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unidad2pete

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About unidad2pete

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  1. Hi all! I have an addon that adds a simple object created Oxygen2, for use in the editor and in missions. If the server and client have addon.pbo on the folder steam \ arma3 \ Addons are compatible and the client can play on the server. But how I do so that the client does not need to download the addon? weighs only 130k, so it could be added to the mission, but I do not know how I do, or maybe there is some way to transfer data from server to client. You know how I can do?
  2. Ok, then I try to use your addon, thank you for your job!!
  3. Hello; I am very interested in this system, but I'm a noob and I have a question just try it before . The player needs to download any type of file to play on a server that uses this system? or any player may enter the server without downloads? Thank you. Sorry my english.
  4. unidad2pete

    Realistic Jumping Script

    10 / 10 thanks!!
  5. unidad2pete

    No sense

    Hello everyone. After the last patch, all my mission is broken. I have no trouble defining variables to avoid errors, but not the only thing that has changed and now there are too many things that do not work and I do not find any sense. Among many other things, I have a problem with addAction. There are some actions added to player, disappear after 1 second, or is not added when it meets the conditions. Example: An object, a car for example, has an action added on init field: this addAction ["Action1","scripts\scriptexample.sqf"]; scriptexample.sqf : player addAction ["Action2","var1 = var1 + 10"]; player addAction ["Action3","var2 = var2 + 10"]; player addAction ["Action4","var3 = var3 + 10"]; player addAction ["Action5","[[],""Function_Example"",nil,false] spawn BIS_fnc_MP;"]; player addAction ["Action6","player exec ""camera.sqs"""]; player addAction ["Action7","call Function_Example_2"]; var1, var2, var3, and Function_Examples are defined previously. When the player uses action1, get all actions, and all works fine, but after 1 second the first 2 actions are deleted. Only action2 and action3 are deleted, why? I dont understand. Before the patch everything worked perfectly. I am very discouraged because my mission is broken and I find myself unable to fix it, I have used a lot of time and effort in creating the mission, while learning script. I can spend lots of time another fix even make it from 0 relearning script, but when will the next time they change the way things work and re-breaking it? The example above is in my opinion a very simple script, something basic, I think that there is nothing that can interfere in the running for that action1 and action2 are eliminated, and if I use action1 one more time, all actions are again added to player and this time actions not deleted, only deleted the first time you use action1 to respawn. Normally I learn through trial, observe changes and try again, is a practice that just paying off, but now makes no sense because many functions now have no logical conduct for me. It's probably all for my lack of knowledge, but these things are very demotivating. If someone could give me some kind of information that can explain the anomaly of this example, I will be very grateful. A greeting.
  6. unidad2pete

    defineing this ?

    if (((getPos _unit select 2) > 2) or ! (_unit in list Rearmlist)) exitWith {}; I'm sorry I was wrong, this works sure :) And yes, your script works too, be sure name your trigger with Rearmlist
  7. unidad2pete

    defineing this ?

    if (getPos (_unit select 2) > 2) or ! (_unit in list Rearmlist)) exitWith {}; Im not professional but I think that works. The name of the trigger should be Rearmlist
  8. Thanks, that was the problem. How could I imagine, it would cause problems?:confused:
  9. unidad2pete

    spawn BIS_fnc_MP stops working

    The error is very random. It may be 12 hours working well, but sometimes also occurs within seconds of starting the mission. My suspicion is that when users enter certain this error happens. I was testing with suspected of using some kind of hack, and they entered the server, BIS_fnc_MP stops. You use some kind of script Antihack on your server?
  10. unidad2pete

    spawn BIS_fnc_MP stops working

    Fail post im sorry
  11. unidad2pete

    spawn BIS_fnc_MP stops working

    I posted new link
  12. unidad2pete

    spawn BIS_fnc_MP stops working

    It is a mission with many scripts, and it's all very untidy, is a practice mission while learning script, so do not know which particular script which I post or should look for errors. This is the complete mission: MEGA: https://mega.co.nz/#!Z0wHxCAb!NleZrgj5axRx8v2UhYTCxmqkUA4hUi-bJRvNC7WpBTQ Mediafire: http://www.mediafire.com/?c9jugf0skot2z6u Edit: Another error that rarely happens is that all players of the same team crash game at a time Edit: scripts\loopserver.sqf is the most suspicious in my opinion
  13. Hi, Sometimes, all functions called by "spawn BIS_fnc_MP" stop working. I have no idea why this happens and forces me to restart the mission to recover. I have read on google, hackers can paralyze the libraries. Is there any way to recover the function "spawn BIS_fnc_MP" without having to restart the mission? I do not detect errors in scripts, which can happen for "spawn BIS_fnc_MP" stop working? Thank you and sorry for my English level
  14. Thanks everyone, I'll try your suggestions and I will tell if it works.
  15. I constantly change server.cfg other characteristics, name, password etc ... and everything works fine.
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