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boby91

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About boby91

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  1. Yeah, this is exactly what I thought .. I will edit it and try in Mp.. Thanks a lot for explain guys. Not specific unit, just anyone from blufor side.
  2. Hi, can someone pls explain me, where is the problem.. I have in init.sqf simple thing, which i want to execute after blufor unit walk into trigger field.. but, the action is multiply by number of players.. so everybody can hear 6x sound3 and sound8.. init.sqf trigger1_fnc = { chodec say3D "sound3"; sleep 20; radio say3D "sound8"; dedek action ["salute", soldierone]; }; trigger on act: remoteExec ["trigger1_fnc"]; Tell me if im wrong.. Trigger is present on every machine..And my command remoteexec send fnc to everyone from everyone.. so i have to use call instead remoteExec.
  3. Thanks!! :) It works perfect..
  4. Hi, I have script where heli land on smoke and wait for soldiers.. but the pilot switch his engine off.. Its somehow possible to force him not to do it?? Its little bit more realistic to see heli waiting with engine on.. :) Thanks a lot.
  5. Solved, it works fine for me. grp = group heli_evak; vojak addEventHandler ["Fired", { if ((_this select 4) isEqualTo "SmokeShellOrange") then { kour = (_this select 6); pohybhelipad = [kour] spawn { kour = (_this select 0); waitUntil { (getPosATL kour select 2) < 0.1 }; pozicekoure = getPosATL kour; publicvariable "pozicekoure"; call test_exec; }; }; }]; test_exec = { remoteExec ["test",2]; }; test = { sleep 2; nadymacek = "Land_HelipadCircle_F" createVehicle pozicekoure; // need to change for invisible type.. this was for testing sleep 1; call boby_kour_evak_exec; }; boby_kour_evak_exec = { remoteExec ["boby_kour_evac_fnc",2]; }; boby_kour_evac_fnc = { _wp1 = grp addWaypoint [pozicekoure, 0]; _wp1 setWaypointStatements ["true", "heli_evak land 'nadymacek'"]; }; heli_evak setvariable ["odletame", true]; heli_evak addaction ["<t color=""#09FF00"">"+"Odletet",{call odlet_exec},nil,1,true,true,"","(_target getvariable ""odletame"")"]; odlet_exec = { remoteExec ["odlet_fnc",2]; }; odlet_fnc = { heli_evak setvariable ["odletame", false]; _wp2 = grp addWaypoint [konec, 0]; _wp2 setWaypointStatements ["true", "'END1' call BIS_fnc_endMission"]; };
  6. Should be posibble with this script do that player (client) throw smoke and dedic server create invisible helipad for heli on the place, where smoke falls. ?? I've tried some things, but I dont know how to get from client, where script run values (coordinates, of fallen smoke). vojak addEventHandler ["Fired", { if ((_this select 4) isEqualTo "SmokeShellOrange") then { kour = (_this select 6); pohybhelipad = [kour] spawn { kour = (_this select 0); waitUntil { (getPosATL kour select 2) < 0.1 }; pozicekoure = getPosATL kour; hint format ["%1", pozicekoure]; }; }; }]; All I need to know, is how to get numbers from "pozicekoure" to dedic.. where can I work with it.. Please help i dont have experience with variables..
  7. Hi guys :) Can someone help me pls with little problem... I'm using script which you can see below.. for put unit "manik" to animation, which is sitting on the chair. He have hard point arrow4, where he should sit on. The problem is.. in MP, if I or one of my friends host the mission, unit "manik" is sometimes on the right place, sometimes is he moved 1 meter behind the chair, sometimes is he in front of the chair and so on.. ITs possible to make it work everytime ?? // in init.sqf [manik,"SIT1","ASIS",arrow4] call BIS_fnc_ambientAnim;
  8. Hi, i have question... what function I have to use, if I want run script on dedic server (my pc), which has been called fron client.. lets say from addaction on smth.. ? If I use remoteExec, it will run from dedic to all clients right ? Maybe if I use numer two in "targets" option... I will try it :) remoteExec ["some_fnc", 2]; ??
  9. So i solve this :) I had to use MPEventHandler with MPHit.. but still is problem with ending injured animation. So I used trigger, where is condition: captive unit1 and onact: unit1 call BIS_fnc_ambientAnim__terminate.. It works fine now.
  10. Hi, I've little problem with script, which you can see. When someone hit unit, he swich to animation (injured) and someone can arrest him. Its working on pc, where is mission running, but others dont see the animation.. for them is the unit only stuck in some weird position and also, they cant use action on the unit "zvednout", which terminate animation and allow this unit move with us. I think its problem of global/local issue.. this addEventHandler ["hit",{[unit1,"PRONE_INJURED",""] call BIS_fnc_ambientAnim;unit1 addaction ["Zvednout","unit1 call BIS_fnc_ambientAnim__terminate"];}];
  11. Hi, its somehow possible to set difficulty to mission? Or if someone know how to do, what i want to do. I have mission, where i have mine fields and I dont want to show them by the red triangle. I have this option off in my difficulty, but if my friend is hosting my mission and He will not have the same difficulty as i do.. Mines will show up.
  12. Hi, I've question, if its possible to have script, or trigger.. which run behind (or check if its trigger), if player have any weapon in hand. Im doing mission, where players are in disguise, but if they take some wepons in hand.. they break their cover.
  13. Yeah, I've already tried this syntax, but its not working. Maybe its not possible to do it this way and I have to use trigger with ACE modul for surrender... :(
  14. Posts: 19 Rank: Level: Member Country: cz Location: Occupation: Age: In-game name: #1 Posted at 2016-12-02 18:32 Hi, I have one little problem. I dont want to use trigger. I d like to use waypoint (on act) from different unit.. When some unit activate his waypoint, i want to make two units as surrenders. I wan to use ACE3 script, which is here (http://ace3mod.com/wiki/framework/events-framework.html) -- ace_captives_setSurrendered [_unit, _state(BOOL)] Target Callable Sets a unit to either start or stop surrendering. I tried to make it work, but without success. :( Cant find right syntax. Can someone help pls.
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