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Posts posted by Bon
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Hey guys,
sorry IF this question has been asked already, couldn't find anything helpful by searching for those keywords.
Is there any way I can check how many weapons or mags I can put into a vehicle's "trunk"?
Means, for how many of certain weapons the commands "addWeaponCargo", "addMagazineCargo" have effect on particular vehicles?
Searched the vehicle's config reference but couldn't find anything in it either.
Just to say, what I am NOT trying to do is to put a mag/weapon into the cargo space one after another, checking each time whether there is enough room for another weapon or magazine to put in.
What I am trying to do is to in advance compose a set of weapons and magazines which fits into the particular trunk.
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got a small problem , when someone dies it counts it as two deaths rather then one ,this is abit of a problem because that means that we double our chances each time in getting a mission failed, is it a possible problem with the mission or is that server side ?This indeed is a serious bug within the injury system which I can confirm exists in the 0.9 beta but is fixed in the upcoming 1.0 final.
Other then that its a great mission , works really well,just got one question was you going to put some jets in like a-10s or something like that ?You are of course free to edit this mission to your desires, adding jets and stuff to it, but in my opinion, and as Zothen stated already, this one Apache is more than enough - you just need one skilled pilot flying this gunship to rock more than half of all missions on solo.
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@Zothen: Next version will have a medic tent and some ambulance humvees at base, as well as a MEV Blackhawk for your emergeny evacs - no medics for pilots though.
@Jakerod: Snipers can make use of laser designators to mark a target, then call in an AI controlled A10 bomber dropping a GBU on the target. That's what you might have seen.
However, the A10 is supposed to drop the bomb, maybe fire a few rockets during approach, but then to leave the battlefield immediately. When the A10 you saw kept flying around shooting on enemies, it might have been a bug (will give it a check, however, telling AI NOT to do something is very hard in ArmA2), or there was in fact a cheater on the server.
@kdjac: version 1.0 is finished, though not tested and not released yet. Will spend the upcoming week for testing, so expect the final to be released end of next week.
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Only pilots for gunner seats in any air vehicles, inf has to get in the back and hop out in the mission area. after that while chopper is leaving there should be still 2 man at the guns. So NO!Lol Pain has spoken. But I agree, I'd rather keep this restriction even to BH gunner seats, just to have a clean separation of class responsibilities, and every player can do his/her supposed job with the least of possible interference by other players.
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@Zothen: done.
@TheScar: Will add medic tent. But can't understand you have this "crew problem", since you can only recruit pilots when being a pilot. The situation where you are serving as pilot and having an infantry crew recruited which is not allowed to board the gunner seats should not occur at all.
Ok, perhaps you refer "your crew" to other human players trying to serve as door gunners for you, I agree, could be pretty annoying then.
But what could be even more annoying is a player jumps in pushing your just placed AI away what you don't what.
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Oy fellas.
What u suggested, Mondkalb, is exactly what's happenin in the script.
Officer unit gets ejected, THEN deleted. Most of the time it works, sometimes not, and, except putting a small "sleep" in between ejecting and deleting, what I've just done, I really don't know how to fix it.
To be honest, not even two minutes of effort worth it to me.
But thanks for your helpfulness.
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Today/atm we r just playing it and got the mission to "Search/Destroy Cache" - fine,cleared enemy resistance,searched the crate,found it,charged it - no effect
Thanks a lot, this is the first report on a serious bug.
I found this "non-accessible cache" thingy in the editor some days ago, thought this is perfect for a just "destroy the cache" purpose. Apparently, this thing is NOT a cache at all - it is more like a BUILDING. An indestructible building with cache textures - epic fail. :391:
Replaced it by a normal cache in the next version. All I can suggest when you have to bring this mission to an end atm is to click on 'Respawn' a view times. Really am sorry.
There is another way to detect the pilot, making use of the xray visions of your own AI. When having an own AI in the town just select one, press 2 and browse the possible targets list. I am pretty sure the pilot will be listed, and at least you'll know the direction from you to the pilot.
PS is there enemy arty ? As twice I was targetted in base !There's no enemy arti. Maybe it was an enemy foot patrol passing your base.
@Allen: Thanks lots buddy, appreciate it. Come play with us when you find the time, I am to 99% playing on the [TFOR] server.
@kdjac: Hunt Bin Waldo :cool:
But the enemies in the convoy mission could be beefed up a bit and the targets could be a bit closer or more encounters while on route! (I still would love a kind of small FARP solution)Definitely to improve enemy presents and appearance on the support mission. Gonna have to sleep over this FARP thing, though.
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Alright, thanks for the first feedback guys.
@Mandrake:
Apparently the file is ok.
@TheScar:
Whenever you have to find something, it is most likely hidden in a building, what, to be honest, makes it even harder to detect. BUT - there is an easy way to approach this: reconnaissance.
Where all enemies get waypoints by the patrol script, there is usually a "guard" group of 3 to 5 soldiers guarding the target, not moving at all.
Get yourself to an overwatch position, increase viewdistance if necessary, and search for those view guys standing around in a circle. There'll be what you're looking for.
Note: once the enemy detects you it'll be hard to distinguish the guards from the rest of the opposition forces, as all lie down, starting to shoot and go crazy and stuff... But that's what reconnaissance means as well I guess - remaining undetected.
Btw, although it can hardly be achieved on a public server, this is exactly what the sniper role is supposed to do.
Hf.
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Basic concept:
From a collection of different missions the server randomly picks one mission at a time, let it take place at a randomly chosen location on the map of Takistan.
Every player is his/her own squad leader, being able to recruit AI squad members of all types (like in Warfare, without the money).
There are different slots to fill by players, each with its own responsibilities:
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Common Infantry
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Crewmen
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Pilots
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Sniper
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Commander
There are 16 different missions at the moment, like clearing a town, capturing high value assets, hostages, searching ammo caches, escorting a convoy to a solitary outpost etc. - a mission parameter can be set to the maximum number of missions the team has to accomplish or can fail, respectively.
A mission generally can fail, when the overall team's deathcount exceeds a certain value during a mission, so "not to die is vital".
Missions already implemented:
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Clear Location.
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Search and destroy an ammo cache.
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Destroy an enemy Anti-Air radar and SCUD launcher.
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Search and rescue a shot down blackhawk pilot and destroy the blackhawk wreck.
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Find and stop an enemy convoy.
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Bring a supply truck to a solitary outpost - be prepared for ambushes.
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Several "Investigate xyz" tasks, each with an individual outgoing.
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Capture an enemy officer and bring him to your base.
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Relieve an ambushed friendly squad.
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Mark an enemy fuel dump with an IR Strobe.
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Detect and destroy Takiban Camps around a location.
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Support friendly forces in a large scale engagement.
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Mini-Insurgency: Gather intel about a weapon cache's location and destroy it.
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Clear the street of a location of AT mines.
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Mark Anti-Air installations with laser for artillery.
The whole mission is built as a "framework" where everyone with a bit of scripting knowledge can easily add self-made missions to it - a template mission with instructions is enclosed.
Features:
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AI recruitment
Dependent on the player's class there is a choice of possible AI units which can be recruited.
The maximum group size can be set as mission parameter. -
Advanced Artillery Request System
A virtual interface for calling in fire missions, based on polar coordinates. This interface is connected to artillery batteries built by the player and can be used when the player orders his/her AI into the batteries as gunner.
Having artillery cannons constructed decreases the number of AI units which can be recruited. -
Advanced Injury System
Allows to set different Damage Tolerance values as Mission Parameters. -
Settings dialog
Simply change viewdistance and terrain details at any time by pressing your "Teamswitch" key. -
Dynamic number of enemies
One can set a mission parameter to disable or double the amount of enemy infantry or enemy vehicles. However, the number of possible enemies depends on players currently playing on the server. -
Air support
Snipers can make use of the laser designator to call in AI controlled A10 bomber. -
Rallypoints
Deploy rallypoints as additional respawn points.
Furthermore:
- Random Enemy Air Patrols
- Random Enemy Foot Patrols
- Random Enemy Camps covering the whole map
- IEDs covering the whole map
... and some more stuff to be discovered on your own.
YffmWOTeyvYRemarks:
- Can be played alone as well.
- Easy to extend and customize.
- In case you want to reuse, modify, edit, expand, break, port or whatever (parts of) this mission, you are actually welcome to do so. Please don't ask me for permission. Just remember to give credits appropriately.
Required Addons:
- The versions on Takistan/Zargabad have no requirements.
- On all other islands as well as all FHW edits, Combined Operations is required.
- For the ACE versions, of course the ACE mod needs to be loaded additionally.
Changelog:
---- 7/23/2010 version 0.9 beta
---- 8/7/2010 version 1.0
- FIXED: indestructible cache at "destroy cache" mission
- FIXED: IEDs not defusable
- FIXED: convoy in "stop convoy" mission does not get waypoints at all
- FIXED: rallypoint markers disappear for no reason sometimes
- FIXED: Injury System lets you die two times at once sometimes
- CHANGED: improved enemy presence in "escort the truck" mission
- CHANGED: missions now take place at locations closer to each other
- CHANGED: removed the two closest locations to the base
- CHANGED: moved all assets a bit closer to the respawn position
- CHANGED: increased overall amount of enemies.
- ADDED: now two versions: TFOR S (southern airfield) and TFOR N (northern airfield)
- ADDED: automatic removal of rallypoints after a mission
- ADDED: mission "relieve ambushed friendly forces"
- ADDED: FOPs/FARPs as additional respawn and resupply points
- ADDED: CH-47 Helicopter can lift cars
- ADDED: notifications of how many lives remain for the team
- ADDED: medic tent, HMMWV ambulances, MEV MH60
- ADDED: ammo truck can load and unload ammoboxes at vehicle Service Points
---- 8/19/2010 version 1.01
- FIXED: enemy reinforcements remain at their spawn position
- FIXED: mission "investigate -> destroy firebase" does not check for deathcount
- FIXED: cache at "destroy cache" mission fails to set position into a house
- FIXED: parameter for disabling advanced vehicles (tank, apc) does not work
- FIXED: enemy snipes you out of vehicles easily
- FIXED: enemy reinforcements spawn inside the AO when no player is near
- CHANGED: adjusted enemy strength
- CHANGED: locked enemy air vehicles
- CHANGED: position of IEDs relative to the road now varies a bit; detonation radius of IEDs increased
- CHANGED: UH-60M can load ammoboxes, too.
- ADDED: mission "mark a fuel dump with an IR-Strobe"
- ADDED: KSK Machinegunner to recruitable units
- ADDED: ACE2 edition by Jack
---- 08/20/2010 version 1.02 !HOTFIX!
- FIXED: marking fuel dump in resp. mission does not work sometimes.
---- 11/13/2010 version 1.03
- FIXED: dragging screws up the first aid system
- FIXED: player remains in full health after getting kicked out of a destroyed vehicle by the first aid system
- FIXED: convoy in "stop convoy" task sometimes spawns inside rocks / below groundlevel
- FIXED: sometimes AI recruits spawn inside barracks and get stuck
- CHANGED: merged both the missions "destroy scud" and "destroy AA radar"
- CHANGED: changed truck type in "bringtruck" task to ammotruck (makes more sense somehow :-)
- CHANGED: first aid system: red blurring instead of black fadeouts when becoming unconscious.
- CHANGED: rallypoints: You must be at least 500m away from the current FOB to deploy a rallypoint.
- CHANGED: fob: Ammobox with complete content at FOPs
- CHANGED: misc: M2A2 to M2A3; added values to parameter for daytime; loadingscreen slideshow
- ADDED: possibility to equip with many kinds of backpacks by using a simple list menu
- ADDED: parameter to choose between 1. FOPs & Rallypoints, 2. FOPs only, 3. none of them
- ADDED: possibility to save loadout at ammocrates (incl. backpacks and -content)
- ADDED: killing civilians increases the deathcount
- ADDED: BAF edition, Zargabad edition
- ADDED: 3 additional tasks
- ADDED: pilots can drop loaded ammunition now while airborne (actual supply drops with parachutes and stuff...)
- ADDED: commander role; commander has access to UAV; can grant/decline supply drops requested by other players
- ADDED: commander also can construct several useful things like additional barracks, command post, field hospital...
- ADDED: parameter to restrict artillery construction to commander
- ADDED: hide an enemy heli park somewhere on the map; destroy it in order to cut enemy air patrols
- ADDED: own AI now tracked on map if markersystem enabled
---- 12/25/2010 version 1.04
- FIXED: Civilian deathcounter does not work anymore with patch 1.56
- FIXED: enemy officer in "capture officer" mission glitches inside hesco and dies
- CHANGED: reduced radial blur a bit when in agony
- CHANGED: Outro cam now considering players in vehicles and on buildings
- ADDED: SADARM and DPICM rounds to artillery
- ADDED: dynamic weather
- ADDED: Chernarus edition
---- 04/22/2011 version 1.05
- FIXED: initialization bug with creating the MHQ esp. on locally hosted game
- FIXED: AI bomber now reliably attacks marked target
- FIXED: shorter days make dynamic weahter look like a slide show
- FIXED: automatic removal of sidearm of recruited AI to avoid the well known "stuck bug"
- FIXED: air vehicles crash during outro
- FIXED: dragged person remains attached to dragger when dragger goes down
- CHANGED: artillery entirely restricted to commander now, but does not affect recruitment anymore
- CHANGED: reworked loadout presets feature; you can now equip your AI using this dialog
- CHANGED: IEDs now either wreck objects or PMC IED objects
- CHANGED: a civilian killed by friendlies costs 2 lives now
- CHANGED: reworked damage handler of injury system to merge both damage tolerance and revive chance parameter
- CHANGED: updated UPSMON to 5.0.7
- ADDED: ammobox with access to presets to the commander assets
- ADDED: current ACE equipment and ACE backpacks support (enable it setting ACE flag in config.sqf)
- ADDED: PMC weapons (enable it setting PMC flag in config.sqf)
- ADDED: dynamic respawn time
- ADDED: 2 additional mission tasks
- ADDED: IEDs a bit more challenging now
- ADDED: Snipers camping on higher positions around the mission objective
---- 06/22/2011 version 1.06
- FIXED: spawned reinforcement units do not move in sometimes
- FIXED: "CYCLE" as first waypointtype for air patrols
- FIXED: loadout presets not taking a unit's gear capacity into account when equipping
- CHANGED: improved algorithms to search for potential IED and camp spawn positions;
- CHANGED: replaced UPSMON by a more lightweight patrol script
- CHANGED: removed "stop convoy" task
- CHANGED: improved the resupply system, can now also be used by service points deployed by commander
- ADDED: 2 min. time delay between tasks (can be adjusted in config)
- ADDED: dynamic number enemies at encampments; static weapons to the camps; enhanced behavior of enemies at camps
- ADDED: hints to the loading screen
- ADDED: High Command to the commander role. Damn right.
---- 04/12/2011 version 1.07
- FIXED: rearming vehicles at FOB is not possible anymore
- FIXED: Deconstructing commander assets using construction interface does not refund corresponding funds
- FIXED: rearming vehicles at service points sometimes added too many magazines to vehicle turrets
- ADDED: after 15min mission time JIPs have the possibility to start right from the FOB/MASH
- ADDED: Mission parameter to individually disable or double amount enemy cars (besides infantry and armor)
- ADDED: air patrols now also support planes (by adding plane types to tfor_east_air, resp. tfor_west_air list)
- ADDED: information overlay showing the crew of the player's current vehicle
- ADDED: player tags (player names appearing on the screen when looking at them)
- ADDED: parameter to enable civilian traffic (has effects only on islands that support the Civilian Module)
- ADDED: 2 new mission tasks: "clear minefield" and "mark AA installations with laser designator"
- CHANGED: removed ALL vehicles and unnecessary objects from base, in order to reduce network load
- ADDED: vehicles can now be constructed using the construction interface
- ADDED: mission parameter to unlock special vehicles like tanks, gunships by destroying enemy assets
- ADDED: (variable to define) default cargo content for all constructed vehicles of type "car"
- CHANGED: increased randomness of picking a route through locations
- ADDED: cabin lights in transport aircrafts
- FIXED: at night, the camera in the outro does not switch to night vision
- CHANGED: long range weapons restricted to snipers now
- CHANGED: pilots cannot carry any launchers anymore
- FIXED: IEDs sometimes spawn beneath ground level and hence cannot be seen nor defused
- CHANGED: decreased factor of enemy occurrence according to number players (was ok for less players, too much for many players)
- ADDED: with some chance friendly AI units reinforce the player's team from time to time
- CHANGED: the number IEDs is now computed automatically depending on size of map and number of road segments
- CHANGED: commander does not need to build artillery cannons anymore in order to access the artillery request system
- FIXED: sometimes the enemy Heli Park spawned way outside the map, especially on smaller maps
- CHANGED: improved the search for appropriate places for enemy reinforcements to spawn
- some minor performance improvements and bug fixes
Download Links:
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dev-heaven.net all versions
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armaholic.com version 1.07
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armedassault.info version 1.07
Please report bugs, issues or suggestions on dev-heaven.net
Hf.
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Common Infantry
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When you need someone to script for you, it appears to me you don't have that much knowledge in scripting after all (especially since those scripts are basic as you say).
So how can you know that the scripts are not hard to build?
I recommend you to open a thread in the editing and scripting section, asking those scripting gurus whether your ideas are easy to implement or not, coming with concrete descriptions, so that you get a better imagination of how hard it will be.
I have the suspicion you'll get some pretty deflating feedback.
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thanks kylania, and sorry gents,
forgot about this little script. All my work moved to another place on the web -> updated the downloadlink in the first post.
How about adding support for OA rucks? I could give a class any number of suitable rucks, with different contents[...]Already made a version for OA that supports OA backpacks. Problem is: backpack content must be scripted per hand, as I don't know any way to retrieve backpack content via script (those thingies are no weapons, but small ammocrates...). It also only supports magazines in backpacks atm, so all in all I am not going to release it as a standalone script in the next future. But will be part of my next mission though ;)
hf.
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Squad name:
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in ArmA2: Chernarus Force [CFOR],
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in OA: Takistan Force [TFOR].
Timezone/location: GMT+1, EST (we have members in different timezones)
Squad gamemode preference: Everything (as long as its organized)
Contact email: leadership@chernarus-force.net
Website address: www.chernarus-force.net, www.takistan-force.net resp.
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in ArmA2: Chernarus Force [CFOR],
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Thanks for the response,
but that apparently does not work. It works when you assign the vehicle varname in the editor.
Using setvehiclevarname
(
---- btw it must look like this ;) ----
_varname = "Joe"; _unit setVehicleVarName _varname; _unit call compile format["%1=_this",_varname];
)
the varname content does not change automatically after respawn - its also stated in the wiki: setVehicleVarName
I could improve the checking a little bit by using playableUnits instead of allUnits (as only playableUnits respawn) and the implicit assumption that in gerenal playableUnits is smaller than allUnits, but I don't think that's enough regarding to my concerns...
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Hi guys.
When a unit dies and respawns, it respawns into another entity. Retrieving this new entity if its the player is of course no problem, since the variable "player" always points to this unit.
But how to retrieve the new entity if a playable AI is moved into it? A previously assigned variable (e.g. _unit) is not valid anymore after the AI dies, the statement "alive _unit" would never become true.
What I am doing atm is storing the name of the AI unit (as this name never change) into "_name", checking for the statement
{name _x == _name} count allUnits > 0to become true.
Now I am concerned about this checking to be too resources-hungry (especially when the allUnits array is very huge) and wonder if there's a more elegant way that I just can't find out on my own.
Any suggestions?
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All you need to do is to use the moveInCargo command after a player respawns.
One possibility would be a "killed"-eventhandler, that triggers when the unit dies, waits until the unit respawns, and moves the unit into cargo space of the chopper immediately.
Could look like this:
player addEventHandler ["Killed",{ player spawn { WaitUntil{alive _this}; _this moveInCargo <name heli>; }; }]; -
Hi galzohar,
that's a lot of very good suggestions, but a bit inappropriate for a "quick&dirty" script that was supposed to do only one thing in the first place: Prevent players from dying immediately when receiving critical damage.
Furthermore it was some time ago when I made this script, my thinking wasn't that concerned about network traffic, especially during JIP synchronization.
So all in all you are completely right with all your points, but I don't have any ambitions implementing them / improving the existent, better would be to just script a new one from scratch (especially since I know more now about FSMs)...
Just to comment on some of your points:
1. Point. That would be indeed a problem.
3. Implemented carrying before, dropped it again - looks just more ridiculous than anything else, and it was rarely used.
8. You get a hit, damage handler either applies the damage to you by a factor dependent on which body part (head = factor 2, legs = factor 0.5, aso), or refuse damage but set you unconscious.
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When the script is running on a host server, all functions ,especially laser targeting, work fine.But when on a dedicated server, only laser targeting didn't work at all.
Aye P.Denton, thanks for your reply mate.
It was in fact a trivial error, in short: the function used to detect a players lasertarget was not precompiled on the dedicated server machine.
##############################################
Changelog v1.2:
FIXED: Artillery does not work for a player being set to captive before.
FIXED: Laserdesignation does not work on a dedicated server environment.
CHANGED: Replaced some setVehicleInit commands by publicVariable, to decrease synchronization traffic with JIP players.
Updated Downloadlink: http://chernarus-force.net/index.php?site=files&file=1
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I would not say it is impossible to compute / simulate terminal vector, as I did not really gave it a try.
But I doubt that you can use the above formula, since it considers physics that are simply not simulated within the engine, as, for example, aerodynamics.
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With this, is it possible to change the button pressed client-side or does it have to be the one button for everyone in the mission it's used. Reason being, with Ace there are alot of keys taken up and different people have them all set differently, is it possible for the user to change it to his preference?Cheers, Morts
currently not, however, it's not hard to change it: in the func_touch_keyspressed.sqf, func_touch_keysreleased.sqf respectively, you can find this piece of code:
if(_button == bon_touch_key ... ...
You can change that to:
if(_button in actionKeys "here goes the key you want" ... ...
Check out here: actionKeys, and here: CfgDefaultKeysMapping.
One example for having the key assigned to the Teamswitch action that is on default assigned to "T" and not available in MP:
if(_button in actionKeys "teamSwitch" ...
How the actionkeys are named in ACE2, you have to ask one of their codemonkeys, don't know them (I assume they are named the same way they are defined in your ace_keys.hpp).
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this is local only, does not work on a server.Of course it sets it globally. There is an extra command to do that only locally: setMarkerPosLocal.
What it does not do is to send the actual marker positions to a jip client (join in progress).
If you want a marker to be attached to an object the whole mission time, just put the following code into your init.sqf:
if(isServer) then{ [] spawn { While{not isNull <unit>; sleep 0.5} do{ "Markername" setMarkerPos getPos <unit>; }; }; };The server machine now re-sets the markerposition to the object's position every 0.5 seconds, though that happens for jip players as well.
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1
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My understanding of setVelocity is:
<unit> setVelocity [m/s, m/s, m/s]
where the first unit is the velocity in metres per second along the x-axis, or, lets say, the axis from south to north, north to south, respectively,
second unit is velocity in metres per second along the y-axis, means, the axis from west to east, east to west respectively.
The third unit is velocity in metres per second along z-axis, lets say, from ground to sky, sky to ground respectively.
So CarName setvelocity [20,0,0]; would set 20m per second of speed to direction north to CarName. The example in the biki shows you how to add speed relative to a units position and heading.
All in all this just adds speed to a unit that a unit cannot maintain unless the total speed doesn't exceed the maximum possible speed of a vehicle as it is defined in its config. To change it you must indeed create an addon of it, i.e. a .pbo that contains an alternative configuration for a vehicle and overwrites the existing one.
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You did not read what I wrote in my first post. Change the sitonit.sqf to the following:
_lav = _this select 0; _unit = this select 1; if (seat1 == 0) then { [_lav] exec "lav1\1.sqs"; _lav removeAction 0; sleep 0.5; _unit addAction ["Get Off","lav1\lav1out\seat1out.sqf",1];Then try it again.
And yes, btw, it should run without problems on dedicated servers, as it is all happening on clientside (except the seat1 broadcasting, what is fine this way). But in future, best thing would be to
- Test first.
- Then ask.
One more edit:
sitonit.sqf:
_lav = _this select 0; _unit = this select 1; _freeseat = -1; _counter = 0; While{_freeseat < 0 && _counter <= 7} do{ if(call compile format["seat%1",_counter] == 0) then{ _freeseat = _counter; } else { _counter = _counter + 1; }; }; [_lav] exec format["lav1\%1.sqs",_freeseat]; _lav removeAction 0; sleep 0.5; _unit addAction ["Get Off",format["lav1\lav1out\seat%1out.sqf",_freeseat],1];instead of this capsuled if-statements or a switch-case structure?
- Test first.
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I think you forgot a closing brace in your sitonit.sqf.
EDIT:
Furthermore I am not sure if you can use an action assigned to a vehicle when you're inside of this vehicle. If it was not only your missing brace, try to use
_unit = _this select 1; (the caller instead of the vehicle)
inside the sitonit.sqf.
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Yep, all correct. :ok:
Using publicVariable you broadcast a variable to all machines. A broadcasted variable triggers the code in the publicvariableeventhandler on all machines that deliver the broadcasted variable, but not on the sending machine itself. That's why we also have to playMusic in killyou.sqf.


retrieve vehicle's cargo capacity
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
thanks heaps,
that's what I was looking for...