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prototype1479

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About prototype1479

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  1. This site is dangerous?

    Oh its gone now I get what was the problem now thanks
  2. This site is dangerous?

    And what does that mean? I also tried to check for viruses by using malwarebytes and only that link says the site is dangerous
  3. Well yeah the only way to give AI a script you need to use config so you have to merge them
  4. This site is dangerous?

    Ok i found out that it was this link https://imgur.com/a/durqooK http://forums.bohemia.net/forums/topic/20745-detect-sp-and-coop-mp/ I got it after going to that link but then I went to another one it was all ok
  5. This site is dangerous?

    Look at this https://ibb.co/ZcxxstJ Why i keep getting this message? EDIT : ok after closing and opening it did go away now it says its safe but why it happened?
  6. Well mine is going to be completely different PS: I didn't liked that part of SLX especially the part where you drop the gun on your hand randomly
  7. I'm working on the mod it will come with my own campaign and with AI take cover v1.4 and with some of my own scripts Here's the feaures: 1) AI can only take cover in houses (behind windows , on top of towers and ect.) jeepwrecks and sandbags (100% done) 2) AI sends info to other groups they know about locations of the enemy positions (100% done) 3) AI will hold fire and seek cover first if they see an unknown target and if the unknown target hasn't seen them (50% done) 4) AI can be supressed by other AI and by the player too and it will make them go prone (Redoing this 10% done) 5) AI won't take cover if the AI isn't following the leader or the player is their leader (Almost done) 6) AI groups can get pressured/pinned down if they are outnumbered and they will take cover more often rather than moving to their next waypoint (0% done) 7) AI won't be affected by the script in cutscenes and this will ensure that cutscenes are in the way they are meant to be (100% done) In the future I might add AI taking cover on hedges/hills/ground Now i use optimized structure for finding cover and the script will automatically optimize itself by increasing the delays depending on how any AI is on the mission
  8. Cannot get in vehicle in multiplayer mission

    There's still a way to make this possible you can try to put this on action menu script MyPlayer = player ; publicvariable "MyPlayer" And then at the script that spawns the vehicle put ? not local MyPlayer : exit Since the client who executed the script is local to himself the other clients and the server will exit the script
  9. Cannot get in vehicle in multiplayer mission

    I'm not sure if you tested it but either way I'll say that this is gonna still create more vehicles depending on how many players are in server it's just that server won't spawn one but if you try ?!(local GameLogic): exit then server is going to spawn it and its not local to you and its local to server so I guess it not being local to you messes things up
  10. Cannot get in vehicle in multiplayer mission

    Ok I got few possibilities in my mind so try this ? local GameLogic : exit this will make the server exit the script but you (AKA the client) still execute it and make the vehicle local to yourself (This is just a test don't keep it like this forever I'm not even kidding) If this doesn't work then here's the possibilities I got in my mind its config related OR there's another script that's making things worse OR you're just trolling us :D
  11. Cannot get in vehicle in multiplayer mission

    Ok now it seems that there is a misinformation here you spawn a vehicle trough by just using the action menu and there's doubling and there shouldn't be because scripts executed from action menu is already local to its client(I think it can be global in other ARMA's) You sure this is OFP were talking about by the way(and also not action menu)? Because sometimes people mix it up with ARMA in forums
  12. Cannot get in vehicle in multiplayer mission

    So you're saying that jeep or m1a1 or whatever would work without doubling then... Can you get in both of the same typed vehicles without ?!(local GameLogic): exit command? Or just the one spawned by you and not by server? ?!(local GameLogic): exit should fix the doubling problem and how does vehicle spawn? By clicking a button or action menu or event handler or what? And when you try to get in the vehicle the animation stops and you return back to your original standing animation right?
  13. Cannot get in vehicle in multiplayer mission

    He should just send his scripts people here can easily fix it :D Oh have you also tried different vehicle (Like the jeep without mods) with the ?!(local GameLogic): exit it may be a problem with the vehicle itself on config if its a mod
  14. Cannot get in vehicle in multiplayer mission

    It's been a while since you've met the local command and I don't think you understand the locality in MP https://community.bistudio.com/wiki/Locality_in_Multiplayer Here's the link You may have a doubled script so check that too (It's possible) And you should try using reveal command because it takes a while for OFP's engine to recognize that the vehicle/object is there after being teleported (Use "unitname reveal vehicle" oh also effects are local so you gotta make sure its executed on the client)
  15. Cannot get in vehicle in multiplayer mission

    Do you use camcreate to spawn it or createvehicle? Also can we check your script
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