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Found 5 results

  1. Helo. I have a seeding problem with the random function that I just can't figure out. while { surfaceIsWater _suitable || count _list > 0} do { while {_spot distance officer_jeff < 1000 || surfaceIsWater _spot} do { _prevStep = _center getPos[ (random 2000), (random 350)]; for "_i" from 0 to 2 do { _step = _prevStep getPos[ (random 2001), (random 351)]; _prevStep = _step; }; _spot = [_step select 0,_step select 1,0]; }; _suitable = [_spot, 0, 300, 20, 0, 0.7, 0] call BIS_fnc_findSafePos; _list = nearestTerrainObjects [_suitable,["TREE","BUILDING","RUIN","ROCK","HOUSE"], _howBig,false]; }; If the script can't find a position that is not a water surface, it restarts BUT the RANDOM functions just keeps giving me the same position every time the cycle ends. I don't understand, is it not supposed to be random? I also tried this with seed using the alternate syntax of random: while { surfaceIsWater _suitable || count _list > 0} do { while {_spot distance officer_jeff < 1000 || surfaceIsWater _spot} do { _prevStep = _center getPos[ (time random 2000), (time random 350)]; for "_i" from 0 to 2 do { _step = _prevStep getPos[ (time random 2001), (time random 351)]; _prevStep = _step; }; _spot = [_step select 0,_step select 1,0]; }; _suitable = [_spot, 0, 300, 20, 0, 0.7, 0] call BIS_fnc_findSafePos; _list = nearestTerrainObjects [_suitable,["TREE","BUILDING","RUIN","ROCK","HOUSE"], _howBig,false]; }; Here is an example output: 15:12:48 "[823.795,10712.5] as _suitable, 56 as count _list, [816.133,10551.5,0] as _spot " 15:12:49 "[820.423,10745.8] as _suitable, 46 as count _list, [816.133,10551.5,0] as _spot " 15:12:50 "[828.004,10684.4] as _suitable, 76 as count _list, [816.133,10551.5,0] as _spot " Any help would be much appreciated.
  2. 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..
  3. Hello everybody I try to get a delay for a Action but i cant get it set up. Here is my problem. For a MP mission I made i wanted to hide a little easter egg. This easter egg is a sound of a little polka music that gets played. At the moment they players can go to the radio and can activate this sound. In the Init field of the Radio „this AddAction [„Play Polka“, „scripts\polkka.sqf] But I know some of my fellow players, as soon as they find out they will spam the action, make this sound get played like 100 times at the same time and maybe even crash the server that way… What I need is a delay that they only can play the song again after it has stopped. So I need a delay for this action of 144 seconds. What i tried so far is this Init field Cooldown = 0; this AddAction [„Play Polka“, „scripts\polkka.sqf“, „Cooldown < 1“]; and in the sqf Cooldown = 1; radio01 say3d „ivean_polkka“; Sleep 144; Cooldown = 0; but still, i can spam the action and make the song play as many times as i wish…
  4. I'm trying to make a map mission and need a helicopter loop to make it seem that the base is very active. My goal is for it to 1. take off 2 Fly away 3 Fly back 4 Land. Then for it all to repeat repeat What ever help I get I am very thankful
  5. Hello everyone, I've been working on Nodunit & Franze AH-64D (v1.42+ and v1.43+) for the past few months, however I got an issue which I couldn't resolve. I believe the issue is all about the ah64d_init.sqf file which is played as soon as the mission start when the aircraft spawns. The full script can be found here, as well as all the other scripts handled by the aircraft. Here is a small part of how it was coded : Of course while on SP, everything works perfectly, but as soon as you're hitting multiplayer on a dedicated server and a player does join in progress then the doors reopen and the TADS gets stowed again, while being on the middle of a flight. A friend of mine thought about using : But then most of the 3D files couldn't get loaded. Here is the full script : What I would like to achieve is to get the aircraft's doors open and the TADS stow ONCE when it is spawned. Thanks for your help.
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