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Everything posted by nullsystems
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Trigger, addAction for only that player
nullsystems replied to nullsystems's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is the exact line I need: player addAction ["UH","view.sqf",(v6)]; The method you showed does not work as "v6" is a vehicle with a respawn script. Once the vehicle has respawned I set the name "v6" back to it, this is perfect and works fine. However, if I meet the conditions of the addaction it cannot find "v6" anymore. PRobably something to do with the original vehicle not matching the memory location of the variable set in the init or some such. Either way, that didnt work. If I set and the remove the addaction in a trigger then its fine. BUT, as I mentioned the addaction shows for everyone on the game, since it was set in a trigger :/ -
Trigger, addAction for only that player
nullsystems replied to nullsystems's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, thats more clear ty :) However, will this remove itself once the conditions are no longer met? And, will they re-add the addaction if the conditions are met again? -
The problem is with the netcode, its very slow to respond on this function. Nothing you can do.
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Trigger, addAction for only that player
nullsystems replied to nullsystems's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The only problem is: I need the trigger on repeat. That version you show there wont work, as everytime someone enters the trigger, people inside will get another addaction. -
Trigger, addAction for only that player
nullsystems replied to nullsystems's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Right, well, I know you dont have to specific a name of a player... Its just ANY player that goes in the trigger. -
Trigger, addAction for only that player
nullsystems replied to nullsystems's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So you could do something like this...? player addAction ["Action","script.sqf",[],1,true,true,"","_this == player && player distance truck < 10"] But that would still add actions to everyone? -
New Hint System shows as "ANY"
nullsystems replied to nullsystems's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If I place "countdown" and 10 seconds min, mid & max in the triggers which set off the taskhint, would that still wait 10 seconds after a new player has connected... Thus giving the tasks time to init before trigger declares succeeded etc? -
New Hint System shows as "ANY"
nullsystems posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, When using the new hint system and connecting after some objectives are complete, the hint in the center of the screen shows "Task Accomplished - any " How can I solve this? -
Vehicle Rembering its "Name" after respawn...
nullsystems replied to nullsystems's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks guys, going to test :) -
New Hint System shows as "ANY"
nullsystems replied to nullsystems's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
lol no, this is MP. As I said... If you connect and the objective is already completed it shows as "any" when you have entered the game. -
Vehicle Rembering its "Name" after respawn...
nullsystems replied to nullsystems's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nope, didnt work. Also, I dont see any connection between what im trying to do an that script. -
New Hint System shows as "ANY"
nullsystems replied to nullsystems's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hints = [objNull, ObjNull, town1, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf" -
Several times now ive been playing and the weather has advanced to rain or storm etc... People have connected and reported perfectly fine normal sunny weather. How do I update the weather for people connecting?
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We are still getting client crashes when using options/mhq build options These also happen randomly. All the way from version 0.4 to 0.7. Crashes singles or everyone on the server at once.
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"Lock" is only accessable by server?
nullsystems posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hi all, I have another forum post in "Editing" but no one was able to help me there. Since it is config/addon related I thought someone here might know. Link: http://forums.bistudio.com/showthread.php?t=77215 Basically, im trying to unlock a vehicle via an addon. The vehicle has no name but is being gotten via a simple nearestobjects command. This works perfectly in single player but not on a dedicated server, which makes me think its not being updated on the server to unlock the vehicle. Is there a way to unlock a vehicle from a clientside addon? -
Eventhandlers in configs.
nullsystems replied to nullsystems's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I now have this working, but of course if the eventhandler is overwritten by the mission, it wont work. Not too much of a worry right now. -
Hi all, Is there a way to add an eventhandler to all MAN class from an addon?
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Lock/Unlock is server side?
nullsystems posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Im trying to create an addon which can lock an unlock a vehicle from clientside... However this works on a test mission in single player...but not multiplayer. Why arent vehicles unlocked/locked from clientside scripts? How can I solve this? I tried setting the vehicle to publicVariable "veh"; also. -
Lock/Unlock is server side?
nullsystems replied to nullsystems's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Under that conclusion, every command could be considered as a "hack". THere is obviously a way to do it, but no idea how. -
Lock/Unlock is server side?
nullsystems replied to nullsystems's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That doesnt work either im afraid -
Eventhandlers in configs.
nullsystems replied to nullsystems's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
It has to be a config im afraid. I tried something similar to this, to make add the AddAction to pilots but it didnt work at all... class CfgPatches { class Null { units[] = {USMC_Soldier_Pilot}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CACharacters", "CAWeapons", "CAWeapons_Colt1911", "CAWeapons_AK", "CAWeapons_M1014", "CAWeapons_bizon", "CAWeapons_VSS_vintorez", "CAWeapons_Saiga12K", "CAweapons_ksvk", "CAweapons_m107"}; }; }; class CfgVehicles { class Man; // External class reference class CAManBase : Man {}; class SoldierEB : CAManBase {}; class SoldierWB : CAManBase {}; class USMC_Soldier_Base : SoldierWB {}; class USMC_Soldier_Pilot : USMC_Soldier_Base { scope = public; model = "\ca\characters2\USMC\usmc_soldier_pilot"; portrait = "\Ca\characters\data\portraits\comBarHead_usmc_pilot_ca"; class SpeechVariants { class Default { speechSingular[] = {"veh_pilot"}; speechPlural[] = {"veh_pilots"}; }; class EN : Default {}; class CZ { speechSingular[] = {"veh_pilot_CZ"}; speechPlural[] = {"veh_pilots_CZ"}; }; class CZ_Akuzativ { speechSingular[] = {"veh_pilot_CZ4P"}; speechPlural[] = {"veh_pilots_CZ4P"}; }; class RU { speechSingular[] = {"veh_pilot_RU"}; speechPlural[] = {"veh_pilots_RU"}; }; }; TextPlural = "$STR_DN_pilots"; TextSingular = "$STR_DN_pilot"; nameSound = "veh_pilot"; displayName = $STR_DN_PILOT; accuracy = 3.2; // accuracy needed to recognize type of this target camouflage = 1.6; // how dificult to spot - bigger - better spotable sensitivity = 2.6; // sensor sensitivity cost = 20000; weapons[] = {MP5A5, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; magazines[] = {"30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "SmokeShellRed", "SmokeShellGreen"}; respawnWeapons[] = {MP5A5, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnMagazines[] = {"30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "SmokeShellRed", "SmokeShellGreen"}; class HitPoints : HitPoints { class HitHead : HitHead { armor = 500.7; }; class HitBody : HitBody { armor = 1; passThrough = 0.8; }; }; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\us_pilot_body.rvmat", "ca\characters\data\us_pilot_body_wound1.rvmat", "ca\characters\data\us_pilot_body_wound2.rvmat", "ca\characters\data\us_pilot_hhl.rvmat", "ca\characters\data\us_pilot_hhl_wound1.rvmat", "ca\characters\data\us_pilot_hhl_wound2.rvmat"}; }; class UserActions { class BFG { displayName = "Enable BFG"; onlyForPlayer = "true"; position = this; radius = 0.5; condition = "alive player"; statement = "hint ""BFG Enabled""; player addEventHandler [""fired"", {_this execVM ""\@Test\Addons\BFG.sqf""}];"; }; }; }; -
Eventhandlers in configs.
nullsystems replied to nullsystems's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Surely there has to be a simpler way of adding an action to all "Man" class than waiting for someone to fix something? This is STILL troubling me, can someone please help me out? -
For some reason Teamspeak RC2 now causes Arma 1.02 ( current to latest patch ) to run perfectly fine, but the menu system is extremely slow and sluggish to the point of being unable to use it. No changes where made to my system No updates, no installs, no uninstalls. This happened within 10 minutes of restarting ArmA. This is the only application it happens on. Ive tried: Reinstalling teamspeak Window mode, no window mode Resolution change in configs Turning off sound in arma Turning off sound in teamspeak Rebooting New sound and video Drivers Removing programs I dont need Clearing caches, empty folders etc Scanning, viruses, malware etc Closing services I dont need Start arma first or teamspeak first Changing sound drivers, sound cards Changed every setting in teamspeak I could possible change Short of reinstalling ArmA, im out of ideas. I really dont want to do this. Anyone got any ideas?
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Teamspeak causes slow menu's...
nullsystems replied to nullsystems's topic in ARMA 2 & OA - TROUBLESHOOTING
Just done a reinstall of ArmA....no patches, default...caused the same error. Must be system related. -
Hi, Why do most AI placed in the 3D editor end up facing north east? Very odd, even on individual units, without groups of them. Any ideas? Btw, im really not up for setting a waypoint for every single unit I place, since this would really lag the server.