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bluecewe

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About bluecewe

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  1. According to the wiki, the ropeCreate command possesses alternative syntax, which allows for a rope to be created from one object. However, when I use the alternative syntax in the following form, although a rope is created, the optional arguments appear to be ignored, and an error is thrown. myRope = ropeCreate [helicopter, 'slingLoad0', 15, 5, true]; Error in expression <myRope = ropeCreate [helicopter, 'slingLoad0', 15> Error position: <ropeCreate [helicopter, 'slingLoad0', 15> Error Type Number, expected Array Any assistance in this matter would be appreciated.
  2. Oh, apologies, I did not realise.
  3. I recently came across the netId command. It may help you with your problem. As is noted on the wiki page, the objectFromNetId command complements netId.
  4. You could simply generate unique IDs yourself and assign them to objects, using the setVariable command. The allMissionObjects command may prove useful for you in this situation. It would, however, be useful to know why it is that you wish for, presumably all, objects to possess a unique ID?
  5. bluecewe

    Parsetext problem

    So far as I am able to discern from your script, you are using the parseText command, but not assigning its return value to a variable, or providing it to some other command. parseText is returning to nothing. I imagine that you seek something like this. if (_x getVariable 'plusCopCadet' == 1) then { _pos = visiblePosition _x; _pos set[2, (getPosATL _x select 2) + 2.2]; _cadetName = format ['Cadet %1', name _x]; drawIcon3D ['a3\UI_F\data\GUI\Cfg\Ranks\captain_gs.paa', [1, 1, 1, 1], _pos, 1, 1, 0, _cadetName, 0, 0.04]; };
  6. It is important to note that the precise code for JShock's solution is not persistent in its effect. In other words, were someone to join the mission at a later stage, they would not experience the effects of that code. While altering the isPersistent argument to true would run the code for all players that join the relevant team, you may find it difficult to manage map markers with such a solution. If you were to go down the route of having persistent map markers, you might therefore benefit from implementing a more sophisticated method for persistence.
  7. bluecewe

    Move unit to position

    All units must belong to a group. Therefore, in order for you to be able to control a unit that does not belong to the player group, you will need to conceive of a manner in which you will maintain a reference to the group, or groups, of the unit, or units, you seek to have control over. This could be done through the use of a global or public variable, depending upon the circumstances. It would be helpful if you could provide a greater level of detail as to what, exactly, you are seeking to achieve. One big question is, are these units which you seek to control specific, or do you seek to be able to control all groups on a particular team?
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