mr_h
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Everything posted by mr_h
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I'm trying to track down the cause of this problem, but I'm not sure where to start looking. Situations: Friends and I use the same mod set via Play With Six. We load into a multiplayer server running a mission we designed. Everything is fine with them, however: 1) I see their unit location markers (the little green dots), despite the difficulty level being on Veteran, and 2) My weapons do no damage. Switching to grenade and throwing one goes through the animation, but nothing is thrown. I have restarted the mission/arma with Play With Six several times and it fails (though one time it started to work). Recently I loaded the game via Steam with the mods on the command line, and it worked. Im a bit confused to the cause of this problem and I'm wondering if anyone can help me look for logs or whatever might be causing it. Arma 3 standard build. USing mods freely available on PWS and all my friends are using as well (Acre, CBA, weapon rest, STHud).
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I am working on a small mission for some friends of mine, involving two forces: Independents and BluFor. Both units start in different places on the island. I would like to have the Independents have 'Instant' respawn (IE, 20 seconds after dying spawn at the same point they died). I would like to have BluFor respond back at a marker called 'Heliport'. (ie, 20 seconds after dying they spawn back at their start point. Obviously description.ext only lets you do one type of respawn, so that doesn't seem to work so well. I have tried a teleport script, but that only works on the BluFor's first life (I set the script on the BluFor players 'init' line, but after they die and respawn, the init doesn't run again so the line is 'lost'). I also tried a trigger with condition: !alive s5; and On Act: sleep 5;s5 setPos [(getMarkerPos "here") select 0, (getMarkerPos "here") select 1, 0]; That doesn't seem to work. I'm kind of beating my head here. I understand some stuff about scripting, but I'm far from an expert. Any advice would be greatly appreciated. Thanks H
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Respawn: Instant + Base
mr_h replied to mr_h's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks..I'm still trying to wrap my head around event handlers. From what I've read, I would make a new script (say, RespawnGear.sqf), have that called in init.sqf (execVM "RespawnGear.sqf"). Then RespawnGear.sqf would contain player addEventHandler ["respawn",{ _unit = _this select 0; _weapons = weapons _unit; _magazines = magazines _unit; waituntil {alive player}; _unit = player; removeallweapons _unit; {_unit addmagazine _x} foreach _magazines; {_unit addweapon _x} foreach _weapons; }]; Am I on the right track, or am I off? I'm a bit slow with understanding coding, most of it tends to zoom right over my head. Thanks -
Respawn: Instant + Base
mr_h replied to mr_h's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No, I haven't. I am (was) not familiar with that or it's usage. I did however find a roundabout way of doing it. I changed the respawn to Base, then I made a moving marker (respawn_gurellia) that follows the independent group. Every 5 seconds it moves the marker, so it essentially follows the group. This seems to be working for now (aside from players not getting the same gear). -
Out of curiosity, in an effort to make it even more difficult (Cause why the heck not?), would it be possible to make an option to have the players spawn in different prison camps? If so, how would one go about doing that? I only know the basics of map building, so once we get into all the scripts and what not, it's a little over my head. Great map though, spent way too much time cursing that damn helicopter:)