Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

72 Excellent

About NyteMyre

  • Rank
    Lance Corporal

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. NyteMyre

    BLUFOR MBT-52 Kuma

    Thanks, the PSD files are really cool. Made this tank for a german forces mission
  2. NyteMyre

    Arma Commander: SP/Coop/TvT Game Mode

    An issue i found (also reported on the steam page) If you switch to a unit that dies during the switch, you will be stuck in it as it will lose the map after a short while. https://imgur.com/KdwlOaJ
  3. trigger1active = false; this addAction ["Activate trigger 1", {trigger1active = true}]; -edit- Oops, didn't meant to reply to this, just to copy the bb code that was unusable
  4. NyteMyre

    [MP CO37 Campaign] Two Sierra

    I can really recommend this campaign. It can be very tough and unforgiving at times though, but with some proper planning and discipline, very doable.
  5. I haven't tested it yet, but someone from my group suggested this: if (isserver) then { { if (!isplayer _x && (side _x == WEST)) then{ switch (group _x) do { case alpha: { _plane = plane1; }; case bravo: { _plane = plane1; }; case charlie: { _plane = plane2; }; case delta: { _plane = plane2; }; default { _plane = plane2; }; }; while {!(_x in _plane)} do { _x moveincargo _plane; }; sleep .1; }; }foreach (playableunits); };
  6. NyteMyre

    [MP CO15 Campaign] Wolfpack Vol. 2

    Thanks for updating Whiz!
  7. It could be that not all slots are filled, so that's fine. Currently trying this: switch (group player) do { case alpha: { player moveincargo plane1; }; case bravo: { player moveincargo plane1; }; case charlie: { player moveincargo plane2; }; case delta: { player moveincargo plane2; }; default { player moveincargo plane2; }; }; Edit: Didn't work either :(
  8. AIs are disabled JIP players can move to players in the field via a framework teleport script. The trigger isn't set to repeatable so it should only fire once?
  9. The planes are only there temporary for the mission start. After they paradropped the players inside (another script), the planes will get deleted. I created an imgur album with my exact setup here: https://imgur.com/a/c1Lwq There's really not any more info i can give
  10. Hey everyone, I've been pulling my hairs out with this issue of (in my eyes) simply teleporting a group of players into a plane. The main problem is: It just randomly works for some players. But never for everyone. I asked around on the Discord, on ArmaDev subreddit and some other scriptmakers, and i received multiple methods that should work, but so far none actually teleported all players. I haven't tried the BI forums yet though. My setup 4x player squads (alpha / bravo / charlie / delta) 2x CJ130, (plane1 & plane2) Both planes start in objectHidden true Trigger 1: unhide planes, send hint to players that mission starts in 10 seconds Trigger 2: 10 seconds delay: Black out screen, show mission title screen Trigger 3: 5 second delay: Run script that does the following: skipTime to 23:00 (re)set overcast to 0 (clear skies) Load squad alpha & bravo in plane1 Load squad charlie & delta in plane2 sleep 2 Ungroup all players The script (currently) looks as follows: On Activation ret = execVM "missionscripts\loadup.sqf"; loadup.sqf if (isServer) then { 1 setOvercast 0; skipTime ((23 - daytime) % 24); 1 setOvercast 0; private _plane1Cargo = units alpha + units bravo; private _plane2Cargo = units charlie + units delta; { [_x, [plane1, _forEachIndex]] remoteExec ["moveInCargo",_x]; } forEach _plane1Cargo; { [_x, [plane2, _forEachIndex]] remoteExec ["moveInCargo",_x]; } forEach _plane2Cargo; /*Short delay*/ sleep 2; /* remove from groups */ {[_x] joinSilent grpNull;} forEach (playableUnits + switchableUnits); }; IMGUR album: https://imgur.com/a/c1Lwq
  11. NyteMyre

    Simple ParaDrop Script

    Thanks for replying Ranger. I will update my mission and test it out later this week. I tested RHS paradrop waypoint, but as far as i'm away, it doesn't allow for a HALO jump. Players instantly open their parachute when they are kicked out of the plane. And since i have my team start at 5000m, it will be a long boring drop down :p -edit- Still didn't work correctly. Tested with 6 players on dedi, and everyone still had their parachute when they landed. Also, the multiple parachutes appearing happened even when nobody opened their parachute manually https://imgur.com/Wm58SEq I'm making this mission for ~30 players, and if we have 30x30 parachutes in the air.. the server will definitely not survive
  12. NyteMyre

    Simple ParaDrop Script

    So i did another testing with 8 players, and i THINK i saw a locality problem, since there were various empty parachutes around players. Maybe an additional parachute spawns for every player on the server?
  13. NyteMyre

    Simple ParaDrop Script

    The way i have it setup in my mission. (AI) Plane (RHS C-130) is hidden (hideObject true) and has waypoints. The plane will stay in place until hideObject is set to false. Also added 1 additional AI for cockpit seat. After all players green up, perform script that: Set plane to visible Move all players to cargo of plane after 10 seconds Ungroup all players after 10 seconds Plane moves to waypoint with eject.sqf Players are ejected out of plane after reaching waypoint Parachutes open at designated height After landing, backpacks are either present, gone or people still have parachutes as backpack. I do not user AI in player-slots