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About fortun

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  1. Still no one? I can't finnish and repack the mission until i get a fix for it. I have searched everywhere for it. Please, anyone know whats wrong?
  2. Anyone that can help? Question is quite simple. How can i call "intro uav" multiple times? Second time always gets to a black screen
  3. So, im working on a old mission i have and are trying to make it playable again. However, before i could call my UAV how many times i wanted with this script: camUseNVG true; // set side colors private ["_colorWest", "_colorEast"]; _colorWest = WEST call BIS_fnc_sideColor; _colorEast = EAST call BIS_fnc_sideColor; // set transparency for colors {_x set [3, 0.73]} forEach [_colorWest, _colorEast]; true SetCamUseTi 1; [ markerPos "obj2", // Target position (replace MARKERNAME) "Suspect village, look for hostages", // SITREP text 700, // 400m altitude 200, // 200m radius 0, // 0 degrees viewing angle 0, // Clockwise movement [ // add Icon at player's position ["\a3\ui_f\data\map\markers\nato\b_inf.paa", _colorWest, getPos Tim, 1, 1, 0, "Jack", 0], ["\a3\ui_f\data\map\markers\nato\b_inf.paa", _colorWest, getPos Jallert, 1, 1, 0, "Sawyer", 0], // add Icon at enemy/target position ["\a3\ui_f\data\map\markers\nato\o_inf.paa", _colorEast, markerPos "Obj2", 1, 1, 0, "Suspect Village", 0] ] ] call BIS_fnc_establishingShot However, now when i try call it second time, it just results in a black screen that won't dissappear. Is there any fix to that?
  4. Probably, the mission that im editing and have this error with is long before the EDEN update
  5. Thanks for the answers guys! I will soon test your latest reply. The problem is that i had alot of objects, like heli wrecks, apc wreck and towler wreck that i had above water level, and i wanted it to fall down to the bottom simulated, as it was before. Now they're just floating in the air where they were placed. Not using physics just floating in the middle of the air not falling into the bottom of the water. I guess they must have been made simple objects as you said.
  6. Okey, so i noticed when i opened a old mission that objects that i had placed like wrecks and things didn't fall anymore, they just stuck in the air. So are props like wrecks not simulated anymore when placed in editor? They are just stuck in the air not falling, before they were falling down on the ground but something seems to have changed
  7. Thanks, would never figured it out without an example of it! The only thing i get now after this change is (This is in the script aswell) _per = _this select 0; // Person who had the addAction _ldr = _this select 1; // Person who used the addAction _act = _this select 2; // ID of the addAction Now is says _act is zero divisor But has the Id of the action changed then? If i have _unit RemoveAction 0; Then it works perfectly. Why?
  8. Hmm, tested the code this addAction ["Take Suitcase","Suitcase.sqf" ,[suit],1,false,true,"","(_target distance _this) < 3"] call BIS_fnc_MP; Still doesent seems to broadcast it when client uses the action. Don't get any new task. Also, this is the errorcode i get for the chemlight (called c2) when client uses Deletevehicle on it (in the script). However, as i said it works on the Suitcase (called suit in script). Have no freaking idea how it should look like. If its to messy to do i think i skip the whole multiplayer thing..
  9. So i would simply put it like this then? this addAction ["Take Suitcase","Suitcase.sqf" ,[suit],1,false,true,"","(_target distance _this) < 3"] call BIS_fnc_MP; Also, why doesen't them chemlight dissappear but the suitcase? Getting error on it when client execute the script
  10. I have tried the most things i can find. Looking through Multiplayer framework (At which i don't understand a shit) and trying different things. But how am i able to make a script execute on all clients? This is my Suitcase.sqf deleteVehicle suit; ////This deletes a editor placed suitcase, works fine on both host and client deleteVehicle c2; ////This deletes a Chemlight placed in editor. This however won't delete if Client is the one starting the script. Weird since client can delete the Suitcase? ///// This is FHQ_TT TaskTracker. This needs to be executed serverside, however. If the client is the one opening the script, then nothing will happen But if the Host open it works fine. How to fix? [ west, ["Hidden Task", "Find the hidden suitcase on the wreck (This objective is one of the hidden tasks. There are 3 hidden suitcases, try find them all). Well done!", "Hidden Objective: Find suitcase 1", "", "Succeeded" ] ] call FHQ_TT_addTasks; ["Hidden Task", "succeeded"] call FHQ_TT_setTaskState; This gets executed when aiming at the suitcase via this this addAction ["Take Suitcase","Suitcase.sqf" ,[suit],1,false,true,"","(_target distance _this) < 3"]; Think i may need to use publicvariable somewhere, but how would i do that if it helps? Please anyone, help me.
  11. Thanks guys. However, when using publicvariables, it seems it doesen't work. If i use publicvariable "task1complete" and then after if (task1complete) then {hint "works"}; I don't get anything.
  12. How would i do it? To go in to the problem a bit more. I have a security check in my mission. From beginning, i have Check1 = true Check2 = true Check3 = true And for every task the players make, it sets it to Check1/2/3 = false If any is of the "Checks" it true in the end of mission, in a trigger it will then kill the players if they has skipped the task/checks.. It seems to work great, unless they stop and use "Save & Exit game" and then resumes it. Then the Checks that have been set to false (to not kill players), will only be made for the Host of the server, not for the other player (Player2. Which then bugs the mission as it kills everyone in the end because Player2 didn't sync the "Checks", only the host.
  13. Hello, doing some mission bug testing. However, is it any command so i can do the same as If (task1complete) then {hint "blabla"} but for another player and not me? Like Player2 If (task1complete) then {hint "blabla"}
  14. fortun


    R3f no longer script based? Wanted to integrate it with the server without any needs of the host or clients to run anything but the mission.