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draoth

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About draoth

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    Lance Corporal
  1. Thanks, but now only when all players die (tested with two players) the last one will respawn. Everybody should respawn when there is only one left, not when everybody has died. I tried this: But that didn't work.
  2. First of all thanks alot for helping! I've got a couple of questions. I have to choose the spectator mode for respawning but the respawn delay option is greyed out. Do i have to set this in description.ext instead? Also, how can i define what respawning method is used after the infinite loop has ended? When i use the script on my server nothing really happens when i do what you said. So how exactly do i set this up. I'm very grateful that your willing to help me, and others with problems they encounter! Draoth
  3. If you don't think it's possible please say so! I'm still trying to figure it out and the fact that no one is responding is making me worried. Or is this very easy to do and no one is responding because i'm asking a stupid question?
  4. Hello everyone, i'm trying to create a simple free for all gamemode and when you get killed you become spectator until there's only one guy left. When that's the case i want everybody to automatically get out of spectator mode and respawn. I tried immediately respawning the unit on death on an island and have force spectator mode but that doesn't seem to work as i hoped. Does anyone have a idea how to do this efficiently? (It's very quick paced so restarting the whole mission would be not an option) Draoth
  5. I'm trying to create a deathmatch like mission. But i want the players to stay in spectator mode until a new round starts. After the rounds over all dead players should respawn automatically . Any idea how i could do this?
  6. Hey thanks for your reply, i kinda know how to use remotexec in some cases, but using it with addaction to pass a argument to a different script is beyond me. I've been trying some things since you've posted this but it has all been trash so far. [[[_veh,_pass,_AI],_veh,["Please stop here.",{Stop.sqf}]]] remoteExec ["addAction", 0, true]; This is something i've tried but it's probably rubbish
  7. Hey everyone, I've got a script that is running on server only, but i need to create a action that passes arguments from that script. When i try it online only the server host gets the action. So how can i create an action that passes arguments on a server script that everybody can use? Code: _veh addaction ["Stop here","Stop.sqf",[_veh,_pass,_AI],0,false,false,"",""];
  8. Hey everyone, I've got a script that is running on server only, but i need to create a action that passes arguments from that script. When i try it online only the server host gets the action. So how can i create an action that passes arguments on a server script that everybody can use? Code: _veh addaction ["Stop here","Stop.sqf",[_veh,_pass,_AI],0,false,false,"",""];
  9. Thanks guys, the murderous AI drivers can't hurt me no more! I still wish someone at Bohemia Interactive will notice that their, oh so friendly civilians aren't as friendly as they seem and correct their behavior once and for all ;)
  10. Oh that's a bummer, do you perhaps know a way to disable vehicle ramming damage with a script? Or do you have any idea what i should look for?
  11. Thanks, do you have links for those scrips you named?
  12. Hello everyone, I'm creating a mission where there are alot of AI driving around with waypoints and when the civilian driver comes across my walking OPFOR player he always tries to hit them with their vehicle. Is this because of the current waypointbehaviour: "Aware" , or because of the relation between Civilian and Opfor, or is it just the pathfinding? Draoth
  13. Thanks it indeed was a locality issue. Thanks for helping!
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