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3l0ckad3

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Everything posted by 3l0ckad3

  1. 3l0ckad3

    Locality, locality..

    Tbh, I find that initServer serves the same purpose, but obviously I wouldn't know any better, I have looked it up and read some threads on it, and most threads I read had most people in agreeance that it had little to no use, but, with my limited understanding I'd have to take their word for it. I do A LOT of reading, but some of the deeper arguments are out of my grasp.
  2. 3l0ckad3

    Locality, locality..

    Actually I knew better tbh, I have no clue why that is there.
  3. 3l0ckad3

    Locality, locality..

    And yeah, I'm trying to get out of execVming, been doing lots of reading on remoteExec spawns and calls, and a few other methods, I know it is a bad habit to overload the scheduler
  4. 3l0ckad3

    Locality, locality..

    I call it from IQ_Spawn\RED\IQ_A13.sqf, so, it has its own space, helps keeps things tidy as well, I'd never call it from the init.sqf, I don't even use init.sqf anymore, I use initServer.sqf now, from all the threads I've read init.sqf is redundant now. My only problem with running multiple spawn calls through the initServer is that I wouldn't want all the units to spawn at once, I use this method because I can spawn large amounts of units, when I need them, and delete them and their empty group just to respawn them again. I'll look at your functions idea, my whole aim has been to push myself to learn as of late, so, I'm certainly not afraid to sit in my editor, you should see my hours on ARMA lol like 20k However, could you help me with an example that could get me back into a flow, because I'm REALLY late, and our campaign finale is on Sunday, and this just curb stomped me into a corner after testing it on the unit server. 😕
  5. This looks cool, I'm working on something right now that could use this.
  6. Just a fast couple of questions, they work fine in a local host, but I'm making a mission for my unit, and I want to know if this is going to work with multiple clients connected to the server, so, considering it's being spawned, will these two scripts duplicate, and should I be running them with the server shell ? Thnx again for your time.. Call: null = [] execVM "Scripts\jetStrikes.sqf"; jetStrike.sqf if (isServer) then { _time1 = 0.5; _time2 = 2; bomb="Bo_GBU12_LGB" createVehicle (getPos ANTA1); sleep _time1; bomb="Bo_GBU12_LGB" createVehicle (getPos ANTA1); ANTA1 setDamage 1; sleep _time2; bomb="Bo_GBU12_LGB" createVehicle (getPos ANTA2); sleep _time1; bomb="Bo_GBU12_LGB" createVehicle (getPos ANTA2); ANTA2 setDamage 1; sleep _time2; bomb="Bo_GBU12_LGB" createVehicle (getPos tower); tower setDamage 1; sleep _time2; bomb="Bo_GBU12_LGB" createVehicle (getPos atc); tower setDamage 1; sleep _time2; bomb="Bo_GBU12_LGB" createVehicle (getPos ANTA3); sleep _time1; bomb="Bo_GBU12_LGB" createVehicle (getPos ANTA3); ANTA3 setDamage 1; }; Pretty sure this one will be okay, because the pilot is actually doing the action, and it's not spawned ?? Call: null = [] execVM "Scripts\VehCounterMeasures.sqf"; VehCounterMeasures.sqf _sleepTime = 1; _vehDel = 30; driver t501 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t502 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t503 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t504 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t505 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t506 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; sleep _sleepTime; driver t501 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t502 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t503 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t504 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t505 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t506 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; sleep _sleepTime; driver t501 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t502 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t503 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t504 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t505 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t506 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; sleep _sleepTime; driver t501 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t502 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t503 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t504 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t505 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t506 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; sleep _sleepTime; driver t501 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t502 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t503 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t504 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t505 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t506 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; sleep _sleepTime; driver t501 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t502 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t503 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t504 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t505 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t506 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; sleep _sleepTime; driver t501 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t502 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t503 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t504 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t505 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t506 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; sleep _sleepTime; driver t501 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t502 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t503 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t504 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t505 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t506 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; sleep _sleepTime; driver t501 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t502 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t503 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t504 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t505 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t506 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; sleep _sleepTime; driver t501 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t502 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t503 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t504 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t505 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t506 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; sleep _sleepTime; driver t501 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t502 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t503 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t504 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t505 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t506 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; sleep _sleepTime; driver t501 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t502 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t503 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t504 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t505 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; driver t506 forceWeaponFire ["rhs_weap_CMFlareLauncher", "Burst"]; sleep _vehDel; {deleteVehicle _x} forEach (crew t501); deleteVehicle t501; {deleteVehicle _x} forEach (crew t502); deleteVehicle t502; {deleteVehicle _x} forEach (crew t503); deleteVehicle t503; {deleteVehicle _x} forEach (crew t504); deleteVehicle t504; {deleteVehicle _x} forEach (crew t505); deleteVehicle t505; {deleteVehicle _x} forEach (crew t506); deleteVehicle t506;
  7. The deletion was for the crew that is alive on the air assets, but, I didn't know that, so, thank you!
  8. They work, thnx again. Time to put my unit in a state of shock 😉 They think they are going on a mission, little do they know the enemy is coming to them lol
  9. Tip of that hat for the explanation.. I did delete vehicle and crew if you missed it. And as for the blu side vehicles, I didn't want them deleted, I want the effects of blastcore extended burning vehicles to play out, they eventually delete from the cleanup script I'm running, it serves two purposes, the immersion, and, a source of lights so people are not left in the complete blinding of the night.
  10. Thnx a ton Larrow, will test asap! You're a legend..
  11. I'm not asking for someone to write me out anything, unless you feel inclined to, but, every script or mod I have been looking at isn't working anymore, and I'm working on something that is reliant upon a video being played on a laptop. Even KK's script example isn't working, it has sound, but no video, and the description is spitting out errors. If someone could point me in the right direction(s) I'd be very thankful
  12. Can confirm it works, I've spent about a month or so, googled it probably a 100 times, tested a dozen mods,,,, so, thank you isn't even enough! I have no clue how I didn't see this command.
  13. I'm assuming so from the global command, I'm assuming he knows because he had to do it for his sat mod. And nice to see you around Kilzone_Kid, heard you left us.
  14. I'll check it out, been a pain in the royal *** I downloaded so many mods and scripts, and none of them worked..
  15. I spawned it within a trigger radius, just incase that is not always an option.
  16. there are multiple ways of sorting this out, however, it's not really reliable, try this method from Feuerex, he attaches a game logic to a unit, and he gets the game to shoot for him,,,,, and it seems to work well for him, he also has a mission example. I have done it your way in the past but found it unreliable. The best way, and most reliable, 100%, is just to simulate it. Other commands you might want to toy with enableAimPrecision setCustomAimCoef setUnitRecoilCoefficient setSkill Now, with the skill, you could try to adjust his aim shake, because by default they fire in a cone to emulate bullet spread. Aside from that, I have no clue, I had my sniper firing pretty decent at about 2k I think it was, but I didn't like the mixed outcomes. Like I said, the best way is just to simulate it, probably save you on taxing the server as well, not ideal for you I guess, but, it is the only way you'll get the end result you're looking for without bogging down server resources for half the desired outcome. GL
  17. In a nutshell, I have created,, a,,,,,, thing, where I can sneak up behind an enemy unit and snap his neck, it works, however, I rather more conditions pertain to distance to victim in distance2D, I also have other functions in place like dragging and hiding the body, and ai detecting dead bodies. Where I think I need to go, is count enemies in < 20 radius on a loop for a condition to be meet, then the player must be going <4.2, and, the player must be crouching. I'm well aware that the temporary trigger is already defining the radius, however, as I develop it further I'd like to remove the trigger so it is more versatile with bigger missions, where I do not want a million triggers running frame by frame, so, instead of defining each unit, and attaching a trigger to each unit, I can run it by side if that makes sense, and, when the victim dies he will no longer be counted, and the latter part of the script can temporarily terminate the blocks needed to return back to a normal state. I'm not afraid to do some reading, been doing it all day, so even if you just point me to some resources that would be great, or, if you think I'm headed in the wrong direction give me an earful,, I have no clue what I'm doing for the most part. This is what I got so far... silentAssailant.sqf if ( stance player == "CROUCH" && ( speed player < 4.2) ) then { player setCaptive true; //only for testing, will be removed player setUnitTrait ["camouflageCoef",0.1]; player setUnitTrait ["audibleCoef",0.1]; Hint "script exit"; }; /* while {true} do { //used this to get the speed I was after. speedvar = speed player; player sideChat str speedvar; sleep 0.001; }; if ( (side _x == east) //where I think I need to go with this, just unsure how to go about it. player distance objectOfInterest < 20 ) then { */ initServer.sqf if (isServer) then { /* --- get stance, speed, (count op units) (distance) run block--- */ _vic1trg = createTrigger ["EmptyDetector", position vic1, true]; //spawns on victim _vic1trg setVariable ["victr", _this]; _vic1trg attachTo [ vic1,[0,0,0]]; // attaches Trigger to victim _vic1trg setTriggerArea [5, 5, 3, false]; // temp radius _vic1trg setTriggerType "NONE"; _vic1trg setTriggerActivation ["WEST", "PRESENT", true]; _vic1trg setTriggerStatements [ "player in thisList", "0 = execVM 'silentAssailant.sqf';hint 'script exe'", ""]; }; ------------------------ EDIT---------------------- Added more to it sleep 33; if ( !alive vic1 ) then { deleteVehicle vic1; sleep 3; Player setCaptive false; player setUnitTrait ["camouflageCoef",0.2]; player setUnitTrait ["audibleCoef",0.3]; hintC "back to normal" }; And apparently, I just grew a brain, I could attach the trigger to myself, and set it to op4 present..
  18. I was just eating and trying to wrap my head around it lol Good thing you caught it, I would have tried to make sense of it for ever lol Now, objnull, is that a placeholder for an object that is absent ? Like, a player that is offline, but could come back type deal ? 1.5 I'm assuming is the distance the action will show, however, what are the two boolean placements ?
  19. Thank you a ton J, couldn't ask for anything more, I was goofing around with a param array earlier, but you put that to shame lol Cheers!
  20. Thnx J, I'll google, but if you could drop me a lil snip later from which to grasp, I'd be very appreciative. I think I found a bit of a work around to this idea, but I'm not sure how taxing it will be. Cheers.
  21. I need help with removing an action, more specifically a hold action.. I have a enemy boat that a diver is going to swim under, he is going to break the fuel line, plant a charge, and then intercept the radio transmission, once the necessary intel is gathered he is going to flip the boat with the kinetic charge, and neutralize the occupants in the water, however, a good portion of that interaction is going to be spent preparing, and hacking their coms, after which they are going to jam the signal and then neutralize the occupants before moving to the next objective, and I noticed that the actions were starting to multiple rather fast. So, the idea is, I need to create an id on the action itself, and remove them after they have been triggered, I could use removeAllActions boat1; but then the other actions would be affected, and, I noticed that I could detonate the charge before it was even placed. I have checked out a lot of threads, but I can't seem to wrap my head around the solution to properly negotiate the desired outcome. So, I need to remove the action after it has been fired, and, I would like the actions to fire in order, so I'm not getting a touch off option before the charge was set. This is what I wrote out so far.. And not all functions are written out btw.. initServer.sqf kc1 hideObjectGlobal true; //the charge hidden on the boat until action fires b1fl1 attachTo [ // the fuel line attached to the boat boat1, [0, -2.4, -1.16] ]; _b1fltrg = createTrigger [ "EmptyDetector", position boat1, true]; _b1fltrg //tried playing with this, couldn't get it to work setVariable [ "b1fltr", _this]; _b1fltrg attachTo [ boat,[0,-2.5,-1.6]]; _b1fltrg setTriggerArea [ 8, 8, 3, false]; _b1fltrg setTriggerType "NONE"; _b1fltrg setTriggerActivation [ "WEST", "PRESENT", true]; _b1fltrg setTriggerStatements [ "this", "0 = execVM 'FuelL1.sqf'", "" //script call to cut the fuel line ]; _b1kctrg = createTrigger [ "EmptyDetector", position boat1, true]; _b1kctrg setVariable [ "blkctr", this]; _b1kctrg attachTo [ boat1,[0, 0, -.5]]; _b1kctrg setTriggerArea [ 11, 11, 0, false]; _b1fltrg setTriggerType "NONE"; _b1kctrg setTriggerActivation [ "WEST", "PRESENT", true]; _b1kctrg setTriggerStatements [ "this", "0 = execVM 'PlaceKinC.sqf'", "" // charge placed ]; _b1totrg = createTrigger [ "EmptyDetector", position boat1, true]; _b1totrg setVariable [ "bltotr", this]; _b1totrg attachTo [ boat1,[0, 0, -.5]]; _b1totrg setTriggerArea [ 11, 11, 0, false]; _b1totrg setTriggerType "NONE"; _b1totrg setTriggerActivation [ "WEST", "PRESENT", true]; _b1totrg setTriggerStatements [ "this", "0 = execVM 'tokc.sqf'", "" //fire charge ]; FuelL1.sqf [boat1, "<t color='#FF0000'>Pull Fuel line</t>", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "player distance boat1 < 8", "player distance boat1 < 8", {}, {}, {boat1 setFuel 0;deleteVehicle b1fl1;}, // cuts fuel and deletes the fuel line {hint "You Let Go of the Key"}, [], 10, 10, true, false ] remoteExec ["BIS_fnc_holdActionAdd", [0,-2] select isDedicated, true]; [boat1 , 0] Scall BIS_fnc_holdActionRemove; //where I'm stuck PlaceKinC.sqf [boat1, "<t color='#FF0000'>Place Kinetic Charge</t>", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "player distance boat1 < 5", "player distance boat1 < 5", {}, {}, {kc1 hideObjectGlobal false;}, {hint "You Let Go of the Key"}, [], 10, 8, true, false ] remoteExec ["BIS_fnc_holdActionAdd", [0,-2] select isDedicated, true]; tokc.sqf [boat1, "<t color='#FF0000'>SET OFF CHARGE!</t>", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "player distance boat1 < 20", "player distance boat1 < 20", {}, {}, {_boat = _this select 0;sleep 5;_boat setCenterOfMass ((getCenterofMass _boat) vectorAdd [2.6, 0, 0]), { unassignVehicle _x } forEach crew _boat;}, {hint "You Let Go of the Key"}, [], 2, 7, true, false ] remoteExec ["BIS_fnc_holdActionAdd", [0,-2] select isDedicated, true]; deleteVehicle kc1; So far I have no scripted the hacking and jamming functions, but they are simple enough.. Thnx for any help I can get Cheers!
  22. I just write my tasks out, so it is no biggy for me, I only use the modules to get workflow to keep building on an idea. But I learned the hard way with that script, had about 20 people log onto my server back in the day, and yeah, 200 enemies turned into A LOT more Real fast, so I tossed a server shell on her. The scripts themselves are not fired from the ServerInit, however, the triggers that fire them are, not sure if that is a problem. And Eventually once I get that spawn script further along it will just spawn them via setPosASL, my goal is to limit editor dependency to learn, most the stuff I work on it's just to push myself to learn more, even my personal script pack isn't a big deal to me, it does random loadouts within defined arrays, or specific, it handles skill attributes, snipers, heli transport under fire, it is just a pack to help me cut down on mission making time, it isn't finished yet tho.. Thnx a ton Pierremgi,,, much,, appreciated!
  23. The server will have ownership of the boat till it is deleted, ai are patrolling in the vehicle, and we commence tasks on them, and when it is all said an done, the boat is sinking to the bottom of the sea, so, no, we will never take ownership from the server. And yes, the scripts are fired on the vehicle, however, once I get it more polished the scripts will be ran off the fuel line, and the object I have attachToRelative to, kinda, the end result will be to attach triggers on the areas of the boat where I want players carrying out the tasks, it is just being very finicky right now, so I just pushed it forward for mission making flow, because it was taking too long,,, I already have all the triggers attached to the boat, however, they are execVM.. It's fired from the ServerInit.sqf, I could make mention of it in the InitPlayerLocal ? I could prepare players if it is in the file, just behind a server shell with this _myVarName = []; ??? It's not a jip mission, it is just going to be a campaign, so, at least in my case it will be multiplayer local hosting. What I mean _myVarName = []; if (isServer) then { /* --- block of code --- */ }; Will that work ?? Because that is how some of my personal scrips are written lol I normally have some units out that are doing certain actions, like leaning or sitting or whatnot, but I rely on my script, and deleting empty groups, so I can spawn a 1000 units if I so wish, that script looks like this /* Alpha East null = [this] execVM "IQ_Spawn\RED\IQ_AE.sqf";*/ _ae1 = []; if (isServer) then { _ae1 = [getmarkerpos "aewps", EAST, ["O_Soldier_TL_F","O_HeavyGunner_F","O_Soldier_TL_F","O_HeavyGunner_F","O_Soldier_TL_F","O_HeavyGunner_F"],[],[],[],[],[],265.921] call BIS_fnc_spawnGroup; { [_x] execVM "IQ_Skill\RedCon\RedCSkill.sqf"; [_x] execVM "IQ_Load\RedL\Adv_Load_ISIS.sqf"; [_x] execVM "IQ_INIT\RedInit\Rin.sqf"; } forEach units _ae1; _aewp0 = _ae1 addWaypoint [getmarkerpos "aewp1", 0]; _aewp0 setWaypointType "MOVE"; _aewp0 setWaypointSpeed "NORMAL"; _aewp0 setWaypointBehaviour "AWARE"; _aewp0 setWaypointFormation "LINE"; _aewp0 setWaypointCombatMode "RED"; _aewp0 setWaypointCompletionRadius 5; _aewp0 setWaypointDescription "Move here."; _aewp1 = _ae1 addWaypoint [getmarkerpos "aewp1", 0]; _aewp1 setWaypointType "MOVE"; _aewp1 setWaypointSpeed "NORMAL"; _aewp1 setWaypointBehaviour "AWARE"; _aewp1 setWaypointFormation "LINE"; _aewp1 setWaypointCombatMode "RED"; _aewp1 setWaypointCompletionRadius 5; _aewp1 setWaypointDescription "Move here."; }; This is how I make massive missions with almost 0 lag or spikes, because they are spawned as needed. Never really showed this to someone, so I'm I'd like your input on how this would would run in multi or dedi environments, since locality is not my strong suit. --------------------- Wow, I got a lot of reading to do, remoteExec is a huge topic lol Lots of examples to learn from..
  24. Ohhhhhh, k. I got it now. It looks like params negate the need for the select command. Since I remote execed the block, I'm under the understanding that it will not duplicate for every client machine ? or should I toss a server shell on her ? Thank you for taking the time, once again.
  25. I read the wiki already, I just don't know how to go about it can I get away with ['"","","0",""]; or ["_target", "_caller", "_0", "_arguments"]; ?? I probably read like 50 threads last night lol I just don't understand the _this select 0 command all that well,,,, well,,,, I understand it, I just don't know how to implement it, but I understand it selects functions or objects.. this was very helpful in understanding the block, but the id eludes me, I'm okay with addActions because I can easily give them a handle, but, this one has my number lol
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