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simicsko

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About simicsko

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  1. Thank you for your tip. The problem was really with the ACE mod. 👍
  2. Thanks for the idea, we'll try it, then I'll report back.
  3. Thank You Gunter! 👍
  4. Hi all! I would like to ask for a little help: We wanted to play a mission with three machines (my machine is the server), but one of the machines displays the following error and is rejected by the server: "0:00:00)cba_vesrioning - ace - Version Mismatch!" (Machine:Charlie_1 (Player) version: 3.16.0.72, serverVersion: 3.16.1.74, Level:4)" We deleted the CBA_A3 MOD on the client, unsubscribed on STEAM, then resubscribed, the same error remained. In the MOD list, on the property page of CBA_A3, we see the same parameters on all three machines: Author CBATeam Last Update 2023.10.25. 21:28 File size: 3,9 MB Status: Ready Multiplayer: Signed The other machine connects without any problems. Does anyone have any idea what could be causing this? Thanks in advance
  5. Hi all! I would like to ask for a little help: We wanted to play a mission with three machines (my machine is the server), but one of the machines displays the following error and is rejected by the server: "0:00:00)cba_vesrioning - ace - Version Mismatch!" (Machine:Charlie_1 (Player) version: 3.16.0.72, serverVersion: 3.16.1.74, Level:4)" We deleted the CBA_A3 MOD on the client, unsubscribed on STEAM, then resubscribed, the same error remained. In the MOD list, on the property page of CBA_A3, we see the same parameters on all three machines: Author CBATeam Last Update 2023.10.25. 21:28 File size: 3,9 MB Status: Ready Multiplayer: Signed The other machine connects without any problems. Does anyone have any idea what could be causing this? Thanks in advance
  6. Ohh... Group synced with trigger. Tank you so much Hrazach. 😉 In the meantime, I found another good solution: If group1 reaches a specific waypoint, events can also be activated with it. Thank you for your help.
  7. In the example you show, I don't see which group activates the trigger. In my example, group1 is an AI group. It is important that the trigger is activated only for this group.
  8. Ohh, I didn't say it exactly: So I have a group: group1. I want a trigger for this, so that if any live member of the group1 reaches the trigger area, the trigger will be activated.
  9. Hi! I am looking for a solution so that if any member of a group (that is, a part of the group) reaches the area of a trigger, the trigger will be activated. Does anyone have an idea for this?
  10. Hi, How to remove the progress bar from the screen after it has run?
  11. No problem! 🙂 Could you help me as much as how I can start the process on behalf of the player from the Scroll menu? I tried to include what you wrote for object init, but for some reason it doesn't work. The first menu item is self-healing, it works perfectly. But calling the helikpoter doesn't: menu0 = { player addAction[("<t color=""#7FFF00"">" + ("Heal Yourself") +"</t>"),{execVM "MEDICAL\selfHealing.sqf"}]; player addAction [ ("<t color=""#00FF00"">" + ("PlayerName") +"</t>"), { params ["_target", "_caller", "_actionId", "_arguments"]; [_caller] execVM "PlayerName.sqf"; }, nil, 1, false, true ]; }; []spawn menu0; hint "PLAYER MENU LOADED"; I tried a trigger (that might be the problem), which detects the spawning of the aforementioned players Alpha_1 and Bravo_1 (Object varNames) and starts the Scrollmenu.sqf script: Trigger Condition: Alpha_1 inArea thisTrigger; On Activation: execVM "ScrollMenu.sqf"; I would like to solve it with a menu so that the options are not limited by the number of radios that can be called with the trigger (Alpha to India).
  12. Brilliant solution! 👌 Working perfectly. I found out why the helicopter didn't start: In the original mission, I started the helicopter with a trigger that was assigned with a waypoint activation. That's why it didn't start. 🙂 One small thing: at the last waypoint, this line did not delete the helicopter: _Supp1wp3 setWaypointStatements ["true", "{deleteVehicle _x;}forEach ( crew Supply_Heli_1 + Supply_Heli_1 );"]; I replaced it with this one, it works like this: _Supp1wp3 setWaypointStatements ["true", "{deleteVehicle _x;}forEach crew Supply_Heli_1; deleteVehicle Supply_Heli_1;"]; Dear Larrow, thank you very much for your help! 😉
  13. All right. Please be patient, I will probably be at the machine again on Sunday or monday
  14. I want the helicopter to be able to call any player to their position. The SupplyTransport_1 is the name of the helicopter group (Composition Variable Name).
  15. The following is still the problem: "PlayerName" appears in the object's menu, and when called, it attaches the jeep to the helicopter, but the helicopter does not start. I don't understand why the helicopter doesn't start, even though what you wrote seems logical. Do you have an idea?
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