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Found 2 results

  1. I cannot make stalking group to work on dedicated. Any help is appreciated. private _headlessClients = entities "HeadlessClient_F"; private _humanPlayers = playableUnits - _headlessClients; while {true} do { _rNumber = selectRandom [1,2,3]; if (_rNumber == 1) then { _stGrpPos = [(getPos (playableUnits select 0)), 500, 800, 0, 0, 0, 0] call BIS_fnc_findSafePos; _stGrp = [_stGrpPos, east, ["cfp_o_is_squad_leader","cfp_o_is_at","cfp_o_is_at","cfp_o_is_autorifleman"]] call BIS_fnc_spawnGroup; _stGrp deleteGroupWhenEmpty true; _stalking = [_stGrp, group (playableUnits select 0)] spawn BIS_fnc_stalk; } else { if (_rNumber == 2) then { _stGrpPos = [(getPos (playableUnits select 0)), 500, 800, 0, 0, 0, 0] call BIS_fnc_findSafePos; _stGrp = [_stGrpPos, east, ["CFP_O_IS_Hilux_ZU_23_01","cfp_o_is_rifleman","cfp_o_is_at"]] call BIS_fnc_spawnGroup; _stGrp deleteGroupWhenEmpty true; _stalking = [_stGrp, group (allPlayers select 0)] spawn BIS_fnc_stalk; } else { _stGrpPos = [(getPos (playableUnits select 0)), 500, 800, 0, 0, 0, 0] call BIS_fnc_findSafePos; _stGrp = [_stGrpPos, east, ["CFP_O_IS_Hilux_AGS_30_01","cfp_o_is_rifleman","cfp_o_is_at"]] call BIS_fnc_spawnGroup; _stGrp deleteGroupWhenEmpty true; _stalking = [_stGrp, group (playableUnits select 0)] spawn BIS_fnc_stalk; };}; sleep 900; }; Executed from initServer.sqf UPDATE: The code seems to work on dedicated. ☺️ Is there another way to refer to the player on dedicated, apart from playableUnits select 0 ?
  2. STALKING, CAMOUFLAGE, ORIENTEERING, and SNIPER-UNIT TRAINING by Richard Von Quest VERSION: beta v0.6.0 UPDATED: 27 July 2021 DONATE: Support Project // INTRODUCTION: This is the Stand-Alone Module of my Scout/Sniper Addon from my SpookWarCom Project. This will focus more on the scout-side of the mysterious of the lethal Spec-Ops Sniper and the unique elements of scouting, stalking and the recon aspects of Scout/Sniper Operations. A Sniper is a highly trained marksman who operates alone, in a pair, or with a sniper team to maintain close visual contact with the enemy and engage targets from concealed positions or distances exceeding the detection capabilities of enemy personnel. These sniper teams operate independently, with little combat asset support from their parent units. Snipers typically have highly selective and specialized training and use high-precision/special application rifles and optics, and often have sophisticated communication assets to feed valuable combat information back to their units. ~ Wiki "One-Shot, One-Kill" // FEATURES: Simple Custom Ballistics, Wind, Drift, etc Acute Scout/Sniper Hearing while in Blind/Hide Keen sense of Smell for detecting nearby Enemy Questrel Weather Computer (aka Kestrel) 1966 USMC "Hathcock" Edition BoonieHat Audio & Visual Signature Management Targets - Practice & Training Feedback System FPV Scope Minute-of-Angle Knob FPV Scope Zero/Elevation Knob Sniper Immersion without the ACE non-sense Very User & Frame-Rate Friendly Data & Logbook, Charts, etc Mission-Level Module & Settings // NOTES: This is only about 20% done. This version was a re-write to get it back on track again. There are several features that may not still work, or are unfinished at this time. I just wanted to get this public version out now so you can test and enjoy what I have running so far that is at least stable and playable. This project is more about the Scouting Skills, rather than the Sniper Shooting anyway. I have a lot more coming, but updates are slow due to I have a huge mod-set under development at the time of this writing. Also to speed up this public version, there is no documentation included. You will have to Search for the older version of this for more details, or wait until an update later for the new stuff. // KEYBINDING: Shift + D (player menu) Shift + S (scope knobs) // REQUIRED: 1. CBA A3 - Community Based Addons A3 // DONATE: SCOUT/SNIPER PROJECT Von Quest Industries // LICENSE: // CREDIT & THANKS: *n/a
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