juxie
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client-server multiplayer problem
juxie replied to juxie's topic in OFP : MISSION EDITING & SCRIPTING
Replace unit1 and unit2 with the names of your vehicles. That should stop both of them. Sorry you seem confused by me What I wanted is to stop the vehicle when the stop action attached to it is activated That means if there are 2 vehicles, there are 2 actions, one attached to each Then if 2 users activated the actions, 2 will stop, if only one is activated, only one is stopped -
client-server multiplayer problem
juxie replied to juxie's topic in OFP : MISSION EDITING & SCRIPTING
In your addaction: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addAction ["Stop dammit!","stoptheai.sqs"] Make the script stoptheai.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">stoptheai = TRUE publicVariable "stoptheai" exit In the editor add a trigger with the condition: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">stoptheai And in the activation put the code you want to use to stop the ai, for example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">doStop unitname; stoptheai = FALSE; publicvariable "stoptheai" This is the most simple way. Â One boolean (TRUE/FALSE) variable and trigger for each action. You could be more sophisticated and use one trigger for all actions and then have the trigger run a script that checks which action to apply. It seems to work only for one vehicle if the action is executed concurrently on 2 machines How can I solve this? -
I am writing a multiplayer mission Added a stop action to a vehicle controlled by AI When activating stop action from client machine, vehicle doesn't listen to command such as "vehicle stop true" or "(driver  vehicle) action ["eject", vehicle]" Any idea what's this problem? Please help thanks
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Hi All, Any idea how I can config a weapon so that player cannot drop the weapon and ammo. I use canDrop=false for the weapon and it works. But I cannot use canDrop for the ammo. Any work around? Please advise.
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does your Flashpoint.rpt shows some kind of ACCESS_VIOLATION at some memory address?
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hmmm.... wondering does this have to do with my Nvidia driver? Is this the problem?
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As of above, what does latest driver for Nvidia got to do with CTD?? I am still facing problems with a mission I created keep crashing.. I am wondering if it has got to do with latest drivers too now
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I have got almost the same error but violation at different memory 006070CA All computers that I tested and crashed showed the same error What could this be? Is this a problem with BIOS and graphic cards?
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I have not tried on dedicated server.. I tried on one machine and it also still crashes.. Â
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Should I re-do the mission again cos may be once it's broken, then there is no way to fix it
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you might want to check under your mission.sqm whether you have sg_weaponpack in addons[] or addonsauto[] if it doesn't have, try putting the addons name in there.. hope it helps..
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yup, I have tried -nomap on my shortcut.. still crashes.. yes I host this mission at a desktop computer which also plays through the mission I thought of re-starting the whole thing.. but I am just afraid that I would probably encounter the same thing at the end.. There is kind of no recognizable error so far.. Â
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Can some unexpected AI behaviour cause CTD?
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what happens if I set waypoints to be activated with a condition? kind of running out of idea, just look for anything suspicious
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sicilian, thanks for the suggestion.. Somehow I did get to play the mission some time, not another time... kinda random crashing... one question, I set waypoints for a group of tanks.. if somehow the group leader gets killed, how will the rest of the group reacts to waypoint? could this cause instability in the game?