uncookedzebra
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Posts posted by uncookedzebra
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O nice. I found the REVIVE_ENABLED in the functions viewer but had no idea how to access it. the format I found it in used REVIVE_ENABLED(player,true/false)
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That is the case. Players will enter incapitation mode once after receiving max damage. After the one time they will force respawn. I am looking to have it unlimited times.
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Yes, just using the vanilla Arma Apex. When I say pick up I mean when a player is switched to the incapacitated state and then another friendly player holds space to "pick them up" to set the incapacitated player to a healthy state. This is using the End Game Revive System.
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I have been using the standard revive system for most of my missions for Arma 3. The problem I am running into recently for a mission is that once revived you no longer can be picked up again if downed. I understand that for realism that is awesome but for a less realistic and more forgiving mission multiple pickups in one run would be nice. I searched for a function that can set this but no luck. Anyone have an answer, besides using a different revive system? Thanks in advance.
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I have been using the standard revive system for most of my missions for Arma 3. The problem I am running into recently for a mission is that once revived you no longer can be picked up again if downed. I understand that for realism that is awesome but for a less realistic and more forgiving mission multiple pickups in one run would be nice. I searched for a function that can set this but no luck. Anyone have an answer, besides using a different revive system? Thanks in advance.
Accidental Double Post. Please remove. -
Always a life saver Larrow.
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I know this is from Karts and it's been awhile but is there anyway to get BIS_curatorRace_winner from the BIS_fnc_moduleObjectiveRaceFinish or otherwise Race- Finish in the objectives folder. I want to use the user who wins the race.
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@normre I would like to point out in Line 110 it says
case GUER: { _sclasses = ["I_Soldier_F"]; };
When it should be
case Resistance: { _sclasses = ["I_Soldier_F"]; };
See: https://community.bistudio.com/wiki/Side
Sorry for digging this one up but I would like to see this script updated on Armaholic :)
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Had two tabs opened posted to wrong forum.
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Okay I was checking if there was a work around. Thanks! :) Hopefully a fix will happen soon.
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I have noticed a bug that happens to 1 in 100 people that connect to my server. The player, once loaded in cannot select a spawn location in fact the standard UI doesn't even show. The only indication that they are in the respawn screen is the countdown. The ESC menu doesn't pop up either so their options are either to ALT+F4 or and admin kick. It's only happened to me a handful of time and haven't had the brain to screen shot it. I am using the BIS Revive option which I enabled in ED3N editor. Also I used the spawn at custom position along side the respawn location module in ED3N as well.
My Description.EXT
ReviveMode = 1; //0: disabled, 1: enabled, 2: controlled by player attributes ReviveUnconsciousStateMode = 0; //0: basic, 1: advanced, 2: realistic ReviveRequiredTrait = 0; //0: none, 1: medic trait is required ReviveRequiredItems = 2; //0: none, 1: medkit, 2: medkit or first aid kit ReviveRequiredItemsFakConsumed = 1; //0: first aid kit is not consumed upon revive, 1: first aid kit is consumed ReviveDelay = 6; //time needed to revive someone (in secs) ReviveMedicSpeedMultiplier = 2; //speed multiplier for revive performed by medic ReviveForceRespawnDelay = 3; //time needed to perform force respawn (in secs) ReviveBleedOutDelay = 120; //unconscious state duration (in secs)
The weird thing is that there is no RPT indication that there is something wrong. :/
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Well none of my diag_logs are firing. Does it have to do with the isServer?
if (isServer) then { _handler1 = addMissionEventHandler ["HandleDisconnect",{ diag_log "DISCONNECT FIRED"; _player = _this select 0; diag_log _player; diag_log "DISCONNECTED"; _flag = _player getVariable ["flag",objNull]; deleteVehicle _flag; }]; };
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I don't even get an error in my RPT. Any idea why this isn't firing?
init.sqfif (isServer) then { diag_log "SERVER SETTING UP"; //server function for sending stats to client fnc_getkills = { _who = objectFromNetId (_this select 0); _uid = _this select 1; _player_name = _this select 2; _retrieved_id = ["read", [_player_name, "UID"]] call _inidbi; diag_log _retrieved_id; diag_log "SERVER RUNNING KILL UPDATE"; //Test for new player if (_retrieved_id == false) then { diag_log "SERVER SETTING UP DB"; _deaths= 0; _kills= 0; _inidbi = ["new", _player_name] call OO_INIDBI; ["write", [_player_name, "UID", _uid]] call _inidbi; ["write", [_player_name, "deathcount", _deaths]] call _inidbi; ["write", [_player_name, "killcount", _kills]] call _inidbi; }; kills = ["read", [_player_name, "killcount"]] call _inidbi; (owner _who) publicVariableClient "kills"; }; fnc_getdeaths = { _who = objectFromNetId (_this select 0); _uid = _this select 1; _player_name = _this select 2; _retrieved_id = ["read", [_player_name, "UID"]] call _inidbi; //Test for new player if (_retrieved_id == false) then { _deaths= 0; _kills= 0; ["write", [_player_name, "UID", _uid]] call _inidbi; ["write", [_player_name, "deathcount", _deaths]] call _inidbi; ["write", [_player_name, "killcount", _kills]] call _inidbi; }; deaths = ["read", [_player_name, "deathcount"]] call _inidbi; (owner _who) publicVariableClient "deaths"; }; };
Any help would be appreciated.
EDIT: This is being ran on a dedicated box btw.
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I will try Diag_log to see whats going on.
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Just tested. :( didn't work. Do you want my files for this?
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Well, I did exactly that and it didn't work. :/
I also tried replacing isServer with isDedicated since I am running it off dedicated. Still no dice. -
Okay this is what I have.
Flag_maker.sqf
_id = clientOwner;_UID = getplayerUID player;_id publicVariableClient "Flag_UID_array";flag = createVehicle ["FlagChecked_F", player modeltoworld [0,1,0], [], 0, "can_collide"];
_temp_array = [[_UID,flag]];Flag_UID_array = Flag_UID_array + _temp_array;publicVariableServer "Flag_UID_array";Init.sqf
_handler1 = addMissionEventHandler ["HandleDisconnect",{{UIDlookup = (Flag_UID_array select _x) select 0);if (UIDlookup == (_this select 1)) then {deleteVehicle (Flag_UID_array select _x) select 1);deleteVehicle (Flag_UID_array select _x) select 2);diag_log "Deleted Flag";};} foreach Flag_UID_array;};]; -
Hi guys! I have been looking for a little bit now and I have been having an issue. I have it so that a player can create one item with a keystroke. If they press the key again it deletes that item and creates a new one. That I have no trouble with. What I have trouble with is getting the server to delete that particular item when that particular players leaves the game on a dedicated server. I been pulling my hair out trying to use publicVariableServer, getVariable, addmissionEventhandle and get everything to jive right. Thank you in advance!
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You are the best :)
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So how would you use Bis_fnc_holdActionAdd with BIS_fnc_MP?
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Awesome guys thank you for the help :)
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I have looked a bit in the wiki for it but I don't think that it is up just yet, but BI added in an Untie function or something in with the Apex Protocol. It is shown in the 1st ep of Protocol when you find a police officer tied up. It works just like the new revive system where you hold space and you untie the officer. Anyone know how I can use this in my own mission?
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Hey guys I just want to update everyone on that this issue will be solved with the 1.58 update. Cheers
Arma 3 Aegis
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
wow awesome stuff!