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Found 3 results

  1. Hi there. So I've been trying to make a script that drops an object on a players head. I need it to be able to work even if the player is standing in a building. The two commands that are supposed to disable collisions are `enableSimulation false` and `disableCollisionsWith`. `disableCollisionsWith` would be harder to implement considering it would have to detect any possible map and mission placed object. And, unfortunately, even though I set Enable Simulation to false for the dropped object, if I am standing under a roof or another object, the obstructing object is destroyed (sometimes exploding) when the falling object lands. player switchMove "HubSpectator_stand"; _unit = player; [] spawn { _cTime = time; _pos = position player; _typeObj = selectRandom ["Land_FieldToilet_F","Land_ToiletBox_F"]; _fallObj = createVehicle [_typeObj, [_pos select 0,_pos select 1,(_pos select 2) + 10], [], 0, "CAN_COLLIDE"]; _fallObj enableSimulationGlobal false; _fallObj allowDamage false; while {(getPosATL _fallObj) select 2 > 0.01} do { sleep 0.01; _fallObj setPosATL [_pos select 0,_pos select 1,((getPosATL _fallObj) select 2) - 0.2]; if (time - _cTime == 5) exitWith {}; }; sleep 5; deleteVehicle _fallObj; }; sleep 1; player setDamage 1.5; player switchMove ""; sleep 5; hideBody _unit; I have tried the non-global `enableSimulation`, as well as `while {!simulationEnabled _fallObj} do` loops. Anyone have any idea how to go about this?
  2. Hi, When playing, if hidden and disabled simulation units are in your group, you can still hear them. For instance, I start a MP mission with all playable units hidden + enableSimulationGlobal true (from Eden). Player is unhidden and enableSimulationGlobal when he joins. The problem is he can hear all the conversation, reports, orders if any, from the hidden disabled units. enableSentences and enableRadio are not acceptable solution as far as they are global to all units. setSpeaker "" is difficult to manage correctly (respawn problem) Anyway, it remains a weird behavior. Please, mute the hidden and/or disabled units.
  3. Hey boys, i've got a real big problem (the perfect start for a scripting noob ;) ). I started creating a multiplayermission in the eden editor, and i got an AI with an addaction on it. So when all mods are synced, all the player will go to the AI and all can choose the addaction. But if one of them was clicking on it, the script should run for all players at the same time. But in my case, it is not just a script like healing or teleporting. This will be a camerascript. I tried a lot of things, and they worked for me, while testing in the editor, but they are not working in multiplayer on the server. They were running just for each player, and the helis are not flying, just standing there in spawnposition. And one more importend thing, before i post my scripts: When i add a .sqf file, i will get this error: "Preprocess failed with error - Invalid file name(empty filename)" Just when i change to .sqs the script will run in editor. Init's of my AI called Opa_1: (all examples worked in Editor, but not in MP) example 1: if (isServer) then { intro = this addAction ["Legen wir los.", {Opa_1 exec "script\opaintro.sqf";}, nil, 6, True, True, "", "(_target distance _this) < 6"];} example 2: if (isserver) then {[[Opa_1, ["Legen wir los ...","script\opaintro.sqs"]],"addAction",true,true] call BIS_fnc_MP;} example 3: {Opa_1 addAction ["Legen wir los ...","script\opaintro.sqs"];} remoteExec ["bis_fnc_call", 0]; opaintro.sqs/.sqf (i just changed the filename for example 1): ? ((paramsArray select 0) == 0) : goto "del" _camera = "camera" camcreate [0,0,0] _camera cameraeffect ["internal", "back"] showcinemaborder true; opa_1 switchmove "Acts_B_out2_briefing"; opa_1 removeaction intro; ;comment "20:01:58"; _camera camPrepareTarget [-75303.13,29256.81,5625.25]; _camera camPreparePos [23691.55,16276.09,2.44]; _camera camPrepareFOV 0.324; _camera camCommitPrepared 0 ;comment "20:02:27"; _camera camPrepareTarget [84408.05,-62884.46,-6862.32]; _camera camPreparePos [23692.37,16276.17,2.65]; _camera camPrepareFOV 0.195; _camera camCommitPrepared 10 ~10 aheli1 hideobjectglobal false; aheli1 enablesimulationglobal true; aheli2 hideobjectglobal false; aheli2 enablesimulationglobal true; aheli3 hideobjectglobal false; aheli3 enablesimulationglobal true; playmusic "introbg_1"; ;comment "20:19:05"; _camera camPrepareTarget [122550.25,31165.10,2120.64]; _camera camPreparePos [23688.01,16272.10,3.95]; _camera camPrepareFOV 0.696; _camera camCommitPrepared 0 ;comment "20:19:56"; _camera camPrepareTarget aheli2; _camera camPreparePos [23686.90,16279.11,5.23]; _camera camPrepareFOV 0.033; _camera camCommitPrepared 10 ~10 titleCut ["", "BLACK OUT", 1] ~ 4 player cameraEffect ["terminate","back"] camDestroy _camera ? ((paramsArray select 0) == 0) : goto "end" titleCut ["", "BLACK IN", 5] #end exit So the srcipt will execute for the player who hits the addaction, but not for all at the other players (but thats what i want). And the helicopters just will show up for the player which hits addaction. This opaintro-script is the short one for testing. I've got a bigger one, just with more camera positions an more switchmoves an playmusic. If needed, i am able to create a link for the missionto download, but i am using mods on this. I hope they are not important for the solution. So please tell me, it's just a simple thing. And please explain your solution. This trial an error took about 8 hour's right now, and i am going crazy on that, because it is not working on the server.
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