Jump to content

slenderboy

Member
  • Content Count

    11
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About slenderboy

  • Rank
    Private First Class
  1. As a follow up. I am pretty silly and should have seen what I was doing before hand. respawnWest1 = [west, "respawn_marker_west_5"] spawn BIS_fnc_addRespawnPosition; respawnWest1 call BIS_fnc_removerespawnPosition Is different to, respawnWest1 = [west, "respawn_marker_west_5"] call BIS_fnc_addRespawnPosition; respawnWest1 call BIS_fnc_removerespawnPosition I was using spawn. Why? Have no idea. When I wrote code on the forum here I wrote it, not copy/pasted so it didn't get transferred over. When using markers and calling rather than spawning everything works fine and dandy. Cheers everyone one for the help. Will continue testing all the respawn functions and settings.
  2. Interesting. Have you tried this? (You haven't because you can't in hind sight) respawnPoint = [west,"marker"] call BIS_fnc_addRespawnPosition; respawnPoint call BIS_fnc_removeRespawnPosition; Because this results in the same error as at the start of the thread for me and I would see that as the simplest test possible. Anyway I will try out the functions you have provided. Can I add them to my mission and then distribute? Credit will be provided (for functions and the help). Cheers.
  3. I am having no luck still sorry Moricky. I have no change.
  4. Well how about that. Good work, can finish my mission now thanks.
  5. Tried it and it works pretty well. Can you have the player go back to the stance they were in before the fall? Otherwise not bad!
  6. slenderboy

    ArmA3 Classnames - no discussions

    To be honest I just use the ingame config viewer. That thing is boss when classnames change or finding something not listed.
  7. Not the answer you are looking for but if you set the waypoint to careless then it won't react to coming under fire.
  8. Sure thing. This is being created in a multiplayer environment on the DEV build. respawnWest1 = [west, "respawn_marker_west_5"] spawn BIS_fnc_addRespawnPosition; respawnWest2 = [west, "respawn_marker_west_6"] spawn BIS_fnc_addRespawnPosition; respawnEast1 = [east, "respawn_marker_east_7"] spawn BIS_fnc_addRespawnPosition; This is in the init.sqf file. Another file is called by a trigger (radio.sqf) (trigger tested working correctly) which has this respawnWest3 = [west, "respawn_marker_west_1"] spawn BIS_fnc_addRespawnPosition; respawnEast2 = [east, "respawn_marker_east_1"] spawn BIS_fnc_addRespawnPosition; respawnEast3 = [east, "respawn_marker_east_6"] spawn BIS_fnc_addRespawnPosition; respawnWest1 call BIS_fnc_removeRespawnPosition; respawnWest2 call BIS_fnc_removeRespawnPosition; respawnEast1 call BIS_fnc_removeRespawnPosition; The intent is to move the current spawn points to more forward ones as the mission progresses. I do this a few times throughout the mission with different scripts. I can post them too but it's more of the same. All spawn new spawn points are created but old ones are not removed. I get 100% same results from this too. respawnWest1 = [west, "respawn_marker_west_5"] spawn BIS_fnc_addRespawnPosition; respawnWest1 call BIS_fnc_removeRespawnPosition; So as far as I can tell if that works for you then the problem is with me. I am running no mods though. If you need anything else just give me a yell. Cheers. PS. Awesome work on the all the respawn. Your guide in the sticky thread was very helpful too. I would recommend that is done on other sections of scripting :D
  9. Exactly what is happening at the moment. respawnWest1 etc are the arrays returned from addRespawnPosition. I seem to doing everything correct but it doesn't work... Will do some testing and see if it is a problem with the BIS function or something I have done. Cheers anyway.
  10. slenderboy

    Helicopter insertion

    Ungroup the helicopter from the squad. Name the chopper "chopper1" (can be anything) Put this code into the init for all the units you want in the cargo this moveInCargo chopper1 Now the units are in the chopper but not not grouped to it. Is this what you wanted?
  11. Hello. Been trying out the new respawn selection screen. I can add spawn points fine but can't remove them. when executing this code I get a bar at the bottom of the screen containing "[bIS_fnc_removeRespawnPosition] #0;" respawnWest1 call BIS_fnc_removeRespawnPosition; respawnWest2 call BIS_fnc_removeRespawnPosition; respawnEast1 call BIS_fnc_removeRespawnPosition; http://iforce.co.nz/i/gke4uw3g.pf2.png (1692 kB) What is the bar and any idea why the points are not being removed?
×