 0, "", "", _yourvehicle]; _PS2 setDropInterval 0.5; _PS3 = "#particlesource" createVehicleLocal (getpos _yourvehicle); _PS3 setParticleCircle [0, [0, 0, 0]]; _PS3 setParticleRandom [0, [0, 0, 0], [0.5, 0.5, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0]; _PS3 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 15, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.1, 0.1, 0.1, 0.75], [0.4, 0.4, 0.4, 0.5], [1, 1, 1, 0.2]], [0], 1, 0, "", "", _yourvehicle]; _PS3 setDropInterval 0.25; _PS1 attachTo [_yourvehicle]; _PS2 attachTo [_yourvehicle]; _PS3 attachTo [_yourvehicle]; _yourvehicle say3D ["Sov_Plane_fall",500,1,false]; //Now moveout only passengers leaving the crew inside. { _x disableCollisionWith _yourvehicle; _x allowdamage false; unassignvehicle _x; moveout _x; _x addBackpack "B_Parachute"; _x setDir (_dir + 90); sleep 0.7; _x allowdamage true; } forEach _passengers; But when I test with mates on a server it seems to not to want to work. passes up no error.
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As a server owner who values free speech. This all comes down to the rules of the server. Just ignore him I reckon.