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Barba-negra

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Everything posted by Barba-negra

  1. hello good afternoon guys, greetings to all, I come here with a question to see if you can help me, I'm using a way to call a scritps with remoteExec, and at the moment it has worked for me, but I think it is not the correct way to do it because the page explains it in another way, the way I'm doing it is, [[],'Objetivo01.sqf'] remoteExec ['BIS_fnc_execVM']; however on the page https://community.bistudio.com/wiki/remoteExec Explains that the script should be called by means of a function, and is there my confucion, to what function does it refer? Maybe a public variable ?, and the way he calls it explains about a paramter, an objective and a JIP, things that I do not understand very well either, could someone explain it to me? thanks to everyone <params> remoteExec ["fnc_someScriptedFunction", targets, JIP];
  2. Barba-negra

    scripts with remoteExec

    your appreciation is very good @pierremgi I'm going to make those changes and I'll publish it, so they can see it and give me their opinions, thanks guys
  3. Barba-negra

    scripts with remoteExec

    [] Spawn { pc4 say3d "Objetivo"; terminate Localizando; Sleep 2; pc4 setObjectTextureGlobal [0, "\ZNV\objetivo.paa"]; Computadora1 addaction ['Disparar a Barco',{['launch01.sqf','BIS_fnc_execVM',true,false] spawn BIS_fnc_MP;}]; }; here the objective.sqf scripts, but I do not understand what is meant by an example trigger, as could be done @pierremgi ?
  4. Barba-negra

    scripts with remoteExec

    but this work started it all for a player, and now I'm converting it to multiplayer, and I already have a big forward, so I ask how to use the remoteExec properly so that the work is without fail
  5. Barba-negra

    scripts with remoteExec

    @pierremgi Objetivo01.sqf add an addation to a button, and activate a localized target alarms, and add an image to a screen, everything works very well so far
  6. Barba-negra

    scripts with remoteExec

    ok Mr. @Larrow then the function is 'BIS_fnc_execVM', now I understand a little more, then the way I'm doing it is fine, Should I put the 0 equal to the end? [[], 'Objetivo01.sqf'] remoteExec ['BIS_fnc_execVM', 0]; or already the function 'BIS_fnc_execVM' fulfills that task? because without putting the 0 I think it is working globally
  7. thank you very much partner I will read that information
  8. hello guys, greetings and a hug to all, I come here to ask a question to see if I can leave some doubts that I have, try to execute execVM "scripts \ Disposicion.sqf"; normally by the init but this was executed only on the server and not on the clients, that is, the clients did not execute the scritps, if I place a scritps on the InitplayerLocal this will be executed on the destination PC and on the server as well ? example: en el InitplayerLocal.sqf execVM "scripts\Disposicion.sqf"; this scritps how many times would it be executed? On the server and on the local PC too? It has happened to me that it is running twice, on the server when it starts running and then, when another player connects, it runs again, and the necessary thing is that it only runs on the local PC once the client is connects, and only once in the server when it starts then I was investigating that with remoteExec there is a way to run it only on the local PC and not on the server, in this way [] remoteExec ["scripts\Disposicion.sqf", -2]; I do not know if this works, I have not tried it, it is necessary to run on each client when they connect, but only once on the server, then this would be the proper way to execute this scripts? and to do it where would be the correct form from the init or from the initplayerLocal? I have those doubts so I ask around to find out who can help me, thanks
  9. @ HazJ because it is confused, it is a simple question, how can I execute a scritps once on the server and once on each client that connects?
  10. Barba-negra

    Threat proximity sensor

    I found the solution, I found a way to finish it before I got to the other distance, and it does not give me the error :) and it works wonderfully
  11. hello guys I have come back here with other questions and to solve an error that is giving me a script that I did, the scripts work well, the error that is giving me is on a calculation outside the estimated range, I explain: //Demora missile Demora10 = [] spawn { while{true} do { if ((Barco distance missile1) < 3000 and (Barco distance missile1) > 1600 or (Barco distance missile2) < 3000 and (Barco distance missile2) > 1600 or (Barco distance missile3) < 3000 and (Barco distance missile3) > 1600 or (Barco distance missile4) < 3000 and (Barco distance missile4) > 1600 or (Barco distance missile5) < 3000 and (Barco distance missile5) > 1600 or (Barco distance missile6) < 3000 and (Barco distance missile6) > 1600 or (Barco distance missile7) < 3000 and (Barco distance missile7) > 1600 or (Barco distance missile8) < 3000 and (Barco distance missile8) > 1600 or (Barco distance missile9) < 3000 and (Barco distance missile9) > 1600 or (Barco distance missile10) < 3000 and (Barco distance missile10) > 1600 ) then { Demora9 = [] spawn { sonar say3d "alarmadeamenaza011"; }; }; if ((Barco distance missile1) < 1500 and (Barco distance missile1) > 800 or (Barco distance missile2) < 1500 and (Barco distance missile2) > 800 or (Barco distance missile3) < 1500 and (Barco distance missile3) > 800 or (Barco distance missile4) < 1500 and (Barco distance missile4) > 800 or (Barco distance missile5) < 1500 and (Barco distance missile5) > 800 or (Barco distance missile6) < 1500 and (Barco distance missile6) > 800 or (Barco distance missile7) < 1500 and (Barco distance missile7) > 800 or (Barco distance missile8) < 1500 and (Barco distance missile8) > 800 or (Barco distance missile9) < 1500 and (Barco distance missile9) > 800 or (Barco distance missile10) < 1500 and (Barco distance missile10) > 800 ) then { Demora8 = [] spawn { terminate Demora9; Sleep 2; sonar say3d "alarmadeamenaza022"; }; }; if ((Barco distance missile1) < 700 and (Barco distance missile1) > 400 or (Barco distance missile2) < 700 and (Barco distance missile2) > 400 or (Barco distance missile3) < 700 and (Barco distance missile3) > 400 or (Barco distance missile4) < 700 and (Barco distance missile4) > 400 or (Barco distance missile5) < 700 and (Barco distance missile5) > 400 or (Barco distance missile6) < 700 and (Barco distance missile6) > 400 or (Barco distance missile7) < 700 and (Barco distance missile7) > 400 or (Barco distance missile8) < 700 and (Barco distance missile8) > 400 or (Barco distance missile9) < 700 and (Barco distance missile9) > 400 or (Barco distance missile10) < 700 and (Barco distance missile10) > 400 ) then { Demora7 = [] spawn { terminate Demora8; Sleep 2; sonar say3d "alarmadeamenaza033"; }; }; if ((Barco distance missile1) < 350 and (Barco distance missile1) > 150 or (Barco distance missile2) < 350 and (Barco distance missile2) > 150 or (Barco distance missile3) < 350 and (Barco distance missile3) > 150 or (Barco distance missile4) < 350 and (Barco distance missile4) > 150 or (Barco distance missile5) < 350 and (Barco distance missile5) > 150 or (Barco distance missile6) < 350 and (Barco distance missile6) > 150 or (Barco distance missile7) < 350 and (Barco distance missile7) > 150 or (Barco distance missile8) < 350 and (Barco distance missile8) > 150 or (Barco distance missile9) < 350 and (Barco distance missile9) > 150 or (Barco distance missile10) < 350 and (Barco distance missile10) > 150 ) then { Demora6 = [] spawn { terminate Demora7; Sleep 2; sonar say3d "alarmadeamenaza044"; }; }; if ((Barco distance missile1) < 140 and (Barco distance missile1) > 1 or (Barco distance missile2) < 140 and (Barco distance missile2) > 1 or (Barco distance missile3) < 140 and (Barco distance missile3) > 1 or (Barco distance missile4) < 140 and (Barco distance missile4) > 1 or (Barco distance missile5) < 140 and (Barco distance missile5) > 1 or (Barco distance missile6) < 140 and (Barco distance missile6) > 1 or (Barco distance missile7) < 140 and (Barco distance missile7) > 1 or (Barco distance missile8) < 140 and (Barco distance missile8) > 1 or (Barco distance missile9) < 140 and (Barco distance missile9) > 1 or (Barco distance missile10) < 140 and (Barco distance missile10) > 1 ) then { Demora5 = [] spawn { terminate Demora6; Sleep 2; sonar say3d "alarmadeamenaza055"; }; }; if (!alive missile1 or !alive missile2 or !alive missile3 or !alive missile4 or !alive missile5 or !alive missile6 or !alive missile7 or !alive missile8 or !alive missile9 or !alive missile10) then { [] spawn { terminate Demora5; Sleep 2; }; }; Sleep 1 }; }; so far it works perfectly, the problem occurs when the enemy ship is arranged in a distance of less than 1500 meters, that is, close to the target ship, then the script will try to eliminate the demora9 spawn, which is observed in the second if, not finding that the spawn was created this throws the error of undefined variable, the function of the Demore spawn nine is a proximity alarm slower than the second, indicating that a threat is approaching, then being less than 1500 meters the new spawn finished the first and started the second with a little more speed, then how could I do to recognize the variable defined if it was not created? How can I do that? help
  12. good guys, a query that I wanted to ask you, is there some scritps or some way to eliminate the players' tag that is not through the server configuration?
  13. Barba-negra

    Threat proximity sensor

    hahahah xD, I will do it @pierremgi, When I finish the work I'm doing, believe me, I'll take my vacations, I'm very close to finishing, very little. thanks mate, I'll check that information
  14. hello guys, greetings to all, I wanted to ask a question if they can help me, I need to eliminate a driver from a vehicle in specific, then I have tried with this command {ship deleteVehicleCrew _x} forEach crew ship; but this removes the entire crew of the vehicle and I need you to just eliminate the driver, as you could, help please
  15. Barba-negra

    eliminate only the driver

    I just saw it below, it seems that if it's like that :)
  16. Barba-negra

    eliminate only the driver

    Thanks mate, however I have another doubt, if I want to name the group with a variable name, is it possible that I do this? New_group = [ getPos aPos, EAST, ["TK_INS_Bonesetter_EP1", "TK_INS_Soldier_2_EP1"],[],[],[],[],[],180] call BIS_fnc_spawnGroup
  17. Barba-negra

    eliminate only the driver

    Hello guys, I've returned to this conversation, because I have another problem and I would like to help me solve it, I have a unit on the map that is without a group, I called it enemi_1 of Opford, then I want to create a group through scripts, but at the moment it has not worked for me, I have tried to create it unit by unit because I only need 2 more units, so I have installed this: enemi_2 = group player createUnit ['O_Survivor_F', getMarkerPos 'lolo3', [], 0, 'FORM']; Sleep 2; [enemi_2] join grpNull; as you see at this moment the unit is without a group, and my wish is that you join the enemi_1 group, but the enemi_1 does not have a group, as you could do for the enemi_2 to join with the enemi_1, and be leading the enemi_1 as leader of group? please help
  18. Barba-negra

    eliminate only the driver

    ohh it could not be that it was so simple, thanks friend
  19. thank you friend, I had not thought about it either, but I'm going to try and confess
  20. good afternoon guys, hello to all, I come here asking for help, I am trying to create a triguer where the access to zeus is blocked, that is, I can not enter or edit anything in that area, and seen that it can be done from the editor using the zeus modules, but I wanted to know if it can be done through a scripts? and the second is if you can configure the server, with server.cfg, from a script starting the mission, such as placing it inside the init and read the server configuration and apply it?
  21. I understand Mr. Devastator, could you help me create it? since you are the best person to help me, the scripts of the submarines are yours: /, please help me
  22. Exactly what I'm trying to create is a script with which I could be able to use that script for that route, for the submarine to submerge or place a waypoint manual, but if the waypoint is _wp and the group is enemi_6, then it is necessary to know how to call the scripts with your route, on the other hand maybe if you create a variable that contains what is necessary for the scritps to be fulfilled within the same waypoint scritps you can work ?: wpSub35Depth = (script content); _wp = grupo enemi_6 addWaypoint [getMarkerPos marker1, 1]; [grupo enemi_6, 1] setWPPos getMarkerPos marker1; [grupo enemi_6, 1] setWaypointType 'wpSub35Depth'; [grupo enemi_6, 1] setWaypointSpeed 'FULL'; Could this be valid?
  23. what happens is that I am creating a scripts where the submarine will move to certain positions when conditions are met, the conditions will be in the scritps, then the route points will be as follows: _wp = group enemi_6 addWaypoint [ getMarkerPos marker1, 1]; [ group enemi_6, 1] setWPPos getMarkerPos marker1; [ group enemi_6, 1] setWaypointType 'move'; [ group enemi_6, 1] setWaypointSpeed 'FULL'; Sleep 300; _wp = group enemi_6 addWaypoint [ getMarkerPos marker2, 1]; [ group enemi_6, 1] setWPPos getMarkerPos marker2; [ group enemi_6, 1] setWaypointType 'move'; [ group enemi_6, 1] setWaypointSpeed 'FULL'; So, when is it necessary to change the "movement" for the HAFM waypoint, but is it possible to use a name that identifies it? please help me
  24. The HAFM waypoints have a name with which they can be identified ?, for example setWaypointType? as the default "move", "Cycle", "Destroy",? how could I call the HAFM waypoint, maybe with the name of the waypointType I could call it
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