Zombitch
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Respawn one of the players in MP
Zombitch replied to Zombitch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ohh OK, thanks ;) -
Hi, I know there is a forceRespawn function that works great. But my question is, how to choose the player I want to respawn. I mean, let's say I have a MP server where these players play (it's there nickname) : - Alan - Max - Paprika - PapaBear How can I script / said "respawn PapaBear" on server side. I tried to write : forceRespawn PapaBear But it did not do anything. Thanks for your help.
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Make a unit fire more than once (forceWeaponFire) ?
Zombitch replied to Zombitch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Work great when adding sleep or uiSlepp in the loop. Thanks -
Make a unit fire more than once (forceWeaponFire) ?
Zombitch posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I would like an AI to fire five times so I wrote a file (forceFire.sqf) : _unit = _this select 0; _weapon = currentWeapon _unit; _ammo = _unit ammo _weapon; _count = 0; while {_count < 5} do { _unit forceWeaponFire [_weapon, "FullAuto"]; _count = _count + 1; } Calling the script in a unit init field like that : _null = [this] execVM "intro\forceFire.sqf"; This thing is the unit is firing only once. I really don't understand why the unit does not fire other bullet. Any idea(s) ? Thanks. -
Managing tasks and trigger in multiplayer ? (who owns what ?)
Zombitch replied to Zombitch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, it's clear now. Thank you JShock. I'll test it soon. -
Managing tasks and trigger in multiplayer ? (who owns what ?)
Zombitch replied to Zombitch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Indeed I missed the last parameter of BIS_fnc_setTask that allow to set the task at a global level. However about BIS_fnc_taskSetState and according to this post, the function does not work in MP but this topic is old and the information given by sxp2high is maybe deprecated ? do you have any information about that ? Thanks again ;) -
Managing tasks and trigger in multiplayer ? (who owns what ?)
Zombitch replied to Zombitch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just want to create a simple Task that is visible for all players. Thanks for this helpful answer. "Tasks are local" means that when I create them I should avoid create them on dedicated ? With something like that : if(!isDedicated) then { //Create the task if no exists ["FindStuff_task", true, ["Find the box containing your stuff. It should be near a rock", "Find stuff", "Find stuff"], [3258, 1731, 0], "ASSIGNED", 1, true, false] call BIS_fnc_setTask; } And last question what if I want my task completed by player1 to be also completed on player2 client ? (I mean, player1 complete the task so it completes the task for all player) Thanks. -
Managing tasks and trigger in multiplayer ? (who owns what ?)
Zombitch posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Gentlemen and Ladies, A noobish question about tasks and triggers. I would like to know who (server or client ?) owns tasks and triggers ? Should I manage them only on server side and they will be "dispatched" to client or should I do it another way ? Thanks for your help. Best regards ;) -
How to stick part of buildings together ? (hospital)
Zombitch replied to Zombitch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks I fixed it ;) -
How to stick part of buildings together ? (hospital)
Zombitch replied to Zombitch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You mean I have to check isServer ? Doing something like that : if (isServer) then { hs = createVehicle ["Land_Hospital_main_F", [0,0,0], [], 0, "NONE"]; hs setDir (getDir this); hs setPosATL (getPosATL this); var = createVehicle ["Land_Hospital_side1_F", [0,0,0], [], 0, "NONE"]; var attachTo [hs, [4.69775,32.6045,-0.1125]]; detach var; var = createVehicle ["Land_Hospital_side2_F", [0,0,0], [], 0, "NONE"]; var attachTo [hs, [-28.0336,-10.0317,0.0889387]]; detach var; }; Thanks again for your advice. -
How to stick part of buildings together ? (hospital)
Zombitch replied to Zombitch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wow, thanks a lot, it works like a charm. Here is what I've done thanks to your code : 1) Add a game logic named "Hospital" 2) Copy paste this code in the game logic init fields hs = createVehicle ["Land_Hospital_main_F", [0,0,0], [], 0, "NONE"]; hs setDir (getDir this); hs setPosATL (getPosATL this); var = createVehicle ["Land_Hospital_side1_F", [0,0,0], [], 0, "NONE"]; var attachTo [hs, [4.69775,32.6045,-0.1125]]; detach var; var = createVehicle ["Land_Hospital_side2_F", [0,0,0], [], 0, "NONE"]; var attachTo [hs, [-28.0336,-10.0317,0.0889387]]; detach var; Code is from Killzone_Kid 3) Then the hospital appears where is located the game logic -
How to stick part of buildings together ? (hospital)
Zombitch posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I am trying to stick building pieces together but can't succeed it. In fact I try to add an hospital in Startis. The hospital is composed of 3 differents parts that should be "merged". I tried to play with setPos, setPosASL but never succeed. Here is what I get : You see, the three parts are "disconnected" and are not at the same level (I mean the slide 1 is lower than the main part) Does anyone know how to assemble this hospital ? Thanks ! NB : Don't tell me I have to place them manually :p NB2 : I don't know if it's important but I always use "this setVectorUp [0,0,1]" in the init field of my buildings, in order to get my buildings vertically. -
Adding building or house on map ?
Zombitch replied to Zombitch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, it works great. -
Hi, Just a quick question, I'm trying to add houses and buildings (official ones) on Stratis. But I don't find them in the Editor user interface that I'm wondering if it's possible to add house ? If so, can you explain me how to add house please ? Thanks.
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How turn off the lights in the lighthouse and base, city,.....
Zombitch replied to pescadorrr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Polygon No we still can't switch on/off light. As you can see here there is a bug about that.