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Found 4 results

  1. Hey all, I am (still :D) trying to create a medical training framework for a unit playing a persistent mission. All is going (quite) good so far and now I am stuck with an issue. The unit uses players to practice medical and some of them die in the process. They have a respawn time (I think is somewhere around to 1 minute, but this is irrelevant) to discourage ramboing. So, the goal is to find a way to respawn instantly (override the normal respawn time) those who didn't make it through the medical practice of their fellow aspirant medics and then move them back to the medical training facility where they died. I believe the second part to be quite easy. Probably with just a setPos (although this may not be the case if I don't have access to the unit object). So, at the moment I am stuck as to how I can instantly repsawn units (but not all units, just specific ones). I have looked at the BI's respawn functions, but there are no examples and the wiki/docs seem to be completely deserted. I did try to use BIS_fnc_respawnInstant but seems that it does NOT do what I want it to do. After quite some time searching I was unable to find something (or was unable to recognize it) that would help me accomplish my task. Any insight, ideas or suggestions would be most welcome. Thanks in advance, Achilles.
  2. Every once and a while and whether I'm in singleplayer or multiplayer the graphics become potato like and the fps drops to 3. After a minute or so of this the game crashes, please help.
  3. Hi, I'm trying to create some occupation scripts, and more specifically a script designed to fill military towers with various units. Problem, the script make units spawn on ground and not in the tower. Here is my script : //exec: server params["_center"]; { _u = "KICC_SNIPER" createUnit [(_x buildingPos 17), (createGroup [east, true])]; _u setPosATL (_x buildingPos 17); _units = ["KICC_OFFICIER", "KICC_FUSILIER", "KICC_TIREUR_PRECISION", "KICC_SENTINELLE_RADIO"]; for "_i" from 0 to 16 do { if(random 1 > 0.6) then { _u = (selectRandom _units) createUnit [(_x buildingPos _i), (createGroup [east, true])]; _u setPosATL (_x buildingPos _i); }; }; } forEach (_center nearObjects ["Land_Cargo_Tower_V1_F", 1000]); On ground, all units seems to be in the right X and Y position, only Z position seems to miss the point. It's strange because I'm using the exact same syntax than in the example 1 on the Biki. What am I missing ? EDIT : when trying to set the position of the player character, in the exact same way, through the debug console, all is working as expected : the player is placed on top of the tower. I've also tried to hint the used position to check that it's a AGL position, and it is. For example for the sniper the Z value is something like 14m. And I'm definitely using setPosATL which is supposed to use this Z value and count it above ground level. I'm a bit lost...
  4. I'm currently working on a vehicle selector script, but I seem to have trouble putting the array in my list box The code below will shot 1 till 4 in the listbox. _list = ["1", "2", "3", "4"]; _ctrl1 = (findDisplay 7720) displayCtrl 1500; { _ctrl1 lbAdd _x; } forEach _List); However, that's not what I want, I only want 1 and 3 to show while still being able to expand the array for as long as I wish. So i thought why not make it a dimensional array and select 0 of each array but how? How do i get _list = [["1", "2"], ["3", "4"]]; to output 1 and 3. I have been trying a lot but I can't seem to get it to work properly, A quick google search gave me no results. If it's there excuse me for not finding it. Cheers, Joey
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