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SpitShine

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Everything posted by SpitShine

  1. http://www.mediafire.com/download/28748adh6fzac8u/DynamicCrust18g.Takistan.pbo I'm about to break my fucking disc in half The above mission can be previewed just fine in the editor, everything spawns just fine and all the tasks are assigned as they should but it simply will not fucking work on a dedicated server and it gives me no indication as to what is wrong I'm getting an undefined variable when in the same fucking sqf file the very thing it says is undefined explicitly is defined
  2. tank = obj1 if (isserver) then { tank setdir 20; }; Why does tank return an undefined variable error in the above situation?
  3. >you will need to pv "tank" or pv "obj1" how?
  4. Nope, that's a genuine bug. I'm having the exact same issue
  5. No can do, because tank is not a pre-placed unit, it is spawned by one script and then given further variables by another script. But the later script returns tank as an undefined variable even if it spawns before the later script is run. ---------- Post added at 23:52 ---------- Previous post was at 23:42 ---------- Oh and guess what on another mission an actual honest to goodness pre-placed object is somehow an undefined variable when a script attempts to reference it isn't that just grand?
  6. How do I find the damage value of the hull, turret or track (white/yellow/red) and make a trigger activate if any one of those is sufficiently damaged?
  7. No, you didn't help me you condescending shit. Helping me would be explaining why a created unit with a given name returns a fucking undefined variable error when on a dedicated server the airlift script checks for a unit by that name. Helping me would be something like pointing out a syntax error that's preventing the radio tower marker from spawning on the location where it's moved to by its script and not on the location where its placed in the editor.
  8. I've got a blufor soldier setcaptive and his weapons removed, despite this he's perfectly capable of capturing a sector all on his goddamn own even if I assign a guard detail to him. enablesimulation false does not prevent this form happening, I need a proper solution.
  9. Nothing prevents him from capturing the sector nothing at goddamn all
  10. http://pastebin.com/CFCe8MSS This is making me seriously fucking mad, the above script works just fine for spawning a convoy and setting up a task but it doesn't fucking do it consistently. Yes, there are eight spawn markers on the map no, it does not give script errors yes, I have -showscripterrors on
  11. scriptdone is broken, throws an undefined variable when there's nothing that's undefined. and your link to KZK isn't helpful in the least unless you're going to point me to something specific relevant to my current troubles
  12. Do I really have to replace this asshole with a civ unit?
  13. objective1 is defined elsewhere how do I check the rpt file? how do I know if the script is terminating early? How do I prevent that?
  14. SpitShine

    FHQ TaskTracker

    This is bullshit, I've tried bis functions, shk and now fhq and NOTHING has permitted me to create tasks for multiplayer. I've been over this I don't know how many times trying to find if there's some locality issue screwing things up but I've found no issue in the code. Please tell me what the fuck I'm doing wrong because this is driving me mad http://www.mediafire.com/download/ck7zq6e0guiuwb3/COOP39DynamicCrust18.Takistan.pbo
  15. http://pastebin.com/5GQkmqHu I'm at an impassé, I'm using bis_fnc_settask to create tasks and it's working just fine for all my tasks EXCEPT this one. Why the hell can't it set a task destination on this convoy?
  16. Script errors are on, it's throwing no error. Getpos isn't a valid statement, it must be an object or an array. The exact same method of task creation works fine for other objects pre-placed in the editor.
  17. I'm making a mission with a randomly placed objective and three randomly placed optional objectives and while I can get the main objective to spawn in a random location just fine, and the optional objectives to do the same, what I want to do is spawn the optional objectives in one of their random locations only if they are within a certain distance from the main one. How do I got about scripting this? I'm completely stumped.
  18. if ((getPos zonebase) distance (getPos _x) < 2500) then { Error getpos: type string, expected array, location Apparently the above doesn't work ---------- Post added at 03:03 ---------- Previous post was at 02:52 ---------- _randomArray = []; _randomspawn = ["radiomarker", "radiomarker_1", "radiomarker_2", "radiomarker_3", "radiomarker_4", "radiomarker_5", "radiomarker_6", "radiomarker_7", "radiomarker_8", "radiomarker_9", "radiomarker_10", "radiomarker_11", "radiomarker_12", "radiomarker_13", "radiomarker_14", "radiomarker_15", "radiomarker_16", "radiomarker_17", "radiomarker_18", "radiomarker_19", "radiomarker_20", "radiomarker_21", "radiomarker_22", "radiomarker_23", "radiomarker_24", "radiomarker_25", "radiomarker_26", "radiomarker_27", "radiomarker_28", "radiomarker_29"]; { if ((getPos zonebase) distance (getmarkerpos "_x") < 5000) then { _randomArray = _randomArray + "_x"; }; } foreach _randomSpawn; _setradiomarker = _randomArray call BIS_fnc_selectRandom; _radiopos = (getmarkerpos _setradiomarker); radiotower setpos _radiopos; This gives me an error saying _randomarray is empty
  19. Yeah well... how? _mainspawn = ["mainspawn1","mainspawn2","mainspawn3","mainspawn4","mainspawn5"] BIS_fnc_selectRandom; _randomspawn = ["randomspawn1","randomspawn2","randomspawn3","randomspawn4","randomspawn5"] call BIS_fnc_selectRandom; _mainpos = (getmarkerpos _mainspawn); _randompos = (getmarkerpos _randomspawn) if (_mainpos distance _randompos < 2500) then {randomobject setpos _randompos} else {????????????}
  20. I've got a similair problem, can't find how to set a color of an suv.
  21. Couldn't this be put into a .pbo rather easily? Seems a chore going back and updating 40+ mission just so they can include ir strobes for vehicles
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