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FoxClubNiner

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About FoxClubNiner

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  1. FoxClubNiner

    JIP Woes Regarding Unit Loadouts

    Wow! First off, thank you both very much for the help! These look like possible solutions. However most if not all of what you wrote in the scripts has gone over my head. Its just simply beyond my skill level. I do appreaciate the notes though. As I re-read them I'm trying to parse out what they do. Still, I always try to implement any given help. I will trying copy and pasting your code in a few different ways to see if I get some success and report back either way!
  2. This one is a little tricky to explain. Right now I have it all working minus this JIP issue. Let me explain. What I want: 1. Players can equip scuba gear via addAction. (working as intended) 2. If scuba gear is equipped they can restore their loadout via addAction. (working as intended) 3. If a player leaves (game crashes) and returns I want them to be able to pick up where they left off. Meaning if they had scuba gear on when they left then when they return the addAction should be to let them equip their loadout (not working as intended) The problem: 3. If a player leaves (game crashes) and returns while they had scuba gear on, when they return they are still wearing scuba which seems normal. However, the addAction available is "Equip SCUBA", which doesn't make sense because they already have scuba. I need the returning player to have "Equip Loadout". initPlayerLocal: scubaEquipped = false; // This makes sure the first addAction is "Equip SCUBA Gear" The addActions within a sqf: ptboat addAction ["<t color='#FFFF00'>Equip SCUBA Gear</t>", "scripts\scubagear.sqf", nil, 7, false, true, "", "_this in (crew _target) && !scubaEquipped"]; //Shows up if you are in the boat and have your regular loadout ptboat addAction ["<t color='#FFFF00'>Equip Loadout Gear</t>", "scripts\loadoutgear.sqf", nil, 7, false, true, "", "_this in (crew _target) && scubaEquipped"]; //Shows up if you are in the boat and have your SCUBA scubagear.sqf playerLoadout = getUnitLoadout player; //saves the loadout before equipping scuba gear so it can we recalled with equip loadout action //a bunch of items removed then scuba gear added to inventory. scubaEquipped = true; //removes the "Equip SCUBA gear" addaction and replaces it with "Equip Loadout Gear" loadoutgear.sqf player setUnitLoadout playerLoadout; //recalls the loadout that was saved in scubagear.sqf scubaEquipped = false; //removes "Equip SCUBA gear" addaction and replaces it with with "Equip SCUBA Gear" It's really hard to explain. I might make a video. But basically if I player leaves and rejoins his "progess" isn't saved. progress meaning which addaction state should be shown for him. Now that I think about it more. Maybe I need a way to save the client state if they crash and then call it when they return. I'm not sure if that's possible .
  3. FoxClubNiner

    JIP not showing addAction

    I tried to publicVariable it and couldn't get it working. Perhaps I wrote it wrong which is probably the case since I don't understand it. But I did find a solution to this late last night! I ended up putting the addAction withing a sqf and using a Server Only trigger I remoteExec'd a ExecVM with the true for JIP. I tested it a bunch and no issues anymore! ["scripts\scubanow.sqf"] remoteExec ["execVM", 0, true];
  4. FoxClubNiner

    JIP not showing addAction

    Okay, I've done a bunch of testing on this and I've narrowed the problem down. Quick summary: 1. Any client that was connected when the trigger was activated has access to the addAction. No problem there. 2. However, the only way a JIP player can have access to the addAction is if they or any other client goes into the trigger area again. (By the way the trigger is non-repeatable and NOT Server Only.) So my solution would be to find a way for the the JIP client to know that this trigger was activated already. Perhaps there is a way to globally broadcast if a trigger was activated already?
  5. FoxClubNiner

    JIP not showing addAction

    The condition for "triggerActivated myTrigger" is BLUFOR present. By the way the trigger is non-repeatable and NOT Server Only.
  6. FoxClubNiner

    How to remoteExec a Spawn

    Interestingly this works within a SQF but if I put it in the Activation field of a trigger I get the error message "Invalid number in expression". Any idea why that is?
  7. FoxClubNiner

    Converting setFog to remoteExec

    Thank you. These work great!
  8. FoxClubNiner

    JIP not showing addAction

    So I moved the addAction to initPlayerLocal.sqf but it still wont let JIP players access the addAction.
  9. I'm not entirely sure this is fixed. I'm building my mission using the restrict voice module. It lets you input the object names turn turn off the ambient voices. I have been unsuccessful in getting it to work. I think I will try johnnyboy's solution and see if that works.
  10. FoxClubNiner

    remoteExec and JIP

    Bang on man. Works perfect now. Thank you for the help! Do you know how to mark the thread as SOLVED?
  11. FoxClubNiner

    remoteExec and JIP

    Even with my limited knowledge, what you said in step 1-4 makes sense to me. However, I don't quite understand what you mean "reverse the order and call publicVariable after the assignment is done". Do you mean that I just have to swap the order of the lines in the trigger field to look like this? ShowGlobalAction = false; publicVariable "ShowGlobalAction";
  12. FoxClubNiner

    remoteExec and JIP

    So I just tried this in the trigger field: publicVariable "ShowGlobalAction"; ShowGlobalAction = false; It was interesting because the action went away but 1 second later it returned. Almost like it was being overidden by the "isNil 'showGlobalAction". I'm going back through lots of threads but no luck yet. I'm surprised that removing an addAction is so hard for JIP players. I can't count the times that someone had to leave the mission to answer the door, timed out, computer crashed, etc which turned them into a JIP player. I definitely want to take advantage of JIP functionality because of this.
  13. FoxClubNiner

    remoteExec and JIP

    I just tested out this new one and it works great for JIP players I couldn't get it to break. This is one slight problem though. I have a trigger area that is supposed to remove the addAction. It works to remove it for all players when they enter the area except for someone who JIP. They have access to even after the trigger was fired. Right now the trigger activates like this: ShowGlobalAction = false; I'm confused as to why JIP players can still see this addAction after the trigger has fired for everyone else. My understanding is since this is a global variable it should be broadcast to all clients. So JIP players should see the addAction but they do. So to be clear I'm trying to remove this addAction for all players including JIP, without using the addAction itself to do so. Basically I give the players this addAction as an option at the beginning of the mission then use a trigger to take that option away if they advance far enough in the mission.
  14. FoxClubNiner

    Have I understood JIP correctly?

    I also would like to understand JIP functionality better. Unfortunately I don't have answers for you, but I would like to note one thing. I have read on some posts from years ago people talking about how the modules in the editor are not friendly for JIP on dedicated servers. I may or may not be experiencing this presently as well. In my mission if a player JIP then the tasks that have already been completed will rapidly cycle through the notifications at the top of the screen for every client connected to the server. I'd like to research this more but I can't find a definitive answer. I've read some posts saying that if you use the BIS functions for tasks inside your SQFs you will have more stability. I have no idea if this is true or not but it may be what I try next for my mission.
  15. What I want is players to have access to an addAction (provided they have activated the trigger). However right now if someone crashes and returns the addAction is longer there for them (even if they activated the trigger that spawns it) In the On Activation trigger field I have this: ptboat addAction ["Equip SCUBA Gear", "scubagear.sqf", nil, 7, false, true, "", "_this in (crew _target) && !scubaEquipped"]; //Shows up if you are in the boat and have your regular loadout ptboat addAction ["Equip Loadout Gear", "loadoutgear.sqf", nil, 7, false, true, "", "_this in (crew _target) && scubaEquipped"]; //Shows up if you are in the boat and have your SCUBA These lets the player easily swap between their loadout and SCUBA and it all works great minus the JIP issue.
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