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Found 3 results

  1. I have four compositions that I've been trying to place that all relate to one vehicle. The vehicle itself is a marshal without a turret that has several various objects attached to it via the BIS_fnc_attachToRelative script. Back view of marshal The first composition is the marshal itself with the various objects and can be placed without issue. The second is an invisible helipad that has the init field with a script containing a remote exec that adds actions that add functionality to parts of the marshal; this can be placed without a problem. The third, problem child composition, is another invisible helipad that has the following in the init field: [apcnoT,["To Gunner's Seat (Mortar)",{MoveOut (_this select 1);(_this select 1) action ["getingunner", apcnoTMor]}, [], 0, false, false, "", "_this in (crew _target) && (isNull gunner apcnoTMor)"]] remoteExec ["addaction",0,true]; deleteVehicle this This, as opposed to the others causes BattlEye to automatically kick me from the public zeus with the message "RemoteExec restriction #12" The other codes: Marshal (apcnoT) apcnoT removeWeaponTurret ["LMG_RCWS", [0]]; apcnoT lockturret [[0,0],true]; this lockturret [[0],true]; apcnoT animate ["HideTurret", 1] Mortar (apcnoTMor) [this, apcnoT] call BIS_fnc_attachToRelative; this removemagazines "8Rnd_82mm_Mo_shells"; this removemagazines "8Rnd_82mm_Mo_Flare_white"; this removeMagazines "8Rnd_82mm_Mo_Smoke_white"; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addMagazine ["8Rnd_82mm_Mo_Smoke_white",8]; this addMagazine ["8Rnd_82mm_Mo_Smoke_white",8]; enableWeaponDisassembly false Tarp (apcnoTSurf) // Adds surface to the top of the marshal, otherwise players would be infinitely falling. Location is used to teleport player. [this, apcnoT] call BIS_fnc_attachToRelative Equipment Box [NATO] (spbx1) // Action added to this to resupply mortar [this, apcnoT] call BIS_fnc_attachToRelative Rugged Portable Cabinet Lid (Sand) (NOT_NAMED) // Used as a means to climb up on top of the marshal [this, apcnoT] call BIS_fnc_attachToRelative;[this,["Climb<img size='1' image='\a3\ui_f\data\IGUI\Cfg\Actions\ladderup_ca'/>", {_this select 1 setpos getPos apcnoTSurf;;}, nil, 1, true, true, "", "true", 1.5, false, "", "" ]] remoteExec ["addAction",0]; Rugged IP Telephone (Sand) (apcnoTphone) // Arsenal after activation by helipad [this, apcnoT] call BIS_fnc_attachToRelative Helipad (Invisible) (addPhoneFunc) // Adds Arsenal to phone and resupply action to spbx1 [spbx1,["Resuply Mortar <img size='1' image='\a3\ui_f\data\IGUI\Cfg\Actions\reammo_ca'/>", {apcnoTMor setVehicleAmmo 1}, nil, 1, true, true, "", "true", 2, false, "", "" ]] remoteExec ["addAction",0,true]; [apcnoTphone,["Arsenal <img size='1' image='\a3\ui_f\data\IGUI\Cfg\Actions\ico_on_ca'/>", {["Open", true] spawn BIS_fnc_arsenal}, nil, 1, true, true, "", "true", 1.5, false, "", "" ]] remoteExec ["addAction",0,true]; deletevehicle this Helipad (Invisible) (addSeatFunc) // Adds ability to get into the mortar gunner seat while inside the marshal. This is the problem child of the bunch. [apcnoT,["To Gunner's Seat (Mortar)",{MoveOut (_this select 1);(_this select 1) action ["getingunner", apcnoTMor]}, [], 0, false, false, "", "_this in (crew _target) && (isNull gunner apcnoTMor)"]] remoteExec ["addaction",0,true]; deleteVehicle this Helipad (Invisible) (addSeatFunc2) // Adds ability to get out but on top of the marshal as well as ability to get into the marshal directly while on top of it. [apcnoTSurf,["Get In", {[_this select 1, apcnoT] remoteExec ["moveInCargo", 0];}, nil, 1, true, true, "", "true", 4, false, "", "" ]] remoteExec ["addAction",0,true]; [apcnoT,["Get Out (Topside)",{_this select 1 setpos getPos apcnoTSurf;}, [], 0, false, false, "", "_this in (crew _target)"]] remoteExec ["addaction",0,true]; deleteVehicle this I apologize for my archaic coding format as I'm used to the very old ways of scripting in the original Operation Flashpoint. I hope that extra eyes can slim down the coding or maybe combine it all into one composition that wont automatically kick me when placed. Thanks in advance.
  2. EmperorBanana

    Debug console

    Hey, I've been gone for a long time and I can't find the Zeus debug console when playing in the public Zeus slot. I am already a voted admin in the public Zeus server but there is no debug console when I hit ESC, even if I have Admin Debug Console enabled in parameters. How do I fix that?
  3. Dominic James

    Arma 3 Public Zeus.

    If you're interested in becoming more involved in the Arma 3 Public Zeus community. A Discord server for the Arma 3 Public Zeus Group. https://discord.gg/5JUyU8e A Steam Group for the Arma 3 Public Zeus Group. http://steamcommunity.com/groups/A3PZ#
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