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ATGSS

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About ATGSS

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  1. Thanks you very much 7erra, i put the code on the module with TER_fnc_handleLoadout , also, i did a test object if EntityRespawned dont work, with this : this addAction ["Save Gear",{ ["save", _this] remoteExec ["TER_fnc_handleLoadout", 2]; }]; this addAction ["Load Gear",{ ["load", _this] remoteExec ["TER_fnc_handleLoadout", 2]; }]; When i reconnect , dont work, and if i use the test code all work correct, maybe the HandleDisconnect is not working???
  2. Is any way to use this on HandleDisconnect and Playerconected function?
  3. Hi, thanks for your response,I left this for impossible and i did another post for this question, i get another script for this, but not work, Thanks!
  4. Hi, i am looking for save the last position and gear before disconnect .(DC or CRASH) I tried this and work , but only save the last position, the gear not working. I tried more script from the forums, but nothing work, Can anyone help me pls? Tanks you very much!!! Init.sqf [] execVM "PlayerEvents.sqf"; PlayerEvents.sqf TAG_fnc_loadClientData = { _this params ["_loadoutStr", "_positionASL", "_dir"]; call compile _loadoutStr; player setDir _dir; player setPosASL _positionASL; }; if(isServer) then { addMissionEventHandler [ "HandleDisconnect", { params ["_body", "_id", "_uid", "_name"]; if(!isNull _body) then { //Init storage var if(isNil "TAG_disconnectedLoadouts") then { TAG_disconnectedLoadouts = []; }; //Save loadout as script for easy broadcast private _loadoutStr = [player, "script", false] call BIS_fnc_exportInventory; { private _index = _loadoutStr find _x; if(_index > -1) then { private _strArray = toArray _loadoutStr; _strArray deleteRange [_index, count _x]; _loadoutStr = toString _strArray; }; } forEach ["// Remove existing items","// Add containers","// Add weapons", "// Add items", "// Set identity"]; //Find in storage private _uidIndex = TAG_disconnectedLoadouts find _uid; if(_uidIndex > -1) then { //Found -> update private _loadoutIndex = _uidIndex + 1; TAG_disconnectedLoadouts set [_loadoutIndex, _loadoutStr]; } else { //Not found -> Add new TAG_disconnectedLoadouts pushBack _uid; TAG_disconnectedLoadouts pushBack [_loadoutStr, getPosASL _body, getDir _body]; }; }; false } ]; addMissionEventHandler [ "PlayerConnected", { params ["_id", "_uid", "_name", "_jip", "_owner"]; if(_jip) then { private _clientData = missionNamespace getVariable ["TAG_disconnectedLoadouts", []]; private _uidIndex = _clientData find _uid; if(_uidIndex > -1) then { private _loadoutIndex = _uidIndex + 1; (_clientData select _loadoutIndex) remoteExec ["TAG_fnc_loadClientData", _owner]; }; }; } ]; };
  5. I got this script, and dont work correct if a player got DC or Crash.... but if i use a addaction "this addAction ["Save loadout", "server_onPlayerDisconnect.sqf"]" the script is working...... Any ideas what was wrong???? Thank you! init.sqf server_onPlayerDisconnect = compile preprocessFileLineNumbers "server_onPlayerDisconnect.sqf"; server_onPlayerDisconnect.sqf _caja = C; _principal = primaryWeapon player; _cargadorPrincipal = primaryWeaponMagazine player; _accesoriosPrimaria = primaryWeaponItems player; _lanzador = secondaryWeapon player; _cargadorLanzador = secondaryWeaponMagazine player; _accesoriosLanzador = secondaryWeaponItems player; _secundaria = handgunWeapon player; _cargadorSecundaria = handgunMagazine player; _accesoriosSecundaria = handgunItems player; _items = (vestitems player + uniformitems player + backpackitems player); if (_principal != "") then{ _caja addWeaponCargoGlobal [_principal, 1]; _caja addItemCargoGlobal [_cargadorPrincipal select 0, 1]; }; if (_lanzador != "") then{ _caja addWeaponCargoGlobal [_lanzador, 1]; _caja addItemCargoGlobal [_cargadorLanzador select 0, 1]; }; if (_secundaria != "") then{ _caja addWeaponCargoGlobal [_secundaria, 1]; _caja addItemCargoGlobal [_cargadorSecundaria select 0, 1]; }; _contarItems = _items call BIS_fnc_consolidateArray; for "_i" from 0 to count _contarItems -1 do { _elemento = _contarItems select _i; _objeto = _elemento select 0; _contar = _elemento select 1; _caja addItemCargoGlobal [_objeto, _contar]; }; _totalAccesorios = (_accesoriosPrimaria + _accesoriosSecundaria + _accesoriosLanzador); for "_i" from 0 to count _totalAccesorios -1 do { _objeto = _totalAccesorios select _i; if (_objeto != "") then{ _caja addItemCargoGlobal [_objeto, 1]; }; };
  6. Thank you very much!!!!!!! It work perfect!... Only a question, is possible modifing this code, for do another . : If the player got DC or Crash, spawn a crate at the last position with the actual gear before DC or crash??? Thank you very much again,!!!!!!!
  7. Hi all, first sorry for my bad english.... I want a script for do this : In a Coop Mission on the server, a option with Addaction to save a gear in a crate or object, then, if the player got DC or crash , he can join again and in the crate or objetc select "load gear" to get the same gear he had saved. I cant use a arsenal, because i have a limit number of gear (the rol of the mission), This is only for play 1 time, i dont need save permanently after server restart. I am looking for that, but no luck, i tried some tutorial but dont work withow database. ¿Can anyone help me pls? Thank you very much!!
  8. Ok, thanks very much for the explanation!! . I started recently with the scripts and i'm still learning. I want this script for a coop mission on my clan, (40 players), no pause for you if you go to toilet 😁 . At the beginning , there is a water dispenser to ""hydrate "",ajajajajajaj, then go to combat, and after few minuts , they will feel bad. Normally nobody drinks 2 times.
  9. Thank you very much for your response, at ende , yesterday i was looking for this, and got this code from another post. It is exactly that i need. Thank you very much again! this addAction [ "<t color='#ff9900'>Beber agua!</t>", { execVM "agua.sqf"; (_this select 0) setVariable ["Aguasucia",false]; uiSleep 950; (_this select 0) setVariable ["Aguasucia",true] }, [],1,false,true,"", "_this distance _target < 2 && sunOrMoon > 0.5 && _target getVariable ['Aguasucia',true]" ];
  10. Hi, sry for my bad english, i have a script with a effect on players in multiplayer ,it is loaded with a Addaction, but i want run again the same script only if the effect is over. I have a water dispenser, then you can drink water, and got a long effect, but if you drink 3 times , you got 3 times the effect at the same time. I want only drink 1 time , and only can drink again if the effect is over, for example, if you try drink again before the effect is over, you got a hint, " you drank recently", or the AddAction "drink water", ist not available , dissapear or something. ¿Can anyone help me pls?, thank you very much. Here is the script if you need more information : titleText ["Ya estas hidratado y listo para el combate, tu aguante durara ahora mas tiempo.","PLAIN DOWN"]; titleFadeOut 15; sleep 400; titleText ["Estas empezando a sentirte mal.","PLAIN DOWN"]; titleFadeOut 15; sleep 200; titleText ["El agua que bebiste antes estaba adulterada con algun tipo de sustancia. No te encuentras bien.","PLAIN DOWN"]; titleFadeOut 15; sleep 6; addCamShake [10, 200, 50] ; //Activate ppEffects we need "chromAberration" ppEffectEnable true; "radialBlur" ppEffectEnable true; "DynamicBlur" ppEffectEnable true; //Let's go for 45secs of effetcs for "_i" from 0 to 126 do { "chromAberration" ppEffectAdjust [random 0.04,random 0.04,true]; "chromAberration" ppEffectCommit 1; "radialBlur" ppEffectAdjust [random 0.01,random 0.01,0.01,0.01]; "radialBlur" ppEffectCommit 1; "DynamicBlur" ppEffectAdjust [random 0.1]; "DynamicBlur" ppEffectCommit 1; sleep 1; }; for "_i" from 126 to 228 do { "chromAberration" ppEffectAdjust [random 1,random 1,true]; "chromAberration" ppEffectCommit 1; "radialBlur" ppEffectAdjust [random 0.02,random 0.02,0.15,0.15]; "radialBlur" ppEffectCommit 1; "DynamicBlur" ppEffectAdjust [random 0.6]; "DynamicBlur" ppEffectCommit 1; sleep 1; }; for "_i" from 228 to 410 do { "chromAberration" ppEffectAdjust [random 0.20,random 0.20,true]; "chromAberration" ppEffectCommit 1; "radialBlur" ppEffectAdjust [random 0.01,random 0.02,0.10,0.10]; "radialBlur" ppEffectCommit 1; "DynamicBlur" ppEffectAdjust [random 0.4]; "DynamicBlur" ppEffectCommit 1; sleep 1; }; for "_i" from 410 to 510 do { "chromAberration" ppEffectAdjust [random 0.10,random 0.10,true]; "chromAberration" ppEffectCommit 1; "radialBlur" ppEffectAdjust [random 0.01,random 0.01,0.07,0.06]; "radialBlur" ppEffectCommit 1; "DynamicBlur" ppEffectAdjust [random 0.3]; "DynamicBlur" ppEffectCommit 1; sleep 1; }; for "_i" from 510 to 720 do { "chromAberration" ppEffectAdjust [random 0.06,random 0.06,true]; "chromAberration" ppEffectCommit 1; "radialBlur" ppEffectAdjust [random 0.01,random 0.01,0.04,0.03]; "radialBlur" ppEffectCommit 1; "DynamicBlur" ppEffectAdjust [random 0.2]; "DynamicBlur" ppEffectCommit 1; sleep 1; }; for "_i" from 720 to 860 do { "chromAberration" ppEffectAdjust [random 0.04,random 0.04,true]; "chromAberration" ppEffectCommit 1; "radialBlur" ppEffectAdjust [random 0.01,random 0.01,0.01,0.01]; "radialBlur" ppEffectCommit 1; "DynamicBlur" ppEffectAdjust [random 0.1]; "DynamicBlur" ppEffectCommit 1; sleep 1; }; for "_i" from 860 to 990 do { "chromAberration" ppEffectAdjust [random 0.04,random 0.04,true]; "chromAberration" ppEffectCommit 1; "radialBlur" ppEffectAdjust [random 0.01,random 0.01,0.01,0.01]; "radialBlur" ppEffectCommit 1; "DynamicBlur" ppEffectAdjust [random 0.1]; "DynamicBlur" ppEffectCommit 1; sleep 1; }; //Stop effects "chromAberration" ppEffectAdjust [0,0,true]; "chromAberration" ppEffectCommit 5; "radialBlur" ppEffectAdjust [0,0,0,0]; "radialBlur" ppEffectCommit 5; "DynamicBlur" ppEffectAdjust [0]; "DynamicBlur" ppEffectCommit 5; sleep 6; //Deactivate ppEffects "chromAberration" ppEffectEnable false; "radialBlur" ppEffectEnable false; "DynamicBlur" ppEffectEnable false;
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