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Moon_chilD

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Posts posted by Moon_chilD


  1. First, thanks for your answer, @HazJ

    The thing is, this would kinda make it pointless what I want to do. If I do it like that, I could just set the respawn timer via the Eden option. 
    What I want to do is change the time mid-mission for all player. (So that would mean also JIP player) That's why I created an Ares Zeus Module. Though I might try to have the addEventhandler be executed by remoteExec. 

    Think I'm going to try that next. 
    (Tbh, I just hoped there might have been a better and easier way T^T)

    Thank you nonetheless!
    Moony


  2. Hey,

    in our missions, we usually have a respawn timer of 2 min. This is mainly so that people think before they act and don't run into battle without thinking of consequences.

     

    However, there is a problem with that. If someone dies (for whatever reason) before or after a mission: They have to wait these two minutes that are only meant for during the mission. 
    So I wanted to create a Zeus module with Achilles that lets you set the respawn timer. I found "setplayerrespawntimer" and build the function for the module and it works. However, it only works for one time. So if I set the timer to 5 seconds and die respawn takes 5 sec. If I die again it takes 2 minutes again. So basically it sets the respawn timer only for one respawn. 

    Now comes my obvious question: Is there a way to set the respawn timer for every player in a mission until it's changed again?

    Thanks in advanced.
    Many Greetings
    Moony


  3. Hello,
    I have a problem with two of my units member. They are brother and live in the same household. Whenever one of them is on our server and the other one joins the first one gets kicked off the server. 

    That problem occurred before with my girlfriend and me as well and we just entered this startparameter in her launcher (we use Arma3Sync):
    -port=2493

     

    Since then it works very well for the two of us. 
    The other two members tried the same but for them, it's not working. Only on rare occasions, it works and both can join. 

    Funnily enough, we have another pair of brothers that can join without any problems what so ever. 
    Do you guys have any idea how we can fix this problem or what the problem might be in the first place? 

    Many Greetings
    Moony


  4. @keeway Thanks for the update. About my problem (units loose equipment): Its
     I don't believe its a Project OPFOR problem. It looks to me that it has something to do with Headless clients. So basically I place a group and after a while, I see a twitch in the unit (or if I turn them in a different direction they get turned back to their original position). I think this happens when the unit gets transferred to the Headless client. 

    If I remember correctly that also happens with Vanilla units, so it is not a Project OPFOR issue. Sorry for the false report!


  5. Well I see you changed your script. I think the one part you need to understand is the order in the Array. 

    https://community.bistudio.com/wiki/addAction

    Each spot has its meaning. In the case of AddAction: [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection]
    So what ever the "3500" is, its most likely in the wrong spot (its in the 4th for you and you want it in the 3rd I think)

    To get the distance thing working you need to put it where it says condition. So in your case you might want to have something like this:
    drugdealer addAction ["Weed bale 3.5K","drugs\weedbale.sqf",[3500],1.5,true,true,"","_this distance _target <2"];

    Another problem might be: What is "_this" and "_target". Is it defined somewhere? If so, this should work. If not you need to define these.

    Edit: Yeah, me dumb. 
    drugdealer addAction ["Weed bale 3.5K","drugs\weedbale. sqf ",[3500],1.5,true,true,"","",2];

    I knew there already was a distance thing in the AddAction command.

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