Raffal
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12 GoodAbout Raffal
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with ACE version 3.7.0.6 show this error: It seems no longer work
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Raffal replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ok guys... I think solved simply by changing the settings of respawn in "description.ext". The settings that respond well to the module are as follows: respawn = 3; respawnDelay = 10; Apparently the "Respawntemplates {"Menuposition"}; and "respawnOnStart = 1"; create some problems to turn back the unit on the initial character. I hope it is of help to other people who will want to use this module correctly.. Regards!! -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Raffal replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi guys, i have a problem with module "AceSwitchUnit". I have put this module in a patrol coop ALiVE mission, and put this command in units init field: this setVariable ["ACE_CanSwitchUnits", true]; but it seems that the module after a few minutes and after 3 or 4 respawn doesn't work anymore. The problem occurs in MP and dedi... :( Can someone help me? thx in advance! -
Raffal started following Problem with trigger in multiplayer & dedicated, ACE3 module "ACESwitchUnits" for ARMA3, Simple ParaDrop Script and and 1 other
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ACE3 module "ACESwitchUnits" for ARMA3
Raffal posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys, it seems that the module in question "ACESwitchUnits" does well his work after respawn , I wrote this in the init.sqf and into OnPlayerRespawn.sqf ///////////////////////////////////////////////////////////////////////////////////////////////// if (side player == Independent) then { player addEventHandler ["respawn", {player setVariable ["ACE_CanSwitchUnits", true];}]; } foreach allPlayers; /////////////////////////////////////////////////////////////////////////////////// .... but nothing!! :( some help? thx in advance... ;) -
YES, same problem... on dedicated server players ejected, but parachutes not equipped need fix! Thanks for sahring beerkan B)
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Disarm Minefield via trigger
Raffal replied to Raffal's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes....I confirm, the module already contains this information, and you can change....Anyway good job Larrow, u scrpt work perfectly.... thanks for your help ;) Only little question: Can I extend the script to multiple modules with this string? _logic = [m1, m2, m3, m4, m5, m6]; thx all for support!! -
Disarm Minefield via trigger
Raffal replied to Raffal's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks Larrow will try it and let you know..... B) -
Hi guys, I have a question, how do I turn off an entire minefield (created by module BIS) via trigger? Let me explain: In my mission I have placed a module for the creation of a minefield, the player's task is to try to destroy a generator that supplies electricity to the mines. Once identified and destroyed, mines should automatically neutralize. Is there a way to disarm the mines module via trigger? Thanks for your help
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Problem with trigger in multiplayer & dedicated
Raffal replied to Raffal's topic in ARMA 3 - MISSION EDITING & SCRIPTING
either...but in editor & singleplayer trigger work & hint & marker too...think it's a problem of variable in the trigger -
Problem with trigger in multiplayer & dedicated
Raffal posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys, I have a problem with a trigger in multiplayer and on dedicated server . In editor and single player this works perfectly . The trigger must show some markers on the map when two players meet at a distance of about 5m . I used this condition but not work for multy & dedi . Trigger name "INTEL" Trigger condition : p1 distance p2 <5; On act: hint "Intel acquired"; mark = createMarker [format["%1marker",pos1],getpos pos1]; mark setMarkerType "hd_destroy"; mark setMarkerColor "ColorEAST"; mark setMarkerText "AA"; mark setMarkerColor "ColorEAST"; can someone help me? Thank you -
Yes Raptor, i have verified after dead and problem remains. The truth is that everything works without "multiple respawn points", so leaving a single respawn point, but my mission was designed to have two different entry points and I do not understand where I'm wrong .... :unsure: :unsure:
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Hi Guys, I have a problem with respawn on LHD. In my mission i have used a multiple respawn position with BIS pre-defined script respawnTemplatesWest[] = {"MenuPosition"}; when the mission begins players spawn in the sea, although I have used the code to give the right elevation to the point of initial respawn, by init.sqf: _markerPos = getMarkerPos "respawn_west"; "respawn_west" setMarkerPos [_markerPos select 0, _markerPos select 1, 17]; can someone help me? Thx & sorry for my bad english.... ;) R.