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Ford555

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Everything posted by Ford555

  1. Hello, i am glad to announce my new mission. Please try it and enjoy!. The tasks are very easy to understand for english people, 1)take documents 2) kill officer 3) rescue hostile 4) take hostile to place. NO ADDONS REQUIRED! just subscribe and play! its on stream workshop you can try it here http://steamcommunity.com/sharedfiles/filedetails/?id=278404618&searchtext=Leyenda thank you!
  2. Hello using a script .sqf i create a west unit, i make this unit join to a east soldier in the map. The problem is, i dont want this ia follow the orders from this soldier because ia start walking . Can i do that in other form? ---------- Post added at 19:27 ---------- Previous post was at 19:03 ---------- ok it works for me commandStop _unit; thanks :)
  3. Hello im sorry about my english., i read a lot in internet and forums and i cant understand I have some triggers with for example trigger1: activate:blufor and repeatdly and present. init: this onAct: z1 = [] execVM "example.sqf"; onDeact: terminate z1 trigger2: activate:blufor and repeatdly and present. init: this onAct: z2 = [] execVM "example.sqf"; onDeact: terminate z2 example.sqf is an script who create 20 men every 1 seconds. If i run with my soldier and activate trigger1 it works (20 men), then i run to trigger2 (separated from the other) and it works (20 more men) but if i return to the first trigger then it does not works. What i am doing bad? whats the solution? thank you!
  4. thanks for the answer. for sure i am hitting 144 groups and that is the problem. i do this: .......... if(T_Server) then { _amount = 30; class = "O_Soldier_F"; for "_x" from 1 to _amount do { _triggerpos=[getPos player select 0,getPos player select 1,0]; _dummyGroupEast = createGroup east; _zombie = _dummyGroupEast createUnit [_class, _triggerpos, [], 10, "NONE"]; [_zombie] joinSilent _dummyGroupEast; deleteGroup _dummyGroupEast; null = [0, _zombie] execFSM "Zombielanas.fsm"; }; }; in Zombielanas.fsm when a zombie die i do: deleteVehicle _zombie; how i can do for delete groups created? thanks in advance! edited: or better can i add all zombies to the group of a unit? i.e. _dummyGroupEast = group e1; e1 = unit name from a east soldier ---------- Post added at 22:14 ---------- Previous post was at 21:25 ---------- ok it works! or better can i add all zombies to the group of a unit? i.e. _dummyGroupEast = group e1; e1 = unit name from a east soldier that solved my issue. thanks!
  5. ok i realise one thing: its a limit of maximum men on map. trigger works repeatdly, but when man created are around 100, then it finish!!!. Someone knows maximum number of ias in arma3¿?¿? . when men dies, i deleteVehicle --> man but it doesnt reset the counter. anybody knows how to reset the counter¿?¿? thanks
  6. maybe its not a good idea call same script from different triggers, what do you think? ---------- Post added at 16:03 ---------- Previous post was at 15:18 ---------- more data, from example.sqf i call execFSM archive too
  7. thanks for the answer. I am sure trigger1 is deactivate because when i go out of trigger1 in deact i put hint "i am leaving" and it shown in screen, then i go to trigger 2, everything is all right, but when i return to trigger1 then it is not activate again. Maybe because script called with execVM is not stopped ¿?¿?
  8. about isDedicated: in a multiplayer mission, if I do: if (isDedicated) then { removeUniform unit } unit being someone soldier object. The question is: Are all the machines of the players seeing soldier out of uniform? or i have to do it in all machines except isServer and isDedicated?¿ sorry about my english. What i want to do is if any soldier dies, then remove uniform and add other uniform and all machines can see the new uniform. thanks a lot!
  9. I response myself it seems only some actions are transfered thought the net. So i have to put it on init.sqf and with if(isPlayer)
  10. ok sorry about my english (i live in Spain). I cant understand at all BIS_fnc_MP function: ok in single player it works perfectly but not in MP. In arma2, multiplayer framework was the solution but in arma3 it seems the solution is here: https://community.bistudio.com/wiki/Functions_Library_%28Arma_3%29 ok but i cant understand because there is no real examples. if i want for example use 'say' scripting command (i think there are no one function created for 'say') for multiplayer. in arma2 i remember i wrote: [nil,player,rSay,....] call RE or something similar but now i am stuck. i am trying with this: init.sqf _handle = execVM "functions.sqf"; functions.sqf funcsay { private ("_pic"); _pic = this select 0; (_pic) say ["whisper1",5]; }; description.ext whisper1 is well defined in description.ext and then i write in a state (in a .FSM file) when condition is true : [_pic,"funcsay",player,true] call BIS_fnc_MP; but it works in SP but not broadcasting in network please help me, thanks! pd: i am at work so its posible some errors in the code because i wrote it from my memory
  11. thank you very much! yesterday i was trying that and it works fine (now i can understand better it, thank you!). I dont explain very well my intentions: it send to all players 'say' command script. what i wanted is send only for the player who is attacked by a zombie, but it was no problem thank to you! but finally i used new script command 'playSound3D' and it is perfect!. now sound works. Now when a zombie attack one soldier i need it shows a picture on screen (a scratch). situation: i have .fsm file with conditions and states, when zombie is nearest target then zombie attack and when zombie attack it send a sound (solved with 'playSound3D') and shows a picture on screen (a scratch). So i do this: in state .fsm file: [[[1],"show.sqf"],"BIS_fnc_execVM",_zTarget,true] spawn BIS_fnc_MP; _zTarget is the target of the zombie (a player) and i think it can be the problem (when i play with an IA assigned to me in a dedicated server, when IA is attacked by a zombie i can see the scratch too, but if a put _zombie instead _zTarget i cant see the picture) show.sqf; addCamShake [5, 1, 25]; cutText [format[(scratch%1), 1], "PLAIN"]; Again sorry for my english and thanks for the help! ---------- Post added at 12:12 ---------- Previous post was at 11:53 ---------- or if i put 'player' instead '_zTarget' it will be ok?. i must put 'player' or '_player' in .fsm file,.... and it can recognize its me or another player¿?
  12. i have a .fsm for create zombies, every zombie when chase "rSay" a sound. when there are 9 zombies in play and they kill me it make me a appCrash and game crash. i think it could be because there are 9 sounds playing at same time. is it possible? any idea? thank you very much and sorry about my english!
  13. i have a trigger activated by bluefor an it do: 0 = [thisTrigger,50] execVM "createzombie.sqf"; what createzombie.sqf do is every 10 seconds create a zombie in random position (50 meters near to the trigger) createzombie.sqf: what i want is when i get out of the trigger's area, no more zombies keep going creating. somebody help me! please :)
  14. Perfect! thanks!,thanks for help me! it works perfect now!!
  15. yes!, this is what i needed! thank you man. i saw this link before but i didnt really saw it was the solution. thanks! ---------- Post added at 17:18 ---------- Previous post was at 15:46 ---------- but still dont working :( in game editor i have an empty object called portatil with init empty in init.sqf: waitUntil{!(isNil "BIS_MPF_InitDone")}; [player,portatil,"loc" + "per",rADDACTION,"Llamar al helicoptero","portatil.sqf",[portatil,player,1]] call RE; and in portatil.sqf: _array = _this select 1;//i tried with 0 also _portatil_activo = _array select 0; _playeractivador = _array select 1; _actionId = _array select 2; _portatil_activo setVariable ["llamaHeli",true,true]; } and i have a trigger with condition: !isNil "llamaHeli" on act: hint "Recibido, llegare lo antes posible. aguantad!!"; but the trigger doesnt work, i think i dont know get params sended... :( ---------- Post added at 18:21 ---------- Previous post was at 17:18 ---------- i cant understand, its too difficult because it works perfect in SP, but for it works in MP it has not work in SP¿?¿?¿?
  16. i was searching in google but i cant understand it. i have create a mission (for operation arrowhead) which works perfectly in single player and if i am the server too, but it doesnt work in dedicated server :(. i have read a lot of forums, bistudio wiki, etc... but i dont understand if i need use addeventhandler, addMpEventHandler, BI functions modules, etc.. :(. for instance: from game editor: i have an object (a portatil), and in init i write: turnonportatil = this addAction ["call heli", "portatil.sqf"]; in portatil.sqf i write publicVariable "callHeli"; callHeli = true; and i have a trigger in which condition i have: !isNil "callHeli" an in the on activate: hint "ok i go"; it works in SP, but not in dedicated server. I know addAction dont send to the others computers the result, then.... how i can do that? thank you and sorry about my English, everything is writen in english and its difficult for me :(
  17. Thanks boy, it works perfectly and now i understand it
  18. in a .fsm file, i know that sleep dont work, when unit is dead a want hidebody and then deletevehicle. and i want leave 5 seconds between both actions. somebody help me please?
  19. thanks! i'm doing something wrong. in condition is dead? i write: condition: !alive _zombie action: _timedead = time; then in state dead i write: if (time >= _timedead + 10) then { hideBody _zombie; }; i dont know use time special variable i think.
  20. sorry about my english: i created a fsm file with this instructions community.bistudio.com/wiki/FSM] using FSM editor. it has some states and conditions for a zombie. problem is that when zombie attack i need play a sound like "arrrrgh" called "attack" but only from my computer i can hear it, but when i save the mission for multiplayer missions and create a dedicated server nobody hear this (including me). what i do is in the .fsm file, in the state "chase" condition i write: _zombie say "attack"; and the sound "attack" is perfectly defined in description file. i repeat, it works fine when i edit the mission and i run it in a NOT multiplayer game. need i create a trigger or something in the editor's game? can someone help me? thanks a lot!
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