DarealAl
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A3Wasteland addMPEventhandler
DarealAl replied to DarealAl's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is it suggested to use "killed" in multiplayer missions ? i always think the "mpkilled" is for MP missions. -
A3Wasteland addMPEventhandler
DarealAl replied to DarealAl's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ARGS.. Sorry.. stupid german around... (me) ... KI == AI *shame -
A3Wasteland addMPEventhandler
DarealAl replied to DarealAl's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There is only 1 Player with that handler and always will be... The Problem is, as in the Topic, i always get the target as killer when the target is killed by KI. In fact, later need to check if killer == target // suicide killer == KI // Bad luck killer == other Player // Perfekt but when the code always returns killer==target i can put my projekt to trash :( -
A3Wasteland addMPEventhandler
DarealAl replied to DarealAl's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_target is a randomly selected Player from playableUnits. i tried _killer b4 but had the same Problem if (!isServer) exitwith {}; // Select random Player _players = playableUnits; _target = _players select (floor (random (count _players))); _targetName = name _target; // Add EventHandler to the selected Player _target addMPEventHandler ["mpkilled", {_this call f_Kill}]; // Function to be executed when selected Player is killed f_Kill = { _killer = _this select 1; _killerName = name _killer; hint format ["Target was killed by %1",killerName]; }; // Wait for selected Player to die waitUntil { sleep 10; ! alive _target; }; // Remove EventHandler _target removeAllMPEventHandlers "mpkilled"; -
Hey there... I am verry new to Arma-Scripting at all, i googled a lot and tested a lot but i cant find the answer... Is there any1 able to tell me why this code shows target and killer as the same when the target is killed by KI ? if (!isServer) exitwith{}; _target addMPEventHandler ["mpkilled", {_this call f_Kill}]; f_Kill = { killer = _this select 1; killerName = name killer; publicVariable "killer"; publicVariable "killerName"; hint format ["Target was killed by %1",killerName]; };
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Script runs serverside, so there is a if (!isDedicated) exitwith {}; at the top. Anyway, thank you for your Kind reply. Hm, i think my Problem is not really FAR_revive ... So please consider my question as "in the wrong Forum" .. I will try it somewhere else. Anyway, thanks a lot :)
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No one ? OK, let me try to explain... I have a dedicated A§Wasteland Server running, with FAR_revive.. It is running as i want but now i try to wirte a Server side script... I need to get the Playerobjekt that killed another one. The "Victim" is know and i can Display Names and so on. But whatever i try, i cant get the object that killed "Victim" ... I have tried via call FAR_findkiller and getVairable[""FAR_killerPrimeSuspects", objNull] but there is "any" or "error: no vehicle" when i try to Access name _unit; Any1 with ideas ?
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Hi there, first let me say, i am not really familiar with Arma3-Scripting. I am trying to write some MP-Code for a dedicated Wasteland Server. FAR_revive works perfectly but now i need to find out who killed a unit. So i have a Little Loop running... waitUntil { sleep 10; ! alive _Target || _failed }; _killer = _Target call FAR_findKiller; _killerName = name _killer; Result is always empty and in my logs there is a "Error Undefined Variable in Expression: far_findkiller" So my Questions are: How can i Access the FAR Variables from my script ? Is there a way to use the FAr functiosn such as UNCONSCIOUS(_unit) ? Any help would be appreciated :)) EDIT: OK, i figured out how to get FAR_Vars... Anyway, it would be cooler to use the already implemented Functions like DRAGGED_BY(), UNCONSIUOS etc... Any Ideas ? ...and i am not able to find the one who killed a Player... (Need it Serverside) :(