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NeoPixie

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Everything posted by NeoPixie

  1. NeoPixie

    Police Unit's

    We have Police Trucks.. We have Police Boats.. but no police units / clothes Granted we have the tactical vest that has some Russian on, but no standard run of the mill police bobby.
  2. NeoPixie

    ArmA 3 Tools

    <----
  3. NeoPixie

    ArmA 3 Tools

    Anyone have/had problems with the o2 released on steam?
  4. NeoPixie

    ArmA 3 Tools

    tried that already, launching o2 by itself (steam version) will go 'Use the command-line sxstrace.exe tool for more details' then closes
  5. NeoPixie

    ArmA 3 Tools

    Launching oxygen 2 via steam kicks up "Failed to start game (Unknown error)" no matter what.
  6. Change map No, but change mission Yes.
  7. Hey guys, this following script only courses the game to crash while in Altis and i can't seem to figure out why? any ideas? buyVehicle_ToClient = objNull; buyVehicle_ToServer = []; fn_BuyVehicle = { _nearVehicles = nearestObjects [player,['AllVehicles'],5]; if(count _nearVehicles == 0) exitWith { closeDialog 0; hintSilent 'No vehicle nearby'; playSound 'error'; }; { if((!((typeOf _x) in vehicleClassMaster))) then {_nearVehicles = _nearVehicles - [_x];} } forEach _nearVehicles; if(count _nearVehicles == 0) exitWith { closeDialog 0; hintSilent 'No vehicle nearby'; playSound 'error'; }; {if(_x getVariable 'hidden' == 1) then {_nearVehicles = _nearVehicles - [_x];};} forEach _nearVehicles; if(count _nearVehicles == 0) exitWith { closeDialog 0; hintSilent 'No vehicle nearby'; playSound 'error'; }; _nearVehicle = _nearVehicles select 0; _forSale = _nearVehicle getVariable ['masterArrayInfo',nil]; if(isNil '_forSale') exitWith { closeDialog 0; hintSilent 'No vehicle nearby'; playSound 'error'; }; _cost = [_nearVehicle,1] call fn_Cost; _purchase = [_cost,(_nearVehicle getVariable 'masterArrayInfo')] call fn_Purchase; if(_purchase select 0) then { titleText ['','BLACK OUT',0.8]; _masterArrayInfo = _nearVehicle getVariable 'masterArrayInfo'; sleep 1; player setPos (position playerAwayLogic); playSound 'carDoor'; _pos = position _nearVehicle; _dir = direction _nearVehicle; buyVehicle_ToServer = [_nearVehicle,_pos,_dir,player]; publicVariableServer "buyVehicle_ToServer"; //[[_nearVehicle,_pos,_dir,player],"fn_BuyVehicleServer",isServer,false] spawn BIS_fnc_MP; }; }; fn_BuyVehicleReturn = { _veh = _this select 0; player moveInDriver _veh; _policeVeh = _veh getVariable ['policeVeh',false]; _color = _veh getVariable ['color',nil]; if(_policeVeh) then { if(!isNil "_color") then {[_veh,_color] call fn_PoliceTruck;}; }; _veh setVariable ["trunk",[],true]; _veh allowDamage true; player allowDamage true; sleep 0.1; titleText ['','BLACK IN',0.8]; if(_veh getVariable ["policeVeh",false]) then { [_veh] spawn fn_PoliceRadioLoop; }; _veh setVariable ["coOwners",[],true]; }; "buyVehicle_ToClient" addPublicVariableEventHandler {[(_this select 1)] spawn fn_BuyVehicleReturn}; buyVehReady = 1;
  8. NeoPixie

    Police Unit's

    ahh its looked russian, still disappointed there is no police footmen
  9. NeoPixie

    Police Unit's

    also im sure there was a actual police CAR in a pre alpha photo
  10. Anyone got a list yet for all the new vehicles animates and textures?
  11. no police versions of hatchback :O
  12. ledgend! I cant remember where to find the animate list. any idea?
  13. Can confirm the latest beta build still causes the crash with nearestObjects
  14. also nearestLocation coursed my game to freeze for a couple minutes, sometimes completely crashing it to desktop.
  15. I've notice it does it very randomly I used a simple nearobjects to detect units on a different mission and it worked fine, restarted and it caused a crash. very weird! edit: Skinkicker I've done both server side and locally it will both make the client crash
  16. tested like austin said and it works to an extend but still, this needs to be sorted by bohemia
  17. I tried changing that, what makes me think its oblivious nearObjects that is i disabled the initialization of the script and the mission loads completely fine. Only issue is that my current mission requires it to work =/
  18. Was curious so changed it to JUST fn_BuyVehicle = { _nearVehicles = nearestObjects [player,['AllVehicles'],1]; if(count _nearVehicles == 0) exitWith { closeDialog 0; hintSilent 'No vehicle nearby'; playSound 'error'; }; }; So only a radius of 1 to the player and still crashes, really starting to annoy me that there isn't actually any fix
  19. I think Bohemia might have accidentally broken something i receive an error about _threatMaxRadius although this isn't even in my code anywhere. what makes me thing the issue is all Bohemia related.
  20. Anyone know how or got a script that stops tree falling down? Pix
  21. Best thing to do is make a skin layer call it 'help' or what ever and make each panel a bright colour then have key for each colour for personal reference (: you could then edit from that
  22. Amazing Work, my mind just got blown!
  23. Hey a quick shout to anyone willing to help, ever since bis have made it almost mandatory variables most be defined completely, i've began to notice a lot of undefined variables popping up in code although they don't actually course anything to break I'm looking for someone to sit down with myself and go through this whole mission and wiggle out all these bugs, I'm happy to give you a payment for doing so. Throw us a PM / reply if interested //Pix
  24. tried that method already, still will throw an undefined out on line 24/25 for if(_random >= _durability) exitWith Edit: Got that bug fixed, only issue i now need to sort the _axeName out like you said sa0k. because if it breaks it basicly makes an 'nul' and shoves any(x) into the playerarray
  25. Hey guys, ever since Bohemia decide it would be a 'good' idea to make everything defined i've been having countless issues with certain codes that are defined but still say the variable isn't.. This code below is the one i'm having the issue with It kicks out the error on line 24 if(_random >= _durability) exitWith Saying _durability hasn't been defined although it was in the if statement job_Mining_UsingPick = false; job_Mining_UsePick = { _item = _this select 0; if(_item == "item_Pickaxe1") then {_durability = 150; _axeName = "Bronze Pickaxe";}; if(_item == "item_Pickaxe2") then {_durability = 180; _axeName = "Iron Pickaxe";}; if(_item == "item_Pickaxe3") then {_durability = 195; _axeName = "Steel Pickaxe";}; if(vehicle player != player) exitWith {hintSilent "You must be on foot"; playSound "error"}; _rockNear = [18,position player,"sh"] call fn_FilterNoClassObjects; if(!_rockNear) exitWith {hintSilent "No rock nearby"; playSound "error"}; if(job_Mining_UsingPick) exitWith {hintSilent "You are already mining a rock"; playSound "error"}; closeDialog 0; job_Mining_UsingPick = true; [] spawn { titleText ["Mining Rock","PLAIN DOWN",1]; [] spawn { sleep 1; [player,"mining",getPlayerUID player] call fn_Say3D; }; [[player,"ReloadRPG"],"fn_Animation",nil,false] spawn BIS_fnc_MP; _random = random 200; if(_random >= _durability) exitWith { hintSilent "Your pickaxe broke"; playSound "error"; [_axeName,-1] call fn_AddInventory; }; for "_l" from 0 to 10 do { sleep 1; [[player,"AwopPknlMstpSgthWrflDnon_End"],"fn_Animation",nil,false] spawn BIS_fnc_MP; }; [[player,"AmovPercMstpSnonWnonDnon_AinvPercMstpSnonWnonDnon_Putdown"],"fn_Animation",nil,false] spawn BIS_fnc_MP; sleep 1; _amount = 1 + (round(random 20)); ["Rock",_amount] call fn_AddInventory; _str = format["%1 Rock collected",_amount]; titleText [_str,"PLAIN DOWN",1]; playSound "bag"; sleep 0.5; [[player,"Normal"],"fn_Animation",nil,false] spawn BIS_fnc_MP; job_Mining_UsingPick = false; }; }; job_Mining_UseRock = { }; //====================== job_Mining_Loaded = 1;
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