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nullsys

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About nullsys

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  1. nullsys

    ASR AI 3

    So why does special forces have a higher value? Also, why is the "main_level_units" section blank arrays?
  2. nullsys

    Grass concealment and stances

    Sadly due to the way the terrain/map is created, this will never be available in the current engine. As far as distance and grass goes, I'm sure they are concerned with generating low FPS, due to the strain. As such, I can't really see them adding it in. It's why I always disable grass when I can. Snipers will just have to hide in bushes.
  3. nullsys

    ASR AI 3

    Now getting multiple errors as a client on this latest version.
  4. You also can't add more than two mobile respawns. If either party move during revive, it stops the "reviver" from accessing addaction menus. Sometimes first aid packs are taken from both players during revive, sometimes a random amount is removed.
  5. Hi all, When needing to test locality issues on a dedicated server, is there any way to do it without having to get REAL players to connect and test? Is there not a dummy unit you can place that makes it look like real players are connected?
  6. Thanks JShock, but I tested this and found that it generates those scripts for each player on the server. They aren't executed only on the server. Also on dedicated, the scripts called in the BIS_fnc_MP command have AddAction's and Eventhandler's in them. They stopped working after using BIS_fnc_MP
  7. Thank you, this would execute the script on the server, not on the clients, right?
  8. Thank you, just using that on the hints/tasks would work for me perfectly. If I want to 'call compile preprocessFile' some scripts from the objective generator script (activated by the players radio trigger), but only have them run on the dedicated server side, how would I do that? Would I just put: if (isServer) then {call compile preProcessFile "mission1.sqf";}; In the objective generator script?
  9. I'm having an issue with locality on a dedicated server. Can someone please help me out? I have a random objective generator (simple random number generator, with a switch statement) which calls the corresponding SQF for each objective type. This is activated through a radio trigger for the team leader. Unfortunately, I have hints and BIS_fnc_showNotification's in there, which work in the editor and for the radio activator in multiplayer....but they do not show up for everyone else. How can I still keep the objective generator script only activated by one unit, but also: 1. Show hints and bis_fnc_showNotification's for each player. 2. Run addActions and CreateUnits globally (if the player runs these, they are local and of course don't function accordingly for other players). Thank you!
  10. Thank you! Giving it a test now, and looking at the scripting for them from the configs. Nice to know it's not just me being mad.
  11. How do you spawn a location AFTER mission start? I wanted to have a zone appear randomly on the map via a radio trigger. I can simply call EOS_spawn with the standard parameters in the editor, preview and it works. But in multiplayer, nothing is spawned and the marker stays black. What do you need to do ?
  12. Sorry, I forgot to mention. Absolutely nothing happens with _pos. Nothing is returned from the function BIS_fnc_findSafePos. It's almost like it doesn't find a "safe place" and that's the end of it. Yet, I have tested this by placing the player in the desert to the east, making sure the distance is short, and it will absolutely return a new position while using the debug option in "preview". As soon as I go back to trying it through a SQF, nothing is returned roughly 1/4 of the time.
  13. Expected: To find a location, between 2000 & 5000 meters, relatively flat, on land and with 1 meter of space around it. Create a device, place the device and the player in that location for testing purposes. Reality: This works 100% of the time via Debug and "Local Exec" while in game. This works maybe 3/4 times through SQF. All tested locally through the editor. sndObjects = ["Land_Device_disassembled_F","Land_Device_assembled_F"]; sndObject = sndObjects call BIS_fnc_selectRandom; _pos = [getpos player,2000,5000,1,0,0.7,0,[],[(getpos player),(getpos player)]] call BIS_fnc_findSafePos; hint str _pos; sndChecker = sndObject createVehicle _pos; player setpos _pos; Can someone please explain why this works every time through the debug scripting, but not every time in SQF scripts?
  14. nullsys

    ASOR Gear Selector

    Well this looks dead in the water then.
  15. nullsys

    ASOR Gear Selector

    Despite changing the config to allow opposing side's uniforms, they do not appear on the model, only in the selector. Second, this is extremely slow. It can take up to 8 seconds for a uniform change to appear on the model. I've tried this in different missions, all locally.
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