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Found 2 results

  1. Hi all, I have created a short piece of code that makes the Curator Editing Area follow the Curator player around the map. I have four potential Curator players (BLUFOR_Player001 to BLUFOR_Player004) who all have the exact same code linked to them except for their names and Curator Editing Area code. Each of the four BLUFOR Curator players are not created on map initialisation. Instead, I wanted the player unit to be created when a player decides to play that role. I initially had my script in the init.sqf, however, when testing, I would get errors saying that the other BLUFOR Curators did not exist (because I was only playing as BLUFOR_Player001). What I am wondering is how/where do I place my script so that it is added to every new BLUFOR player when they join the game (It must be unique to them, see below).
  2. Hi all, I am currently making a map which requires a Curator Editing Area to follow the player around the map. I would like it so that if an enemy of the player enters the Curator Editing Area, the Curator Editing Area is disabled (to stop him spawning stuff on top of the enemy). I have managed to write a script which has the Curator Editing Area follow the player... //init.sqf [] spawn { while { alive t1 } do { myCurator addCuratorEditingArea [ 0, position t1, 50 ]; sleep 0.05; }; }; How this works is by creating a Curator Editing Area at the position of the player every 0.05 seconds. The interesting part is that you keep the ID of the Curator Editing Area, this means that it deletes the old Curator Editing Area when the new one is created. (Curator Editing Area ID being 0 in this case). The problem I have is temporarily disabling the creation of "new" Curator Editing Area 's while an enemy is within range. So I need to be able to temporarily disable the script (which I do not know how to do).
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