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LCLdark

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About LCLdark

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  1. LCLdark

    Dedi server problem

    Are your running the regular dedicated server thing, or are you using a dedicated server tool like TA2DST? I'm having a similar problem where some people are stuck at 'receiving data', do you also run ACE or ACRE on the server? I think its due to the recent ACE update but idk i'm just speculating on what's posted above :D.
  2. DarkXess thanks man, but that was under "Things that work" :D It's when I use different scripts instead of parts of a script that comes with the game. That wont work. This is all in reference to the Murkspawner.sqf
  3. Can someone share some examples of working scripts with the murkspawner. Things that work: -When I want to run an action that isn't a script works in the Way point ACC line just fine. EX: {deleteVehicle _x} forEach units group this; Effect: Deletes all infantry in the group when the unit approaches a waypoint. Issues: -The script makes the units run to 0,0,0 when you don't give the spawning units orders/waypoints. -When I add a script execVM into ACC of a waypoint the script wont spawn the units back via the Loader.sqf. (Will work with out loader, but I need to put thousands of units on the map.) This is what I put into the ACC: nul=[this,"Alpha"] execVM "ups.sqf" Script resource: (http://www.armaholic.com/page.php?id=6053) Desired effect: Unit spawns in, reaches way point, runs patrol script. Also tried: nul = [this,25,true] execVM "Garrison_script.sqf"; Script resource: (http://www.armaholic.com/page.php?id=17677) Desired effect: Unit spawns in, reaches way point, runs garrison script. None of these would re-spawn the units after removing them. It works perfectly fine with out any of these in the ACC of a way point. Until they finish the way points and do issue #1. What I'm trying to do: -Make a groups saved and deleted from the map to be recalled when specific triggers fire, When the groups returns make it run a patrol or garrison script. This is to work around the 144 or 146 group limit the editor wont allow. The reason why I want multiple units on the map is to give a diversity in the missions choices and progression. Either you go left or right there will be people, enemies, and objectives will appear. If you can fully help me out with these issue I will gladly share the map with you to enjoy! BTW: I've read and tried everything on this forum regarding rewriting the script within the group leader's init line to accommodate the congruently running scripts. Respectfully,
  4. Now I'm no expert in the BI script language but is something like this possible and if it is could you explain it in great detail how one can accomplish this? This is what I want to happen in less than a second in game: Event a unit dies Dying Unit within a Trigger Area (BASEOPFOR), then Conditions If Dying Unit [unit Type is a (GROUND unit) AND belongs to this Faction/Side (OPFOR)], AND [Killing Unit (Unit Type is a AIR unit AND belongs to this Faction/Side (BLUEFOR)], then do Actions Create a trigger "playerLOS" at position of Killing Unit, with the radius of 100m, and pick a random point inside "playerLOS", set point to varriable x=p1a, Spawn 1 AA ground unit at p1a. set varriable x=0. Wait 60. Now, I know you use classnames and calls and other stuff, but this is how I understand these kinds of things. So if you could translate that to BI script language and how the limitations of BI script back into how I understand it then you Sir or Ma'am are a True Pro. If you wonder what I'm doing, I'm just trying to learn what I need to learn to make an above average and I'm sure other would be interested in the execution or styles that this could be accomplished at./ Also if this is not the place to post this kinda stuff just let me know calmly and I'll remove it in a timely fashion.
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