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Feriluce

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About Feriluce

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  1. ((count ((markerpos "CheckSmoke") nearObjects ["Smokeshellgreen",100])) > 0) && objdone; Is the condition for the trigger. And I have no idea if its able to regocnize it. So far getting all clients and the server to see the same thing is a complete nightmare and its not at all clear how to do it. Edit: I think I might have an idea why its not working. To test it I used the debug addon to set the variable. However, that might just be local. I do believe the markers disappeared for the other persons on the server though, so I could be wrong.
  2. it checks the area for a green smoke, and of objdone is set it triggers. However, I already know my trigger is working, because the variable it sets is set, and the first few lines of the script executed, removing the marker etc.
  3. A trigger. The trigger is working in MP. Its the script that isn't.
  4. Well that might be an idea, but I'm not sure it would solve the problem. None of the code after the !isserver check is executed. The code before works. The stuff spawns pretty close, and you will be able to see the chopper within 30 seconds or so. It'll then get shot down directly over the players heads. Again, this works 100% fine on a local server, but doesn't trigger when I tested it on a dedicated.
  5. I have a problem with my extraction script. It is supposed to spawn a chinook and and 4 su-30's and set up some waypoints so the planes shoot down the chopper. It also unlocks some hinds. This works perfectly fine on my local server, but when i tried it on a dedicated server, nothing after the if (!isserver) exitWith {}; executed. I really have no idea where I'm going wrong. do I need to run it on all clients? If so wont it spawn a chinook for every player on the server? Here is the script:
  6. Tried it, didn't do anything other than putting a picture of a pretty explosion on my mission loading screen. Got the problem fixed now anyway. Wierd weather module.
  7. http://www.mediafire.com/?v1ye8wqkqq7a94c This is the mission I just got to work with a briefing by deleting the weather module. Still a WIP though.
  8. No it doesn't. By old I mean 1 week old, and its working fine without any of those things. I actually DID find the culprit though. Apparantly the weather module (adds 3d clouds) disables your briefing file. An odd bug if I ever saw one. With that removed from the map, the briefing works like a charm.
  9. I haven't needed a .html file before, and I've always just clicked normally on preview and got the briefing to show. I really doubt any of that is the problem, as I can go into my older mission and see the briefing fine, but if I go into my new mission with the EXACT same files as the old one, none of it shows up. I just get empty notes and no tasks. ---------- Post added at 12:29 AM ---------- Previous post was at 12:08 AM ---------- Just did a completely fresh mission with 1 playable character and nothing else except for my init and briefing file. tasks and notes show up fine. Wth could cause a mission to completely reject any briefing file?
  10. My briefing wont show up, and I'm at complete loss here. I get to the briefing/map screen, but no matter what I put in my briefing file, it doesn't show up. In my troubleshooting efforts I took my init.sqf and briefing.sqf from a previous mission and copy/pasted them into my mission folder. While I get a perfectly find briefing with this combination in my old mission, nothing happens in my new mission. Have I accidentially somehow magically turned off the briefing in the mission file? Whats going on?!
  11. My triggers are working fine and so is the rHint. I think I've isolated the problem to the plane not causing the triggers to fire with an AI as pilot, probably due to it being on rails with unitplay. I took a ride on the plane and jumped out. On my way down I entered a single fire trigger I'd flown through once while in the cargo of the plane, and it triggered for me on the way down and not in the plane. Since my insertion sequence start at the very beginning of the mission, I'm just simply going to have timed triggers taking care of the hints instead of letting the plane activate them. Edit: Actually that doesn't work either, since arma time is slower than real time. I tell it to trigger after 46 seconds. It triggers after 53 seconds. Next one I tell to trigger after 106 seconds, it triggers after 120 seconds. Checking the planes x-coordinate against that of a marker with (getpos plane select 0) < (getmarkerpos path1 select 0) doesn't work either. I'm out of ideas at this point. ---------- Post added at 05:01 PM ---------- Previous post was at 03:12 PM ---------- I actually finally managed to find a workaround. Grouping the triggers with the plane and having them check for vehicle instead of blufor worked. Hurrah for buggy messes!
  12. Actually vehicle chat doesn't work either, used in conjunction with globalexecute. As far as I can see the hints only shows for the pilot and noone else, no matter if they're on the ground or in the plane. Maybe it has something to do with the AI pilot not triggering the triggers properly? Or maybe something goes weird since I'm using unitplay to get the plane to fly in a straight line? Edit: Also if I've been in the pilots seat once and then jump out, I will keep getting the the proper hints even if I'm nowhere near the plane.
  13. I may have to. I like the flashy sound the hints make though. Makes you actually notice them more easily.
  14. I'm currently in the middle of making a mission where 3 SF squads are being dropped over takistan by a c-130. On the way to the drop points I want hints to show up, counting down time till drop. I've done this with triggers along the flight path and the hint command, and it seemed to work pretty well from the pilots seat. However, when I later tried to get it to work from the back seats the hints just aren't showing up. So far I've tried CBA_fnc_globalexecute and the rHint function, but nothing seems to be able to make the hints show up when you're not in the pilots seat. Any ideas?
  15. Feriluce

    ARMA 2 Free - Tutorial Mission

    Telling people to look up all the controls themselves, or read a pdf manual is not exactly the thing that gets people to stick with a game.
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