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Nemanjic

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About Nemanjic

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  1. I assume this has some connection with if (!hasInterface) exitWith {}; or [player] call survivalpack_fnc_hungerandthirst_playerInit;} remoteExec ["bis_fnc_call", 0, true]; or if (!isServer) exitWith {}; Still can't make this work please guys any help? progress: I have already made some progress with calling {[player] call survivalpack_fnc_hungerandthirst_playerInit;} remoteExec ["bis_fnc_call", 0, true]; (put unit under hunger and thirst regime), [player] call survivalpack_fnc_playerInit_harvestAnimal; (allow playable unit to harvest killed animal) and [player] spawn survivalpack_fnc_take_raw_and_cooked; (manipulate with food on and off cooker place), but [player] call survivalpack_fnc_playerInit_cooking; All these lines I have found in "fn_playerInitItemFunctionality.sqf" file but first two works weird for the script caller (it adds and remove action on object every frame continuously) and fourth one don't work at all. Something else is a problem but I can't figure out what line is forcing functions to work only for the original player unit and not on all playable units in the mission. (at mission starts) Any advice?
  2. I don't know how long this mod takes you to create, but this is 5K in the world of survival mods! Already implementing it in all aspects of my community, especially because of the many options for custom things like slaughtering tuna and making water spaces reliable food sources. With my limited knowledge of coding I can't do one thing very important for me and the players so please help with a few obstacles: ●mandatory -How to make sure that every playable unit is under the hunger/thirst circumstances (monitoring) of the mod not just the player? (just like ACE field rations or Ravage is eg)? Is there a code that makes every unit in SP dependent on the survival system? Synchronizing modules to units does not fix things so I assume there is some line in the code that prevents this but I can't trace it at all while reading the codes. Please guys any point in the right direction will be appreciated. ●minnor -Butchering underwater makes the unit stuck after inventory is opened on killed fish so another diver needs to recapture the first hunter to make him free again. (this is expected probably because looting underwater is impossible and code tries to do it anyway after butchering the animal. Thanks in advance arMATES!
  3. Nemanjic

    Ravage

    Multiple names of the same position in an array will give you control over the spawning chance. Something like this: _nameLocal = selectRandom [position1, position1, position1, position2]; -75% chance for position 1 vs position2
  4. I am not using eden wp's, that's why I have no problems or interfering GAIA with anything else. Or at least, that's the reason I have not encountered one yet.
  5. Yes, it was a typo, my mistake. Managed to make it work both your scripted and pierremgi trigger way. Now I tried to do a similar thing and for some reason, it does not work but no script errors no typos or anything. Please take a look when you have time... It is a big field kitchen in the marker (mehana) area and I want all units to get to satiate: .sqf: _tim = allUnits inAreaArray "mehana"; { _x setVariable ["acex_field_rations_hunger", 0]; } forEach _tim; systemChat "ручак завршен."; Variable works normally on a single unit but if I try like in pushUps case in upper posts, it does not. Solved, sorry. Typo again. 🤦‍♂️
  6. Succeeded in the third case { _x playMoveNow "AmovPercMstpSnonWnonDnon_exercisePushup"; } forEach thisList; only, when units of side are present. But how to make it work on radio activation? I tried: this and thisTrigger both don't work. Also I tried activate a simulation from outside: type: radio Alpha cond: this onAct: nul=[]execVM "sklekovi.sqf" sklekovi.sqf: { _x playMoveNow "AmovPercMstpSnonWnonDnon_exercisePushup"; } forEach inArea trig1; This script method would be the best if I make it work because it is an easier way to run simulation continuously with "while true"... edited: SOLVED I make a statement first in .sqf: _regruti = allUnits inAreaArray trig1; { _x playMoveNow "AmovPercMstpSnonWnonDnon_exercisePushup"; } forEach _regruti; Thanks @pierremgi @Harzach ! Pro like always!
  7. Units are still lazy. I even changed the activation type from radio to [side - present] just to be sure and all works (system chat is activated) except units do not start the animation. Weird? trig1 type: radio Alpha cond: thisTrigger onAct: {_x playMoveNow "AmovPercMstpSnopWnopDnop_exercise Pushup"} count (allUnits select {_x inArea thisTrigger}); systemChat "works"; trig2 type: opfor present cond: this onAct: {_x playMoveNow "AmovPercMstpSnopWnopDnop_exercise Pushup"} count (allUnits select {_x inArea thisTrigger}); systemChat "works"; @pierremgiI can't understand this part also: Here playMoveNow returns nothing edited: this also works only systemChat but still exercise not: type: opfor present cond: this onAct: { _x playMoveNow "AmovPercMstpSnonWnonDnon_exercisePushup"; } forEach units thisList; systemChat "works2"...
  8. Hello guys Obviously a simple thing but I can't make it work for hours now. What I need to put in trigger condition to work if activation is: onAct {_x playMoveNow "AmovPercMstpSnopWnopDnop_exercisePushup"} forEach thisList; ? How to refer all units in the trigger area to do exercises? The trigger is activated with a radio command. I know how to refer to specific units in the trigger area but how to do it for all units no matter if dead, alive or with a cold, no matter of side or anything else. Just condition to be inside the area? Thanks in advance
  9. Nemanjic

    Ravage

    sleep most simple but there are many ways.
  10. As far as I know, exec is happening only at the moment it is called while handlers are tracking the game waiting for conditions to be fulfilled and that time interval is under the survivance of handlers which is the reason for more performance usage. I am not sure about this someone will know for sure.
  11. I use this mod on an everyday basis with zero problems across all versions of the game and the mod itself. It is almost the skeleton of my SP and MP arma life.
  12. Why? Heli arrives at wp (completed) and does the operation with the crate and chute above the ghost leader...
  13. Yea something like this. Not tested yet: _wp1 = transportGRP addWaypoint [(position (leader ghost)), 30]; _wp1 setWaypointType "MOVE"; [transportGRP, 1] setWaypointBehaviour "CARELESS"; [transportGRP, 1] setWaypointStatements ["true", " _acrate = 'Land_WoodenCrate_01_F' createVehicle [5123.63,4869.14,0]; _acrate addMagazineCargoGlobal ['rhs_30Rnd_545x39_AK_plum_green', 10]; _acrate addMagazineCargoGlobal ['rhssaf_mag_brd_m83_green', 2]; _acrate addMagazineCargoGlobal ['rhs_mag_rgd5', 10]; _acrate addMagazineCargoGlobal ['rhs_30Rnd_762x39mm_polymer_tracer', 10]; _acrate addMagazineCargoGlobal ['rhs_45Rnd_545X39_AK_Green', 20]; _acrate addMagazineCargoGlobal ['rhs_VOG25', 10]; _acrate addMagazineCargoGlobal ['rhs_10Rnd_762x54mmR_7N14', 10]; _acrate addMagazineCargoGlobal ['ACE_10Rnd_762x54_Tracer_mag', 10]; _acrate addMagazineCargoGlobal ['rhs_20rnd_9x39mm_SP6', 10]; _acrate addMagazineCargoGlobal ['rhs_5Rnd_338lapua_t5000', 10]; _acrate addBackpackCargoGlobal ['B_Kitbag_rgr', 3]; _acrate addItemCargoGlobal ['ACE_salineIV_500', 10]; _acrate addItemCargoGlobal ['ACE_personalAidKit', 2]; _chute = 'B_Parachute_02_F' createVehicle position _acrate; _acrate attachTo [_chute, [0,0,-2]]; "];
  14. The same thing happens with a guy from my team who is testing right now. test edited: My script still works fine, try to implement it inside your _wp statement just change the type of cargo in crate and spawn pos
  15. What is the transportGRP referring to? Pilot's group?
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