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clydefrog

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Everything posted by clydefrog

  1. Thanks mindstorm. so you suggest the trigger condition to be, for example: isServer && time > 3600 && alive VIP ?
  2. Is that all I need to do? And then I have my trigger condition as normal shown in the first post? Also would I need to use spawn. e.g. [] spawn { if (isServer) then { START_TIME = diag_tickTime; while {true} do { ELAPSED_TIME = diag_tickTime - START_TIME; publicVariable "ELAPSED_TIME"; sleep 1; }; }; };
  3. It's not my server, so I'll just have to hope it is running well with a decent framerate when the mission is played.
  4. clydefrog

    =BTC= Revive

    got it, cheers
  5. clydefrog

    =BTC= Revive

    Would it be possible for somebody to upload version 0.91? I can't seem to be able to get hold of it anywhere.
  6. I know how to have an AI pilot in the air and flying when the mission starts, but how do you do this for a human pilot? I know I still need to use moveindriver and move everybody else into the cargo but what else do I need to set so that the helicopter will already be up in the air, engine on and moving forward at whatever speed I set when the player spawns in it at the mission start. Is it possible to do this? I've already tried the usual setvelocity, engineOn true and flyinheight but it doesn't work. Thanks
  7. ahh I completely forgotting about setting it to flying, cheers. Btw kylania I was going to PM you but can you link me to that thread where you posted something about disabling streetlamps on Arma 3? I can't find it anywhere, thanks. ---------- Post added at 18:24 ---------- Previous post was at 18:05 ---------- nevermind found it
  8. clydefrog

    SDV

    heh, well I'm guessing it will, don't see why it wouldn't. I'll obviously test it anyways.
  9. clydefrog

    SDV

    Thanks a lot, should this all work properly on a dedicated server?
  10. clydefrog

    SDV

    Kylania, how do you use these get/set variables so I could make it that the SDV's are instantly loaded onto the trucks when the mission starts, and do not have the load option but an unload option instead, but then after you unload them it works as normal?
  11. clydefrog

    =BTC= Revive

    Which is the best version of this script to use if you want to use a mobile respawn? I heard there's been some problems in a couple of them with that part of it?
  12. I saw something strange happen with VAS tonight while testing a mission. I have made it so there is a custom selection of weapons and magazines in the box by editing the config file, but somebody I was playing with somehow got the M320 LRR sniper rifle out of it even though it's not one of the weapons I selected. After playing it I checked the config file and the menu in game again and it was not there. Have you heard of this happening or have any idea why?
  13. clydefrog

    UPSMON for arma3

    So what do you need in the init.sqf to initialise this upsmon version? That information is not included in the download.
  14. clydefrog

    Clean up Script

    Cheers larrow that fixes the error but this way of doing it doesn't seem to work, it still deletes the units I named in the blacklist.
  15. clydefrog

    Clean up Script

    Yeah it doesn't work, I got a script error on the if (not alive _x && _x !in _blacklist) then {_notalive = _notalive + [_x]}; line.
  16. clydefrog

    Clean up Script

    One thing with these mantis, I have a script that places some dead bodies that runs at the start of the mission. Will either of these scripts delete these too or not as I ideally want them to remain there for the mission.
  17. I'll try it later, thanks
  18. Hi, I am using this timer in a script that is run from an action on an object. The problem is naturally it only displays for the client who runs the script as it's local. I have tried making a function and running that with BIS_fnc_MP but couldn't get it working properly. How can I do this? Here is the timer code: _timeleft = 300; while {true} do { hintsilent format ["Charge Explode in :%1", [((_timeleft)/60)+.01,"HH:MM"] call bis_fnc_timetostring]; if (disarm) exitWith{}; // this is just checking for a variable that has been set true to indicate the disarm action has been used if (_timeleft < 1) exitWith{}; _timeleft = _timeleft -1; sleep 1; }; Thanks
  19. clydefrog

    Clean up Script

    nice one, I already got the invade and annex one but it looks like that second one you put deletes the vehicles and everything if they're destroyed which is better. Does it need to be run only on the server?
  20. Cheers, the countdown stops at 00:00 though and then nothing happens.
  21. clydefrog

    Clean up Script

    Could anybody recommend a good body removal script for multiplayer?
  22. _timeleft = 300; while {true} do { hintsilent format ["Charge Explode in :%1", [((_timeleft)/60)+.01,"HH:MM"] call bis_fnc_timetostring]; if (disarm) exitWith{}; if (_timeleft < 1) exitWith{}; _timeleft = _timeleft -1; sleep 1; }; if (disarm) exitWith{}; "M_Mo_82mm_AT" createvehicle getpos _object; {_x setdamage 1} foreach crew _object + [_object]; deleteVehicle _object; and this is it with Mikeys suggestion FOCK_SpawnScriptEveryone = [[300],FNC_Timer]; publicVariable "FOCK_SpawnScriptEveryone"; _cacheTimer = [300] spawn FNC_Timer; if (disarm) exitWith{}; "M_Mo_82mm_AT" createvehicle getpos _object; {_x setdamage 1} foreach crew _object + [_object]; deleteVehicle _object;
  23. Cheers Mikey, I have the same problem I had before now which is after the timer reaches 0 and goes out of the loop it goes to this code: //exit the script in the bombs been disarmed if (disarm) exitWith{}; // charge explodes "M_Mo_82mm_AT" createvehicle getpos _object; {_x setdamage 1} foreach crew _object + [_object]; deleteVehicle _object; but this all happens straight away when the timer starts as it's no longer waiting to come out of a loop before doing it. How can I make the script wait to do this until the timer has reached 0?
  24. Player markers are persistent on Arma 2 though as well aren't they so that isn't anything new. Moricky said he was talking about scripted ones. Maybe this is on the devbuild only, or maybe it's only something that's been tried and not even implemented yet, or maybe it's just been completely made up? haha
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