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unidad2pete

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Everything posted by unidad2pete

  1. I Want create an object with an action to rearm, but this action only appear to player who create object. I want everyone to use the action of the object. First I assign action to player: muni = player addAction ["AMMO", "muni.sqf"]; This action is for create an object with the action. Ok, works fine, on use action call muni.sqf muni.sqf: player removeAction muni; amo = "B_supplyCrate_F" createVehicle (position player); amo1 = amo addAction ["REARM","rearmar.sqf"]; hint " Next box in 10 seconds "; sleep 10; deletevehicle amo; muni = player addAction ["MUNI", "muni.sqf"]; This create an object "B_supplyCrate_F", remove action to create object, wait 10 seconds, removes object and create action to recreate the object. Object is viewed for all, but her action is only visible to object creator. Where is the problem?
  2. Hi; I want an action to repair buildings. Init player: player addAction ["Repair Building", "repairbuild.sqf"]; repairbuild.sqf: _rbuilding = nearestBuilding player; _rbuilding setdamage 1; sleep 2; _rbuilding setdamage 0; The script works fine, my problem is that it only detects the default map buildings, if I add a building to the map, (with @ deditor or @ CJTFEditor) is not detected as a building, I do not know why. any help?
  3. How I add the player's name, to the title of the action the player creates? _myname = name player; // get name of player _amo = createVehicle ["B_supplyCrate_F", position player, [], 0, "None"]; // creates an amo box called " amo " _addaction = amo addAction ["REARM!","scripts\rearm.sqf"]; // add action to amo, with title REARM!! calling rearm.sqf I want change REARM to _myname, ( name of player ) I tried with; _addaction = amo addAction ["_myname","scripts\rearm.sqf"]; and _addaction = amo addAction [""_myname"","scripts\rearm.sqf"]; this not working, Im not a profesional scripter. How I do?
  4. 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?
  5. Ok, then I try to use your addon, thank you for your job!!
  6. 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.
  7. unidad2pete

    Realistic Jumping Script

    10 / 10 thanks!!
  8. 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.
  9. 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
  10. 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
  11. Hi all; I have paid a server with 60 slots. To solve my problem, I have decreased the capacity of the mission to 57 players, but I'm paying 60 slots. When my server exceeds 60 players stopped automatically by company. Sometimes, the server reaches 63 players. How is it possible? Why not close the entrance to the server when there are 57 players?Is mission problem? In description.ext class Header { gameType = TDM; minPlayers = 1; maxPlayers = 57; playerCountMultipleOf = 1; }; in server.cfg checkfiles[] = {}; maxPlayers = 57; kickDuplicate = 1; verifySignatures = 2; equalModRequired = 0;
  12. 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
  13. Thanks, that was the problem. How could I imagine, it would cause problems?:confused:
  14. 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?
  15. unidad2pete

    spawn BIS_fnc_MP stops working

    Fail post im sorry
  16. unidad2pete

    spawn BIS_fnc_MP stops working

    I posted new link
  17. 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
  18. Thanks everyone, I'll try your suggestions and I will tell if it works.
  19. I constantly change server.cfg other characteristics, name, password etc ... and everything works fine.
  20. I have a variable in the dedicated server, scorewest. When scorewest reaches 200 use "# end1" call BIS_fnc_endMission; All players return to menu correctly, but the server variables, the position of the vehicles and other things are not restarted. What am I doing wrong?
  21. There is something in my mission, which is not often, but sometimes, a team receives an error and shut the game. The other teams are playing quietly. It must be something that affects the whole team. The only thing I can think is "countSide" but I find no abnormalities. You have any idea where I could look?
  22. When I deach a vehicle, my helicopter is destroyed, Why is this happening?
  23. unidad2pete

    Clean up Script

    You could find the command? I need to know how. I'm sure it must be very simple, but can not find any command that works. Help plz :p
  24. Hi I delete vehicles and dead bodies with this. {_dolor = getDammage _x; if (_dolor >= 0.9) then {deleteVehicle _x};} forEach vehicles; { deleteVehicle _x } forEach allDead; But I dont Know how delete weapons, items, heads, backpacks etcc... any help? Thank you.
  25. unidad2pete

    My mission have LAG :(

    Yes; If I try to upload the changes I realized, to help others. But my big help was this page. http://community.bistudio.com/wiki/Code_Optimisation Warning with "Whiles" "untilWait", can use, but warning.
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