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About Rebitaay

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    Lance Corporal

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  1. Hi everyone, it's been a while for me. I've gone over the biki page on remoteExec, read about remoteExec and remoteExecCall and all that, and I can't figure out two things: 1. When should I use remoteExec? The missions I make are always online co-op. Do I just use remoteExec for everything? Should I only use it for specific functions? 2. Is there harm in using remoteExec with bis_fnc_call all the time? It's easier to write '{blahblahblah} remoteExec ["bis_fnc_call"]', but I feel it'd be naive to assume it's a good practice. Thanks in advance, sorry if anyone facepalmed. I'm getting there.
  2. Rebitaay

    co10 Escape

    @NeoArmageddon I ported the mission to Malden (2035) using the port guide, and I'm fairly sure I did everything correctly. The mission appears to play just fine, but there are quite a few script errors that pop up randomly. I don't know what any of them mean without reading the scripts, but they're all in scripts that I haven't modified. This is of course on the Dev branch, on Malden. The only ones that I know aren't random are a few at the very beginning of the mission (in the prison), and when CAS is called. The CAS also seems to just be a ton of HE rounds coming out of nowhere, not sure if that is how it should be. Not sure exactly what I need to send you, but here is the unpacked mission + RPT: http://www.mediafire.com/file/lbd28s27um5up02/Escape_Malden_Files.7z Hope this helps you out, please let me know if you find a fix. I'd like to play error-free :)
  3. I went with his trick since my mission is meant for a listen server, but what are the main differences between Dedicated and Listen for the scripting end of things?
  4. @Mokka Forgot to report back, whoops! Just wanted you to know that you're a beautiful bastard. The info you gave me made everything magically work.
  5. You're a legend, mate.
  6. Haha! I'm going to set that up eventually.
  7. @Mokka Great info, I'll give some of these a try and report back once I've tested it with a buddy. Thanks!
  8. Hi all, Currently working on my second mission, and the multiplayer aspects of things are giving me a headache. I've crushed many bugs, but one that I can't seem to figure out is that many of my triggers are firing twice for one activation. This only happens in multiplayer with another player connected. For example: I have a trigger that detects when there are no OPFOR left, then spawns more. Occasionally, this ends up spawning 2x enemies or even 3x, rarely. Another example is I have a script that detects when there is no plane in a hangar and spawns a new plane, and it occasionally spawns two at once and everything goes to shit. I can upload the mission file if necessary. Any help would be greatly appreciated.
  9. Sounds like that's what I want, thanks!
  10. Hi all, I've been hard at work on my second mission. The core features are completed, and I'm moving on to the multiplayer aspects of it. As there isn't always someone available to help me out, is there a way that I can join my own server twice? Preferably without having to buy the game twice. Thanks in advanced!
  11. When you "export" a mission from the editor, I believe it only exports the mission file and none of the scripts. At least that's how it used to be, they may have changed it. Edit: Nevermind, they fixed that. All of the scripts are in your pbo. Sorry, no idea.
  12. Thank you both, I got it working now. This is what I came up with based on you two's advice: _plane = createVehicle [_getPlane, _spawnCoords, [], 0, "FLY"]; _plane addEventHandler [ "killed", { [] spawn { _timer = floor random [15,60,120]; sleep _timer; execVM "Scripts\SpawnHostiles.sqf"; }; } ]; Thanks anyways :P
  13. Hi all, need some help here, I'm stumped. I've got a (weighted) random number being used as a sort of cooldown in a mission I'm making. For some reason, it returns "any" in the specific script, but the same code works fine in the debug console. _timer = floor random [15,60,120]; // Cooldown timer _plane = createVehicle [_getPlane, _spawnCoords, [], 0, "FLY"]; // Create enemy plane _plane addEventHandler ["killed", {sleep _timer; execVM "Scripts\SpawnHostiles.sqf"}]; // When that plane is killed, start the cooldown and then spawn another When the enemy plane is destroyed, another one instantly spawns. I discovered that _timer is returning "any", but I'm not sure why. Any help is greatly appreciated!
  14. Thank you, that works great!
  15. The other parts of the script aren't complete yet, but the idea is to select a random fixed-wing aircraft using "_plane" and use that randomly chosen string as the classname in createVehicle. The if statements are going to be for an alert, saying "An enemy ____ has been detected", with the blank space being the name that was set. Not sure how confusing that sounds, let me know if I should clarify more. I'd paste the code, but it's not actually written yet.