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greensha

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About greensha

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  1. greensha

    Sectors causing crashes?

    I'll do that. I think that the problem might be caused by the previous sector information not being erased from the new sector when you place a new sector on the map (without going to another module and placing that first). I've been able to get my mission to work by individually placing the sectors after placing another module first. It's time consuming though.
  2. greensha

    Sectors causing crashes?

    After a bit of experimenting I was able to reliably reproduce the error. First I started with a blank mission in the multiplayer editor. Placed a single player and respawn module. Then I created a sector complete with side logic and area/trigger combo. I verified that this worked and it did. I think copied and pasted that sector to create another five sectors (named Sector 1 - 6 and designated A-F). I verified that these also worked. Then I sync'ed the first two sectors with the unlock game logic and trigger set to blufor. Doing this causes the game to hang at the loading screen. Removing the sync between the first and second sector returns the mission to a working status.
  3. I've been playing with sectors and have hit a problem that makes me think that the sector module (or something associated with it has some bugs). I've made a mission with six sectors. While I was making the map, I encountered a problem that after capping my first sector, the mission would crash to the loading screen. The game was still running in the background as I could hear myself moving around and shooting my weapon when I pressed the appropriate keys. I was able to fix that problem by deleting the second sector and replacing it with a copy of the first (then editing the various parameters). I had my mission working with all sectors firing appropriately but with a few small logic errors. I fixed the errors but I am now back to freezing at the loading screen. In this case, I can have the first three sectors on the map and the mission runs fine, but when I add the fourth sector, the game hangs at the loading screen and has to be restarted. Has anyone else seen this problem?
  4. UPDATE2: I removed all the sync's from the sectors and re-sync'ed them and it worked. I'm not sure what the problem was but I suspect that the sector code as some bugs that are yet to worked out. I started to experience some other issues (see my other thread for details).
  5. Yes, that's how I have it set up. The unlocks work for the respawns just not the sectors. ---------- Post added at 19:14 ---------- Previous post was at 18:22 ---------- UPDATE: I decided to keep adding my sectors and come back to the problem of the unlocks later. The 4th sector I added worked as I intended (ie, it doesn't show up until the 3rd sector is capped). Obviously I did something different with this one that made it work but I just can't figure out what. Does it matter which direction the synchronisation goes? I'm pretty sure it doesn't but I might be wrong. Some of the sectors/triggers/locks etc get grouped (not sync'ed) to other nearby objects. I've been ungrouping them, does that make any difference?
  6. I'm making a mission that requires NATO to capture sectors in a sequential manner. I have no problem creating and placing the sectors, but I can't make the sectors show up sequentially. I am using the "unlock" game logic sync'ed to a trigger then sync'ed to the new sector. All the sectors show up at the start of the game rather than after the preceding sector is captured. I'm able to use the unlock/trigger combo to unlock new spawn points. Any ideas? Thanks!
  7. Yes, that was it. I had turned down the music when I first installed the program and never thought about it after that. The explosion effect is great! Thanks!
  8. I've been trying to get this script to work but I am confused by the following line... What are the three triggers and where can I find them? Thanks! EDIT Ok, I got the demo working and now I see the triggers. However, I don't get the explosion sound. I am using the demo mission with no changes. Any ideas? The blast looks awesome! Thanks!
  9. Thanks for the reply! The addUniform function is a local function so even though it's executed via the init field, it's only executed on the local machine. I need the BIS_fnc_MP command to make sure that everyone's uniform is sync'ed. Of course, I could be wrong about the way I'm doing this. For the purposes of the mission, it doesn't really matter if a player's uniform looks different to every other player, just as long as it's a civilian uniform. If you have different solution for getting one side clothed in civilian clothes, that would be very helpful. Is that the same as hosting a new session through the multiplayer menu? I seem to get similar behaviours when I do either one. The big problem, of course, is seeing what happens when other people join. Also, since the server and my machine are the same, I'm not sure if I'm seeing a different between functions that act globally and ones (like addUniform) that only act locally. Thanks again for your help!
  10. I've been having the same problems. I don't have forum permissions to create new threads so I'm going to ask these questions here since they are somewhat related. What does BIS_fnc_spawn do? I can't find an entry for it anywhere in the BI wiki (https://community.bistudio.com/wiki/BIS_fnc_spawn leads to a blank page). Also, I've been trying to use the following code but my access to a server is limited so I can't fully test it. I also don't like putting code in my scripts that I don't fully understand and I am confused by a couple of things... In the players init field: null = [this] execVM "loadout.sqf"; In onPlayerRespawn.sqf: // // Respawn script for both sides // if (side player == east) then { null = [player] execVM "loadout.sqf"; _repawnPosition = floor random 4; switch _repawnPosition do { case 0: { player setPos ( spawnBuilding1 buildingPos 1); }; case 1: { player setPos ( spawnBuilding1 buildingPos 2); }; case 2: { player setPos ( spawnBuilding1 buildingPos 3); }; case 3: { player setPos ( spawnBuilding1 buildingPos 4); }; }; } else // if player is NATO { player setPos westRespawnPoint; }; loadout.sqf: waitUntil {!isNull player}; //to prevent MP / JIP issues _unit = _this select 0; // // Remove uniform and equipment // removeHeadgear _unit; removeGoggles _unit; removeVest _unit; removeBackpack _unit; removeUniform _unit; removeAllWeapons _unit; removeAllAssignedItems _unit; removeAllcontainers _unit; // // Set player's clothes // _clothesArray = ["U_C_Poloshirt_tricolour", "U_C_Commoner1_1", "U_C_Poloshirt_blue", "U_C_Poloshirt_redwhite"]; _clothes = _clothesArray select floor random count _clothesArray; sleep 1; [[player, {_unit addUniform _clothes}], "BIS_fnc_spawn", true] call BIS_fnc_MP; So my big question is in the last line of the loadout script, why can't it look like this: [[_unit, {_unit addUniform _clothes}], "BIS_fnc_spawn", true] call BIS_fnc_MP; Or in fact, do I even need to get the "_unit" variable from the select statement and can I use "player" instead? I'm pretty new to Arma 3 scripting, but I've spent several days scouring the forums and BI wiki and I'm still a little confused. I suspect that the answer to my questions is probably quite a bit more simple that I am making it. Thanks!
  11. I have been working on a mission using the Arma3 editor (and not Sandbox) to run on a group server. This mission sets the time and weather parameters and has them change over time. However, when I run the mission on our server, the time and weather do not work. I was told this was because Sandbox is causing the mission to default to the Sandbox settings. It's not really feasible to remove Sandbox from the server because a lot of people who use the server do not know how to use the A3 editor. Is Sandbox really screwing with my time and weather settings, and if so, can I make it stop? Thanks!
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