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clydefrog

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Everything posted by clydefrog

  1. Well that explains that one then, heh. Can I ask if you did it that way how would you also remove the action in the addaction script? Would I need to make another function to removeaction?
  2. I've added a HandleDamage eventhandler to an ammo box using: cargoBox1 addEventHandler ["HandleDamage", {false}]; Now I've added an addAction to that box, and when the addAction is executed the script it runs has this in it: cargoBox1 removeEventHandler ["HandleDamage",0]; In the editor this works and you can damage the box after running the script. On a server it does not remove the eventhandler and the box stays invulnerable. I have also tried using a function created for BIS_fnc_MP so I can remove the EH for all clients which also doesn't work (and I've tried using the same type of thing to add the eventhandler as well): Function in script run from the init.sqf (script is run on all machines): CF_remHandlerMP = { private["_object","_type","_id"]; _object = _this select 0; _type = _this select 1; _id = _this select 2; if(isNull _object) exitWith {}; _object removeEventHandler [_type,_id]; }; and then this is the code executing it in the addAction script: [[cargoBox1,"HandleDamage",0],"CF_remHandlerMP",true,true] call BIS_fnc_MP; Any ideas?
  3. Thanks very much for doing that for me, but that ammo box doesn't have an action on it nor does it have a handledamage eventhandler on it as i blew it up with a mine.
  4. lol, I don't even understand that thing you did so this is doubtful but I'll have a look. Actually, no, I wouldn't have a clue haha. I just tried making both axis equal (200x200) and just get stuck on the edge of the trigger again, ahhhh.
  5. I don't know what happened last time with the getting stuck, it seems like different trigger size settings affect if differently, because now when I use your trigger but set it to 170x200 the trigger doesn't work at all, I can run straight out of it and carry on and it doesn't stop me. :confused:
  6. I'll check that cheers. I just made a blufor present trigger set to repeating as you said and copy and pasted that code into the onAct. Ok, I see it works with your settings of 10x10 metres but when I try a large area with that trigger (170x200) it doesn't work at all.
  7. I've just tried this, it's very glitchy and if I run to the edge of the trigger it's like I'm stuck on it and can't move back. Have you tried it yourself?
  8. How have you got it set up to link the different mission endings to the BIS_fnc_MP calls falcon?
  9. The crate is created on the server through a script, so would I need to remove it on the server too? The problem with that is that it really needs to be removed in the addaction script.
  10. Hmmm, thanks, I'll give this a try later.
  11. Thanks, I'll have a look, what do I actually need to search for to find that thing? I tried "arma 3 curator" but got nothing. The island isn't really doable, it needs to be one of the areas with a few buildings that will have an AI target for blufor inside one of them, and so blufor can land a distance from it and head in on foot, preferably not through water :p
  12. because unfortunately allowdamage false is absolutely useless against big explosions :/
  13. Hi, this is a local command so it needs to be run on all clients. To do this I have tried the following with BIS_fnc_MP and tested it on a dedicated server, but it does not work. Any ideas why or how to get it working in another way? Here's the function (run on all clients): CF_globalSimulation = { private["_object","_status"]; _object = _this select 0; _status = _this select 1; if(isNull _object) exitWith {}; _object enablesimulation _status; }; and then here's what is called after creating the vehicle inside the isServer if statement: [[cargoBox1,false],"CF_globalSimulation",nil,true] call BIS_fnc_MP; That should be all it takes right? Does this command even work on dedicated servers? Thanks
  14. Well those aren't placed in the editor or by script so I doubt he means that.
  15. clydefrog

    Task fail if enemy leaves?

    activation: anybody present condition: Boss in thislist
  16. You could create a trigger on the crate that checks for blufor present, say a 5m radius or less, and then wait until that trigger is activated before adding the action. So how is this: ["End6","BIS_fnc_endMission",east] call BIS_fnc_MP; linked to that actual ending information (whether its accomplished or failed etc.)?
  17. Funny I was wondering if the same thing was possible today, and I also thought about using the side player check, but things that use player seem to not work nicely on servers.
  18. clydefrog

    FHQ TaskTracker

    Check quick reply on my post, I've found out what caused the problem and it's fixed. Cheers.
  19. clydefrog

    FHQ TaskTracker

    I'm trying to use this in a mission running on a dedicated server, but there is no task list or notification at the start. Here's the code from my init.sqf: call compile preProcessFileLineNumbers "fhqtt.sqf"; [ /* These entries are only visible for the units in of side West */ West, ["Mission - Blufor", "Blufors mission is to head back to the woods to locate the missing crate, load it into a vehicle (crate is loaded by an action on the crate) and return to their camp with it."] ] call FHQ_TT_addBriefing; [ /* These entries are only visible for the units in of side east */ east, ["Mission - Opfor", "Opfors mission is to locate the crate and place an explosive charge on it to deny the enemy (charge is placed by an action on the crate)."] ] call FHQ_TT_addBriefing; [ west, ["taskCapture", "Retrieve the package and transport it back to the Blufor camp", "Retrieve the box", "MOVE", getmarkerpos "objective"] ] call FHQ_TT_addTasks; [ east, ["taskDestroy", "Locate the Blufors missing cargo and deny them of it by destroying the box", "Destroy the box", "MOVE", getMarkerPos "objective"] ] call FHQ_TT_addTasks; and here'a the code in the trigger at the start to make the assigned notification happen ["taskCapture","assigned"] call FHQ_TT_setTaskState; Any ideas why this wouldn't be working? It works fine in the editor but not the server. ---------- Post added at 18:24 ---------- Previous post was at 17:09 ---------- Nevermind problem solved, it was because of this piece of code waitUntil { !isNull player }; for something else before the tasktracker code, removed that and now it's fine
  20. clydefrog

    =BTC= Revive

    Sorry if this has already been asked but is it normal that you have to wait about 10 seconds or so before you get the heal options on somebody who's been killed?
  21. Yeah it is in an example on there which is where I and a lot of others got it from, but I know that does work because I'm using it to do stuff such as addActions for all clients and it works fine, it's just this enableSimulation and I have seen other people wondering if this command even works on a dedi server.
  22. Call is the correct way to use BIS_fnc_MP in Arma 3, it was Spawn in take on helicopters the function is created in a script executed at the start of the mission from the init.sqf, and it is then called and run on all clients later on in that script on the server (which should be fine as I've done this with other things, as long as the function is created on all clients and not only the server it is ok to execute the function on the server), and yeah, the nil parameter means the function will be executed on all clients.
  23. Hi, I think the lights in my game are not looking like they are supposed to. I see all these screenshots of the littlebird with the searchlight with loads of glare e.g. for me the lights on the helicopters look pretty much like Arma 2 lights (i.e. coloured circles with a little glow on them, nothing special) and now the same glare effect on headlamps: http://mp1st.com/wp-content/uploads/2012/05/Lighting_6.jpg (316 kB) http://georgepollard.com/ftp/arma3LightsOnTheHunter.jpg (297 kB) and also on some streetlamps and the floodlights in military areas e.g. http://simhq.com/forum/files/usergals/2013/03/full-9082-52851-arma3_2013_03_06_21_06_24_36.png (1409 kB) and those streetlights for me did used to look like that, but now they just glow, they no longer have that glare effect like in all of the above images. Here are some screenshots I took: http://img843.imageshack.us/img843/5240/arma32013052722324401.jpg (825 kB) http://img19.imageshack.us/img19/2695/arma32013052722381803.jpg (150 kB) I thought it would be the patch and the light effects seems worse to me now, but other people are telling me they have that glare effect still. Also the sun is more like Arma 2 now and just makes a huge bright glow when you look towards it instead of being more defined like it was previously. Can anybody tell me why I don't have these glare effects? I've tried changing settings but it hasn't made any difference. Thanks
  24. clydefrog

    Patrol Operations 2

    I think I've pretty much fixed the above problem. This version of Patrol Ops for some reason does not have ACE USMC Desert set as the faction and there is no config for it even though this is the default faction used for the player side, so I have had to copy it over from the 2.04 version to the 2.05 version. Now I've noticed another problem with it, all SO (soldier) and NA (default) class units are seeing the weapons for the SN (sniper) class in the ammobox, any ideas as to why this is happening? There seems to be many problems with this version, also now I have noticed that the ACE wounds items are not showing up in the ammo box and when I add them to the pool that has stuff available for everybody I got an error message about "ACE_Bandage" and none of the wounds stuff I added shows up.
  25. clydefrog

    Patrol Operations 2

    I've got a problem (I think) with POv2.05 Takistan CO ACE_USMC+Wounds. The AT guy and I'm guessing other special classes too don't get the weapon selection they should from the ammobox e.g. only the M72 shows and not the Javelin or anything else that should be available to that class. Is there a problem with it?
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