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dezibert

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About dezibert

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  1. Very cool stuff, thanks! Need to try this since in IRL I dive OC and CCR myself.
  2. dezibert

    Dynamic Player Markers

    My bad, found the problem in farooq's revive (1.4d). After applying the fix it works perfectly - thanks again!
  3. dezibert

    Dynamic Player Markers

    Thanks, good stuff! Any chance this can be made persistent? I was not able to make it show up on the map after player dies/respawns...
  4. I meant what you described in your first post: '...once you reach the extraction point (i.e. a trigger which is activated when BLUFOR are detected)...' I thought you want a trigger being activated when BLUFOR enters that area (extraction point), you already placed that one I guess. So you just need to give it a name that you can use in 4).
  5. Hi. I would solve it like this: 1) Use task module (create task, set task state) 2) Place trigger with condition for task completion, give it a name (for example trigTask1Complete) 3) Sync set task state from 1) with trigger from 2) 4) Place trigger for mission end (for example type #end1) with condition triggerActivated trigTask1Complete and probably a small timeout. So when condition for task completion is met, trigTask1Complete fires. Task should render completed. #end1 trigger should fire. To check triggers firing you could simply use hint "trigTask1Complete" on activation.
  6. Thanks for this one. There is a problem in Arma 3 however: I encountered it in combination with spunFIN's AI Spawn Script (heliParadrop) - it let's the spawned helis crash (tested on dedicated host). I have not searched for the details yet, but the helis fly as intended without this one...
  7. I see, thanks for clearing that up!
  8. Thanks for your reply. Ok, so when playerA steps into trigNow he gets his coordinates from a bit ahead, while playerB sees his coordinates from a couple steps behind? Does this mean the dedicated server 'sees' two markers created by trigNow (one per player)? I also have a case where I see [0, 0, 0] as coordinates - timing issue or because there cannot be two "m1" at the same time?
  9. Hi. I get inconsistent results when debugging this simple setup on a dedicated server: bluefor rifleman as player bluefor rifleman as playable, grouped to first rifleman trigger (rectangle, 10 by 10) name: trigNow type: none activation: bluefor present once on act: nul = createMarker["m1", (getposATL player)]; trigger name: trigDebug type: none activation: triggerActivated trigNow on act: hint format["%1", getmarkerpos "m1"]; When connecting with 2 players, one as rifleman squad leader and the other as rifleman: squad leader walks forward to trigger trigNow, the second trigger trigDebug hints different marker coordinates each time I restart the mission (or change roles of course). I am confused what is happening here... or missing some scripting basics... Is there a solution for consistency? I know triggers are local and player on dedicated is null object, but that does not explain the inconsistency or how does it? Thanks in advance for some enlightenment :).
  10. Yes sorry, driver slot was locked by convoy script. Works now!
  11. dezibert

    Mission Presentation

    How can I set the "Description" text which is displayed as 3rd line top-left in mission browser (it's not overviewText or onLoadMission)?
  12. I guess the conflict arises from involved convoy script (norrin's convoy script). I found some lines there like '_vcl lockDriver true;' which could explain the locked position. I try a variant without the locking part...
  13. Hi. As part of a mission I want BLUEFOR players to hijack a vehicle (truck), currently driven by OPFOR. The hijacking is done by shooting tires until enemy leaves vehicle and getting rid of them. After repairing the vehicle, the driver action is not available. I tried several combinations of empty vehicle / faction vehicle / 'join group' / unlocked settings but BLUEFOR players are never allowed to get in that vehicle as driver. I can enter as cargo / next to driver but never as driver. Any ideas? Thanks. ---------- Post added at 16:40 ---------- Previous post was at 16:12 ---------- It works in the editor though!
  14. I have this strange tiled overlay covering the uav shot. It's grey/black tiled (like when you escape to option screen) and almost opaque. Is this a bug or how can I avoid this? ---------- Post added at 13:41 ---------- Previous post was at 13:20 ---------- Where did you put this code snippet please?
  15. Greetings. Thanks for pointing this combination out. I've been using VAS and supply drop module successfully when not combined in multiplayer. In multiplayer, a VAS initiated supply drop crate is spawned for each active player. Can anyone confirm/reproduce this? What have I misplaced? Maybe it is not enough to sync the module only with the main 'player'?
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