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Found 9 results

  1. Hey folks, I want some more fire in the air so I am placing some tracer modules at the beginning of my mission but I want them to disappear after some time. I tried deleteVehicle and [tracer_1, 1] remoteExec ["setDamage"]; but they don't disapear. Could you people help me with this? Cheers, Jan
  2. I have some boxes (Weapon's Cache) scattered across my map. They can be "retrieved" by any BLUFOR player (BLUFOR player has to use the hold action), which removes the box, adds CuratorPoints to all BLUFOR Curators and removes the question mark from the map (where the box is located). They can also be "destroyed" by any Independent unit (Independent player and AI has to use the hold action), which removes the box and removes the question mark from the map (stopping the BLUFOR Curators from gaining CuratorPoints). I currently have this in the init of all the boxes scattered across the map. When used by any player, the trigger just removes the question mark from the map and nothing else. I think I need to use remoteExec for the deleteVehicle part and the addCuratorPoints, but I do not know how to use that function. Please help!
  3. Hello, I would like know how i can detect when a player drop an item for delete it. I have try with "addEventHandler Put" but the return of item is type string and DeleteVehicle use type object.. Thank you! (Sorry for my bad english)
  4. I have 6 potential FIA Weapon Caches scattered around the map. (3 normal weapon caches, 3 special weapon caches). At the start of the mission, I would like all except for 1 from each weapon cache type to be deleted from the map, so I am only left with 2 weapon caches on the map. (Each weapon cache has a local map icon that shows the BLUFOR player where the weapon cache is located, which needs to be deleted as well). My current script, located in my "initServer.sqf". This doesn't seem to do anything (no error message or anything) on mission start and I am not sure why. Please help!
  5. I am making a SP game and i want to delete some vehicles when i don't need them anymore like heli, trucks and planes. {deleteVehicle _x} forEach crew (dropoff) + [dropoff] this i have in ACT in trigger but i only delete the truck when it drives inside the trigger if i put {deleteVehicle _x} forEach crew (plane) + [plane] inside the trigger also it delete the plane before it have been used in the game My trigger : type : NONE activation : BLUFOR activation type : PRESENT repeatabel :ticked off Condition : THIS on ACT : {deleteVehicle _x} forEach crew (dropoff) + [dropoff] (only delete the dropoff vehicle ) i want the trigger to delete any one and any vehicle who get inside the trigger from BLUFOR and one for OPFOR. anyone got some guides lines on how to do it..
  6. Hello, Hmal = createVehicle ["Land_PlasticCase_01_small_F","M1" call BIS_fnc_randomPosTrigger, [], 0, "CAN_COLLIDE"]; _hbatimentPos = nearestBuilding getpos Hmal; _hBatiment = nearestBuilding _hbatimentPos; Hmal setPosATL (_hBatiment buildingPos 1); [[Hmal, ["= Collecter =", "if (isServer) then { deleteVehicle Hmal; }; if (hasInterface) then { deleteVehicle Hmal; }" ]],"addAction",true,true] call BIS_fnc_MP; During my mission, i create object as intel. but my problem is that "DeleteVehicle" don't work in multiplayers. without and with condition "IF". Help-me plz. I try create a intel objectif. i need that players collect this box and that my server delete this box. sorry for my English. i am not English man. Thanz you
  7. This is the trigger on Act: {deleteVehicle _x} forEach thisList; I want to disable deletion for three Hemtt trucks (rearm, refuel, repair) placed in that area. I called them Refuel_Truck, Repair_Truck and Rearm_Truck. How? And if u gave me an example i would be pleasured.
  8. Hi everyone! I've faced a problem, when spawning a structure, consisting of 500+ objects, on demand. When it happens, one or another random object from this structure doesn't show itself physically (for every player, so it seems to be not a client-side problem). I'm wondering if there's a way to prespawn an objects in any virtual way and when they needed - just to enable them or clone into a real ones. The hideObject way isn't appropriate for this, because the hidden objects are still participating in server-side calculations. That's why i've decided to use deleteVehicle after this massive structure done it's job in scenario (it really saves a server FPS). I've tried to set for every such object "_obj enableSimulation false; _obj allowDamage false;" but it seems not to be helpful when this kind of complex structure (consisting of 500+ objects) are on the map in amount of 3 or more. I really appreciate any help, guys. Thanks!
  9. addMissionEventHandler [ "EntityKilled", { params [ "_killed", "_killer" ]; _target = cursorTarget; _body = []; if ( typeOf _killed isKindOf "Man") then { _killed addAction ["<img image='\a3\ui_f\data\gui\cfg\debriefing\enddeath_ca.paa' align='center' size='1.2'/>{Bury The Dead}</t>",{params ["_target", "_caller"]; hideBody _target; deleteVehicle _target; _caller playActionNow "MedicOther";},nil,0.1,true,true,"","(_target distance _this) < 2"];}; _body = _killed getRelPos [-0.01, 0]; _dead = createSimpleObject ["a3\structures_f_epb\civ\dead\grave_rocks_f.p3d",_body]; _dead setPos (_body vectorAdd (getPosWorld _dead vectorDiff (_dead modelToWorld [0,0,0])));}]; the issue is the grave is always 10 meters up in the air, what id like to do / or have is the grave on the ground but also not show up unless player does the action code to hide the body.. thanks...
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