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Ben1775

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About Ben1775

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  1. Hello, would someone assist me in altering stamina duration? CfgMovesFatigue's StaminaDuration appears to be what I'm looking for, but I'm unfamiliar with how to implement these changes, e.g. what code do I put where. Is it possible for soldiers to have different stamina levels? If so could you give me an example of how to link it to a specific soldier/soldier type? I've seen lots of solutions that script changes to stamina on each frame (I'm concerned about inconsistencies based on lag and performance issues) or disable stamina (not what I want). I'd prefer to use the built in model but just don't know how to work with classes. Thanks in advance! Ben
  2. Ben1775

    Spawning a controllable UAV

    Okay, found my error, UAV shouldn't be in Host_Unit group, this change fixed it: _New_Unit = [_New_Position, 0, "B_UAV_02_F", west] call BIS_fnc_spawnVehicle;
  3. Thanks in advance for reading my post! Goal: Spawn a Greyhawk that can be controlled by a blue force player with a NATO UAV terminal Error: None, but UAV terminal does not allow selection of drone from pull down. Spawned drone shows as blue. Code: _Host_Group = group Host_Unit; // The controlling unit, we'll spawn it near them _New_Position = [position Host_Unit,1,20,5,1,1.5,0] call BIS_fnc_findSafePos; _New_Unit = [_New_Position, 0, "B_UAV_02_F", _Host_Group] call BIS_fnc_spawnVehicle; Effect: Spawns a drone, it shows as blue. Troubleshooting: I've added drones through Zeus, they also appear as blue, but are select-able in the pull-down and can be controlled. Thanks again for your help! Ben
  4. Hello, and first off thank you for reading my question, Goal: Have the player respawn position move as they progress. Error: Respawn position advances for dedicated server player, but connected players respawn at place of death Troubleshooting: Verified that it is running on all clients (not server only). Synced the trigger with a new respawn modules and allowed players to choose respawn point (never appears even after trigger for both client and server) Implementation: Respawn Module: Named respawn_west placed at starting point Trigger activated by bluefor within area Trigger activation: respawn_west setPos (markerPos "marker_1"); Marker named marker_1 by first checkpoint. Thanks for your help! Ben
  5. Thank you for the information First Lieutenant pierremgi, I've replaced "= []" with the full spawning of the crew and vehicle in the initialization of the mission. Would you elaborate on how to properly use alive to detect if the vehicle is destroyed?
  6. Thanks in advance for any help. Goal: Spawn in a crewed APC whenever the vehicle does not exist (destroyed or mission start). Vehicle will be assigned waypoints. Error: missing ; line 3 (_Vehicle=APCVehicle1[0]) Troubleshooting Removed line 3 and used !alive APCVehicle1 for line 4 Removed line 3 and used !alive APCVehicle1[0] for line 4 Created Crewed APC, then synced to System ==> Multiplayer ==> Vehicle Respawn module Spawns vehicle with crew at start Respawns vehicle without crew Added Expression to Respawn Module to assign crew Spawns vehicle with crew at start Respawns vehicle without crew Ben Mission initializes with APCCrew1 = []; APCVehicle1 = []; Trigger calls this .sqf if (isServer) then { _Vehicle=APCVehicle1[0]; if (!alive _Vehicle) then { APCCrew1 = creategroup EAST; APCVehicle1 = [getMarkerPos "APC_Spawn", 020, "O_APC_Wheeled_02_rcws_F", APCCrew1] call BIS_fnc_spawnVehicle; _wp1 = APCCrew1 addWaypoint [(getmarkerpos "APC_WP1"), 0]; _wp1 setWaypointType "MOVE"; _wp2 = APCCrew1 addWaypoint [(getmarkerpos "APC_WP2"), 0]; _wp2 setWaypointType "MOVE"; hint "Enemy APC on the move towards home base"; }; };
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