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Found 6 results

  1. Hey guys, I am working on a mission which utilizes a script allowing the players to shout to civilians based on distance and angle from the civie. Whenever the civilian is within a given radius and a specific angle from the player, then the latter receives an action allowing him to shout commands etc. The script works fine and all, but I am seeing a problem where the action appears/reappears pretty randomly when the civilians are running/moving OR RATHER when there are obstacles and uneven terrain around. I believe that the BIS_fnc_inAngleSector , which is the condition for the addAction, keeps returning an exact position of the civilian and when he keeps moving, changing altitudes or when there are objects around, the function just loses track and makes the action appear/disappear pretty randomly. I may be wrong on this but that's the only thing that comes to my mind. That's for the context. Now whe actual question I have is: do you think it's possible to feed some kind of modified position array of the civilian, so that it will search "around" his actual position? player nearEntities [ "MAN", _radius ] select { side _x isEqualTo civilian && { [ getPosATL player, getDir player, _angle, getPosATL _x ] call BIS_fnc_inAngleSector } } Thanks a lot! Adam
  2. Hey guys, I am in need of a clever explanation of what I'm seeing and a helpful hand with fixing it. I have created an action that calls for a chopper from a nearby location and makes it move and land in a different location. The script works locally without issues. The script works in multiplayer when called using the Zeus code module option. The script does not work when called by addAction (either attached to a player or a static object). By "does not work" I mean the helicopter does receive the cargo (which means it is recognised) but the chopper just sits there forever. ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; hint "Friendly chopper incoming"; helicopter1 move (getPos heli_landing_pad); sleep 15; while { ( (alive helicopter1) && !(unitReady helicopter1) ) } do { sleep 1; }; if (alive helicopter1) then { helicopter1 land "LAND"; while { ( (alive helicopter1) && !(unitReady helicopter1) ) } do { helicopter1 engineOn false; }; }; For the love of me, I cannot understand why it keeps happening. I even called the helicopter1 move part individually from the zeus interface and it did work. Thanks a lot, Adam
  3. You can download the result of this topic here. OP ============================================================================================================================================================================ I'm trying to create a simple low altitude warning system. So far my alarm sounds at the desired altitude (over land and sea) and stops when above that. I'd like to restrict the script to when the gear is UP therefore avoiding the alert while take-off and landing. So far, no joy. I've tried making an event handler and a input action to define gear up but it doesn't seem to work. Any help? I tried this in the INIT, [] spawn { waitUntil {inputAction "landgearUP" > 0}; ALTwarn = [] execVM "LowALT.sqf"; }; [] spawn { waitUntil {inputAction "landgear" < 1}; terminate ALTwarn; }; with no luck. And this is the Jet init this addEventHandler ["gear", {(_this select 0); execVM "LowALT.sqf"; {(_this select 0) RemoveEventHandler ["gear",0]}}]; still with no effect.
  4. hi, Is there a way to determine the position of a vehicle by vehiclevarname? I work on a survival server and want to save the positions even if the vehicle is moved without a driver. Many Thanks.
  5. Hi fellas, is there a good soul which can help me with realizing my ideas for my mission? At least point me to the right direction. 1) I'm trying to figure it out how make a picture or object appear above the unit that spotted the player. I failed at very start because I don't know how to get the position of unit that spotted the player. One of my thoughts was: GetPos of unit that have knowsAbout bigger than 0 or maybe use targetKnowledge but I (again) don't know how. 2) I got a trigger with EAST knowsAbout player > 1; which launch script when player is discovered BUT even its set to repeat it works only once. 3) Is there any documentation about playerKilledScript.sqs because I don't find any. I would like to change the "dead" screen but still have few options like exit, load last save etc. Thanks in advance for any ideas + I can use very simple scripts and still don't have any clue how to combine them / use them together so any link to some tips or tutorials are also welcome.
  6. Hello, i am trying to make a script where every 10 minutes it will mark everyones location 3600 meters around a object, but ONLY if they are bluefor. I need some help with getting the playerlocation if the player matches to these criteria: player distance natoTracker < 3900 && player side == west This is what i have so far sleep 600; _natoDownSouth2 = nearestObjects [natoTracker, [What do i need to put here to only store bluefor players in the variable], 3600]; if (player distance natoTracker < 3900 && player side == west) then { [[1,format["NATO has been spotted down south and their location has been marked on the map."]],"life_fnc_broadcast",civilian,false] spawn life_fnc_MP; };
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