ange1u5
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Everything posted by ange1u5
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Process failed: File not found /when updating a file on the workshop)
ange1u5 replied to Varanon's topic in ARMA 3 - TROUBLESHOOTING
I've also had the same problem but can't find much info about it at all. The game clearly knows the mission is there otherwise why list it? -
It seemed to occur when I switched to the night mode of my mission you can find here: http://steamcommunity.com/sharedfiles/filedetails/?id=179806293 I have dozens of gamelogics loaded in the mission using the lightobjects command for night time racing, so I wondered if that was somehow causing the fault. Either that or the sudden advance in time by using the laptop in the mission to advance 10 hours gametime. Once the fault occurs, it persists until I exit the game and restart. It didn't matter if I tried a new mission or anything until restarting the game.
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The new rain effects worked briefly and then all turned to black pixellated squares completley obscures my view: http://i761.photobucket.com/albums/xx257/Ange1u5/2013-10-16_00001_zps51b369d4.jpg http://i761.photobucket.com/albums/xx257/Ange1u5/2013-10-16_00003_zpsb373fc71.jpg
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Updated to version 1.3.
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So I recently released this mission to the public: http://forums.bistudio.com/showthread.php?165940-MP-RC-The-Great-Altis-Highway-Race Its almost where I want it to be, but the final thing I really want to implement I have no idea how to do properly (or if its possible). Along the route of this race are 6 checkpoints where you can pick up fresh, undamaged cars to race in. I would like to set it so players can respawn at these checkpoints after they pass them but only at the individual level. I have tried using the respawn module and I can successfully get it to activate once players pass the trigger. Unfortunately it activates for ALL players rather than just the individual passing. Is it possible to do this? I would also like to have it so when the player dies, you get the map on screen allowing you to choose where to respawn (like in BECTI for example), but again not sure how to implement this. This feature however is not so important, just more an afterthought. Any help on this appreciated!
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Help with respawns for individual players after passing a trigger/checkpoint...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No I've tested it with another player. I let him go past the trigger, I can see on the map that all markers end up moving when he passes the triggers, I kill myself and end up at that new spawn point despite the fact I've never passed the triggers myself :( -
Help with respawns for individual players after passing a trigger/checkpoint...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I realise I probably shouldn't do this but buuuuuummmmppp!! :P -
Help with respawns for individual players after passing a trigger/checkpoint...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok yes, it does work, brilliant. Now onto the next problem to solve. When a player passes through the trigger, he's ending up dragging ALL the respawn points to the new checkpoint. Ithink its because this && (vehicle player in thislist) is when any player enters the trigger, therefore its setting off all the triggers for all specific players, thus moving the respawn. Can this && (vehicle player in thislist) be refined further so only specific player in this list as it were activates the trigger? -
Help with respawns for individual players after passing a trigger/checkpoint...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome, it does indeed work. I thought maybe it would require a bit of extra code but good to know it doesn't! Thanks again for your help :) Edit: nm I think I got it working \o/ -
Help with respawns for individual players after passing a trigger/checkpoint...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Many thanks Kylania and Larrow. I've had a play around with it, but I think the trigger condition needs adjusting since all players will be in a car when they pass the trigger. I did just test it with your demo mission by being in a car and the trigger won't fire. The COND is PlayerOne in thislist && local PlayerOne right? I use the code this && (vehicle player in thislist) for other triggers (again provided by you Kylania!) so how can I adapt the trigger COND for it to work with vehicles? -
Help with respawns for individual players after passing a trigger/checkpoint...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Much appreciated Kylania! If you could post an example that would be awesome as I'm still quite noobish at all this scripting stuff and my brain has frozen at all the googling I've been doing about things these past few days :D -
Help with respawns for individual players after passing a trigger/checkpoint...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Cool, can you elaborate on that a bit for me? Is createMarkerLocal/setMarkerPos meant to be done in the editor or through the sqf/ext files? I need context on how to use them =P Thanks again. -
GET/SET Loadout (saves and loads pretty much everything)
ange1u5 replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
nm got it working! -
Overview picture - Dedicated server woes
ange1u5 replied to shark-attack's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Am also finding the same thing. Works fine locally, dedicated server says no :( -
Some help regarding sending hints to individual players...
ange1u5 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello there. I'm trying to create a mission at the moment involving a race. There are various checkpoints along the way but I want either a hint or a chat message to come up and alert an individual player when he is approaching the checkpoint. I've tried several methods of doing this and it just doesn't seem to work properly. I've exhausted eveything I can think of and done much trawling through the forums with no result. I've tried the following bits of code: if (player == unitname) then {hint "a fairly long sentence here"}; and also tried: unit groupChat "text here" I'm probably just doing something stupid and not seeing it. Each trigger I lay down with this code requires that BLUFOR be present only once and I put that code in the INIT part of the trigger.What often seems to happen though is that all players end up still getting the hint or chat message sent to them. Any help appreciated :) -
Some help regarding sending hints to individual players...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yup its working as I wanted it now. Many thanks for your help guys :) Look out for the Great Altis Highway Race coming soon :P -
Some help regarding sending hints to individual players...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nope. All the playable units are named as p1, p2 etc up to p10 (as there are 10 players). But other than a specific name and gear loadout, there is nothing else special about them. ---------- Post added at 16:00 ---------- Previous post was at 15:30 ---------- I see what you mean now, trying that trigger on a brand new mission, it does fire. Hmm, so something in my mission is preventing it, but what? ---------- Post added at 16:12 ---------- Previous post was at 16:00 ---------- Ah now I've found why they're not firing. If the unit just walks into the trigger it works ok. If the unit is in the car he's racing, the trigger does not fire. -
Some help regarding sending hints to individual players...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't know what to tell you. When I test this with a friend, neither of us get the hint pop up as if the trigger doesn't fire for us :( ---------- Post added at 15:22 ---------- Previous post was at 15:20 ---------- Here's what it looks like in my editor screen: http://uploadpie.com/HdF2Y -
Some help regarding sending hints to individual players...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just tried that, still nothing. Here's the entire line of code from my mission.sqm: class Item5 { position[]={4443.4316,37.254055,14011.175}; angle=-27.288601; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="cp1p1"; expCond="this && (player in thislist)"; expActiv="hint ""You are approaching checkpoint #1"""; class Effects { }; }; -
Some help regarding sending hints to individual players...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have tried putting in this && player in thislist to my condition, but now the trigger doesn't fire at all when players go over it. Its looking like this at the moment on the trigger: BLUFOR Present Once COND: this && player in thislist ACT: if (player == p1) then {hint "you are approaching checkpoint #1"} else {} Nothing happens. If I remove the condition, it does fire but goes to everyone. (p1 is the unitname I'm using) -
Some help regarding sending hints to individual players...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great! So next noob question, am I just copy/pasting this && player in thislist into the Condition field or am I adding something more specific within that command? -
Some help regarding sending hints to individual players...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No it just a trigger to send to send a message to an individual player that they are approaching the checkpoint to give them time to decide if they want to make a stop or not instead of realising its there only after they've driven past it =P And what do you mean Matte54? Treat me like a proper noob to scripting because I am, I require handholding =P