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MBCB

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About MBCB

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  1. MBCB

    Manipulate preplaced objects?

    I've sorta figured it out. Instead of adding allMissionObjects, I just add all vehicles and allUnits at the start and that pretty much gives me what I want. Here's the current script I'm calling from the Zeus Virtual Entity Init. if (!isServer) exitWith{}; {zCurator addCuratorEditableObjects [[_x],true]} foreach vehicles; {zCurator addCuratorEditableObjects [[_x],true]} foreach (allMissionObjects "Man"); while {true} do { sleep 30; { if (side _x == west) then { zCurator addCuratorEditableObjects [[_x],true]; }; if (side _x == east) then { zCurator addCuratorEditableObjects [[_x],true]; }; if (side _x == independent) then { zCurator addCuratorEditableObjects [[_x],true]; }; if (side _x == civilian) then { zCurator addCuratorEditableObjects [[_x],true]; }; }foreach allUnits; };
  2. MBCB

    Manipulate preplaced objects?

    No, after a bit of testing, it's definitely being caused by the first item that adds everything already on the map into curator control. {zCurator addCuratorEditableObjects [[_x],true]} foreach (allMissionObjects ""); Also, the crash will not occur if I run a Preview on my local machine. But if I run the mission on a Dedicated server, take the Zeus slot and then open the map, it crashes at that point. Now I just need to figure out why it's doing it, and how to get around it.
  3. MBCB

    Manipulate preplaced objects?

    I've written up a script that I call in the init field of the Zeus Virtual Entity that will allow all pre-placed objects in a mission as well as any script spawned AI to be controlled by Zeus, but I've run into a problem. For some reason when the script is running, if the Zeus player brings up the map, their A3 client crashes. The script seems to work correctly otherwise, but does anyone have any idea why this script would cause a crash on map open? {zCurator addCuratorEditableObjects [[_x],true]} foreach (allMissionObjects ""); {zCurator addCuratorEditableObjects [[_x],true]} foreach allMapMarkers; {zCurator addCuratorEditableObjects [[_x],true]} foreach allGroups; while {true} do { sleep 10; { if (side _x == west) then { zCurator addCuratorEditableObjects [[_x],true]; }; if (side _x == east) then { zCurator addCuratorEditableObjects [[_x],true]; }; if (side _x == independent) then { zCurator addCuratorEditableObjects [[_x],true]; }; if (side _x == civilian) then { zCurator addCuratorEditableObjects [[_x],true]; }; }foreach allUnits; }; Note: zCurator is the name of my Game Master module.
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