Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

22 Excellent

1 Follower

About alpha993

  • Rank
    Private First Class

Recent Profile Visitors

319 profile views
  1. alpha993

    Class of Chernarus General Stores

    Try this perhaps: _inBuilding = lineIntersectsWith [eyePos player, [getPos player select 0, getPos player select 1, 20]]; if ((typeOf (_inBuilding select 0)) == (_enterableBuildings select 28)) then { systemChat format ["%1 is inside a general store", name player]; }; This projects an invisible line from the eyes of your character and looks for any objects that intersect with it, in this case, it could be a general store. This way you can check if someone is inside a building without having to check for distance with nearestBuilding. You can also use this like this to tell you what the class name of any building you enter is: hint typeOf ((lineIntersectsWith [eyePos player, [getPos player select 0, getPos player select 1, 20]]) select 0); Also, make sure you triple-check your _enterableBuildings array for any typos or any other mistakes.
  2. Thanks, but that mission doesn't exactly solve my problem. Here's a little video showcasing the unwanted behavior so it's easier to understand what I mean (not quite sure how to embed a video). https://www.youtube.com/watch?v=MPyfFKYBmIE Helicopter starts out idle on the ground with its engine on. I order my AI to board it. Helicopter somehow reacts to this and takes off instead of staying grounded. Helicopter lands again and then allows my AI to board it.
  3. I have run into a fairly frustrating problem involving AI helicopter pilots and squads attempting to board helicopters. The situation is as follows: I have a helicopter with its engine on waiting on the ground. Then, I order my squad members to board that helicopter, but as soon as I do the helicopter takes off, goes to about fifty meters, and then lands again to allow my squad members to enter. This also occurs with editor-based waypoints. As soon as an AI squad activates a 'Get In' waypoint, the AI flying the helicopter shoots up into the air and then lands again. Is there any way to force the AI helicopter to not do this, and stay on the ground instead? I have tried everything from synchronizing load and get-in waypoints (with a condition to wait for the units to get in), using disableAI "ALL", disabling the simulation of the helicopter's pilot, placing an invisible helipad directly under the helicopter, etc., but nothing works. Note that it is necessary for the helicopter's engine to be on to achieve the necessary effect as this takes place during a cutscene. Any suggestions would be greatly appreciated.
  4. That seems to work! Thank you both for your help! :)
  5. Thanks for the suggestion, but unless I'm mistaken that would allow each player to teleport individually as soon as they close their respective arsenals. However I want them to be able to close the arsenals and only get teleported when every player has closed their arsenals. I'm not sure if that makes sense. I was thinking to maybe add something along the lines of this: [missionNamespace, "arsenalClosed", { player setVariable ["ready",1]; }] call BIS_fnc_addScriptedEventHandler; Then the teleportation script would check for all players having that variable set to 1. But I'm not quite sure how to do that without the script telling me there are undefined variables in case not every player slot is filled.
  6. Hello, I have a deathmatch mission which begins by opening the arsenal for all units and then teleporting them to starting positions as soon as they close the arsenal. So far I have this line of code: waitUntil {isnull (uinamespace getvariable "RSCDisplayArsenal")}; Unfortunately, this code fires whenever any player closes their arsenal, teleporting everybody else at the same time. What I would like is for the code to check until all players have closed their arsenals before continuing. Any suggestions? Best regards.
  7. alpha993

    BloodLust (7-9-2017 v2.484)

    I'm also getting the same exact error on a hosted server and all clients connected to it are getting it as well. It appears to happen with AOE weapons like grenades and HE rounds from choppers from what we've seen so far.
  8. I've recently started working on an assortment of fictional weapons and so far I have been able to figure out most of how the weapons config works and what-not. However, one particular weapon is supposed to act as a kind of powerful single-shot cannon which I would like to have a charging time for. To elaborate, I would like the player using the weapon to have to hold down the trigger for say, two seconds, before it actually fires. An example of the effect I'm trying to achieve would be something along the lines of the secondary fire mode of the X-PAC Mortar from Crysis 3. Here's an example video: Any help on how to do this would be greatly appreciated (if it is even possible in the first place). Thanks! :)
  9. This is the only mention of your mod in the RPT file generated after the crash. I'll keep trying and see if anything else comes up. Also, this is what's at the end of the RPT file (When the crash occurs). As you can see, the last entry is me attempting to launch the server but the game decides to freeze at this point.
  10. For some reason this mod keeps crashing/freezing my game as soon as I start hosting a server with it. Any idea what could be causing this? I'm running on Dev-branch with quite a few other mods installed by the way, but the game only crashes after Ares is enabled, the game runs fine with the others enabled.
  11. alpha993

    RHS Escalation (AFRF and USAF)

    I keep running into a problem with this mod, in which it crashes/freezes my game every time I attempt to start a hosted server. I have searched everywhere for similar problems but haven't come across any. Do you have any idea what could be causing this issue? The mod runs fine on singleplayer and I would really like to be able to play it on MP but have had no luck getting it to run so far. Thanks.