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dlegion

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Everything posted by dlegion

  1. ok i'm reading this.....but not sure to have understood.....or how merge with my script. here is the code : i think i'm in the same situation.....i need to delete the fire and smoke....and "emitters" ?? i'm not very good with code....i fear i need a help on this :( thanks !
  2. thanks man ! gonna try it now !
  3. dlegion

    Wyatt's grenade script

    i'm sorry, i cant make it work. i put the code into initPlayerLocal.sqf and the file fn_throw.sqf into mission folder.....dunno what i did wrong! plz help :)
  4. hi guys ! i've found an awesome script to enable dual primary weapons, that works really good, but has a little problem i noticed only after hours of play. here the script: ...at start it works perfectly, i can die & respawn, go on vehicles or on foot, do everything and it works perfectly. BUT.....after maybe 20 minutes i noticed my "weapon on back" was gone, and script bugged (doesnt asked me to put my weapon on back, as usually. from that day, it happened many other times, in fact i never noticed when the weapon disappear exactly, i just notice it only when i try to switch to my back weapon after many play time. i've tracked down the problem standing still with a "weapon on back" for a long time, and seems it disappear at some point, removing the weapon model and the actions to "take weapon back" or "put weapon on back". i'm pretty sure the problem is the loop that stop working, or maybe something to do with game auto-cleaner removing unused objects. any idea? thanks !
  5. ok confirmed, i even found the point of cleaunp! now... how edit it so the "weapon_empty" of the script does not get included? thanks !!
  6. First check confirm your theory !!! (Will conduct more tests later anyway, just to be 100% sure ) You are right man, nice shot, really thanks !! Now...is there a way to exclude this weaponHolder from being deleted (by a mysterious Xeno script )?
  7. No, i checked default cleanup system but its disabled, i use a Xeno Dominination edited by me, dunno if he integrated a cleanup somehow. Good idea...i create a missionwith just that script to check this ! Thanks !
  8. tested with a friend, confirmed that he cannot see my weapon on back. need an idea about how fix this :)
  9. after many tests its now 100% clear that has something to do with createVehicle being global, and somehow ignored by the server after 12 minutes. being it local (with createVehicleLocal) still works after 4 hours....now i just need help with the code to make sure other players see the other weapon carried on back ! thanks !!
  10. i'm hunting down the problem....and i discovered that using "createVehicleLocal" instead of "createVehicle" make it work longer than 12 minutes (i'm at 30minutes and still works). the problem is that other people on server probably will not see the weapon i'm carrying on back, and thats not very good. any ideas how fix this ? thanks !!
  11. thanks bro, will check now! after many test, seems it happen just on dedicated server....in SP it keep working properly after 1 hour ! on dedicated seems to happen between 10 to 15 minutes. EDIT2- it happens exactly at 12 minutes. precisely. EDIT --- your link send me to a page, but it says i've not the permission ! dunno!
  12. dlegion

    explosives fix

    man.... really i wish to thank you somehow ! you're my personal explosives hero !! H U G E THANKS !!!!!!!!!
  13. dlegion

    explosives fix

    Awesome !! Hem...im sorry to have to disturb you....but i need your help with code for this ! I wish to keep compatibility with vehicles and "displayName " if possible ! Really thanks for you help man really appreciated !!! ------------- E D I T ------------ well i was thinking, if its possible to discriminate the two situations, so can be used as it is for everything, but for a map object can be used a different system, and i found this: https://community.bistudio.com/wiki/attachedTo seems it returns the object , so a kind of check: IF AttachedTo ObjNull THEN .... setpos (getpos player lefthand) or something like it. the real point is being able to use this for example from underwater, where you try to attach a mine to an object and dont want it to fall, a situation that normal game dont let you place a mine at all in water, and even if placed will probably fall to the sea bottom! really thanks for any help !!
  14. dlegion

    explosives fix

    I noticed that the objects that allow attach actions, but dont actually attach explosive to, are nameless. Like trees, bushes ecc... Maybe thats related ? Any way to attach something to a nameless object ?
  15. Sure. Basically you have a downed osprey (well...the futuristic BIS version ), near it a suitcase (the flag ), and both teams have to take it and bring it to extraction point. The special part is that everything is random, you just place a marker in editor for the suitcase, and everything will spawn at distance with random factor (spawn included ), so every round will be unique ! At every score (suitcase to an exfil point ) everything will restart, choosing a random point and addind random values. Plus, as reward, scoring team gets credits for the factory (located at base where you respawn ), and with that you can buy vehicles to use. At base there is always an arsenal too. Sometimes random factor put you or exfil on the sea, adding interesting gameplay. Optional, and independent from mission itself, i added many features, like attach explosives to everything (even underwater ), drag&drop, melee, secondary primary weapon, selectable force on grenade throw, logistic on every object (unwanted objects or category can be excluded ) and many other little fix to gameplay. both teams are in situation of scouting, attack (the suitcase or the enemy-defended exfiltration point) and defend (again, the suitcase or the defended enemy exfiltration point) with many gameplay variations based on location (forest, desert, sea, mountain, urban ecc...). a marker will update suitcase location every 3 minutes, to give a bit of mistery around its location, but exfiltration points will always be showed to both teams. as far as i tested it it works good for little teams. i played a lot with just 1 friend (1 vs 1) and it was still fun. for sure an higher number of players will be more fun, and at least in theory there's no upper limit for this mission. i optimized at my best, to the point that it actually run on my PC at the same FPS as the empty island in editor. Contact me if interested, i can put a server up and let you try it !
  16. dlegion

    explosives fix

    i found a possible explanation for the not detonating problem here: https://community.bistudio.com/wiki/attachTo seems it have to be detached before setdamage 1 command !
  17. I made a ctf kind of mission, but with many features and a simple gameplay with random positions every round, contact me if youre interested !
  18. dlegion

    explosives fix

    hi all ! after accurate testing, i found 2 very hidden little problems : 1) the script offer to attach an explosive to a "simple map object" (like a tree in the map) , but trying to do it the result is that explosives get attached to your own left hand. 2) when attaching to an editor placed "simple object" , or to an object with "enableSimulation FALSE" , it let it to attach, but when you try to detonate, it does not. can someone understand whats wrong there ? thanks !!!!! PS: ( i wish to make it so it get attached to anything i'm pointing with cursor, and able to detonate it be it simple object or not )
  19. Awesomeeee ! Really thanks man, it works perfectly !! Thanks thanks thanks !!!
  20. Hello! I ve a weird problem....in a dedicated mp jip and respawn environment, after an action, player loses the control over its character...and A.I. seems to take its place, by shooting and turning, while player can still move head around but not body or aim. I need to give control back to player ! The script is R3F logistic, but way too complex for me...probably an external script, like an action to take back control anytime would be easier....any ideas ? Thanks !!
  21. i got very lucky, and looking at a script i found the problem !! there is a setOwnerTo that screw the things, so i need to use it only if target is a "man" class! here is the relevant part of the script: i wish to keep the "setOwnerTo" for everything excluding the "man" class! suggestion how make this ? thanks for the help guys!
  22. ok i tested it with another human, and "selectPlayer" command seems to solve the problem !! yeah !! so now basically i need help with the script to have this effect: when player lose the control of his own body (replaced by A.I.), i wish to give control back to it (only to that specific body). so somehow i need to detect what "body" unit is the player and somehow name it locally or rememeber it to recall it in later in the script, where i probably just need to put: selectPlayer nameOFplayerUNIT; to give back the control to player of his own body ! help please ! thanks !
  23. I found and tried "selectplayer " command....but dont seem to work ? EDIT i made a trigger (activated by radio ) On activation : SelectPlayer blue1 (Blue1 is the name of the test unit i wish to retake control ) Seems to work....so i need a kind of generic script or code that will detect actual player unit (not named ) and give back control of it with selectPlayer ! Any idea ? Thanks !
  24. dlegion

    explosives fix

    HUGE thanks man ! tested, it works perfectly ! really, really THANKS !
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