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Rebitaay

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Everything posted by Rebitaay

  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. 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.
  4. 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!
  5. 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?
  6. @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.
  7. You're a legend, mate.
  8. Haha! I'm going to set that up eventually.
  9. @Mokka Great info, I'll give some of these a try and report back once I've tested it with a buddy. Thanks!
  10. Sounds like that's what I want, thanks!
  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. 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!
  13. 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
  14. Thank you, that works great!
  15. Still a bit new to scripting, working on my second mission. Just wanted to know if there is a cleaner way to code this: private _plane; _plane = selectRandom ["O_Plane_Fighter_02_F","O_Plane_CAS_02_F","I_Plane_Fighter_03_F","I_Plane_Fighter_04_F","B_Plane_CAS_01_F","B_Plane_Fighter_01_F"]; if (_plane == "O_Plane_Fighter_02_F") then {_plane = "To-201 Shikra"}; if (_plane == "O_Plane_CAS_02_F") then {_plane = "To-199 Neophron"}; if (_plane == "I_Plane_Fighter_03_F") then {_plane = "A-143 Buzzard"}; if (_plane == "I_Plane_Fighter_04_F") then {_plane = "A-149 Gryphon"}; if (_plane == "B_Plane_CAS_01_F") then {_plane = "A-164 Wipeout"}; if (_plane == "B_Plane_Fighter_01_F") then {_plane = "F/A-181 Black Wasp II"}; I just want to use less lines, but any other optimizations will be appreciated.
  16. 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.
  17. Hey all, Is there a way to hide the marker created by the "Respawn Position" module and "BIS_fnc_addRespawnPosition"? I've searched around a bit and could only find how to hide a normal marker using setMarkerAlpha. Thanks in advanced.
  18. Well, I don't think there is actually a way to do this as of yet. Oh well...
  19. Rebitaay

    Simple problem with syntax

    I wouldn't say that. The wiki isn't vague, it shows you exactly how to write it. You didn't add an effect type or a duration, and you didn't wrap in it brackets. greet = RBVeh addAction ["Greeting", {titleText ["Hello. How are you today sir? Im an Afghani Citizen.", "PLAIN", 0.5]}];
  20. Just drag the window to a different spot, and it should work. Fixes it 100% of the time for me.
  21. I tried using that method. It didn't work, I'm guessing because "Respawn_MHQ1" returns "[WEST, 1]", not a marker.
  22. That doesn't work, because there is no marker called "respawn_west". As I said in my first post, I'm using the in-game method using modules and BIS_fnc_addRepsawnPosition. There are also respawns in my mission that are created later in the game from a Mobile-HQ, so init.sqf probably wouldn't work for them. It does, although I don't think it's the same kind of "marker" that you would place in the editor or create with a script. This is how I've coded it: // To create them... Respawn_MHQ1 = [west, (_MHQ modelToWorld [0, -7, 0]), "Mobile HQ"] call BIS_fnc_addRespawnPosition; Respawn_MHQ2 = [west, (_MHQ modelToWorld [0, -7, 0]), "Mobile HQ"] call BIS_fnc_addRespawnPosition; // To remove them... Respawn_MHQ1 call BIS_fnc_removeRespawnPosition; Respawn_MHQ2 call BIS_fnc_removeRespawnPosition;
  23. Rebitaay

    Respawn_west

    Are you in singleplayer, or multiplayer? As I said in my post, singleplayer does not support respawning.
  24. Rebitaay

    Respawn_west

    Place a "Respawn Position" module on the location you want your units to respawn at. (Systems (F5) > Modules > Multiplayer0 Define the parameters to your liking in the module, as well as in the "Respawn" section in the multiplayer settings. No need to sync anything, unless it's for vehicles. What you're thinking of is the old way of doing it, by placing an "empty" marker, naming it "respawn_west", and defining the respawn point in the description.ext. I'm sure there are still reasons to do it that way, I'm just not aware of them. But if you simply want a respawn point for you and your allies, the new method will do just fine. Edit: I forgot to mention: If you're in singleplayer, you will just die and the mission will fail regardless of your setup. Test your mission through a LAN server, or with friends.
  25. I didn't understand what you're trying to make, so I can't quite say. If you elaborate more on exactly what you're trying to do, I could possibly help you further. But from the sounds of it, you're new to scripting. You should check out Scripting Introduction. I personally learned most of what I know from the Community Wiki, which is definitely worth checking out as well.
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