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Found 5 results

  1. Hello awesome BI community! This is the first time I'm posting an issue here so any help would be much appreciated, and thank you in advance for the use of your time. ­čÖé END GOAL: helicopter spawns (via triggers listening to boolean variable in game) helicopter goes to object (defined in script) helicopter goes to player (defined in script) helicopter returns to base helicopter disappears (via triggers listening to boolean variable in game) and: the addAction has an initial menu that just states "SUPPORTS" then upon selecting deletes that action and adds a subset of supports for the player to use. INTENTION: What I'm trying to do is have ONE .sqf script and pass variables to that script via execVM from a trigger in game. I have created this script using 3 .sqf script files using public and predefined variables in game, and it works. But I want this to work more like a function than a script. So this is my first script which uses private variables. I would like this to remain as ONE .sqf so I can copy this to a new mission and create/define the objects/groups in the game, then pass those using execVM. PROBLEM: Everything works, except addAction transfers the code to a scheduled task and the private variables are undefined there, at least that's how I understand it. CODE THAT WORKS WITH PUBLIC VARIABLES: CODE IM TRYING TO GET WORKING WITH PRIVATE VARIABELS: HOW I'M CALLING THE CODE: *EDIT In the game it errors at: slingloadmain = _player addAction [ "SUPPORTS", { _player removeaction slingloadmain; _activate = false; Is this even possible?
  2. So this is an issue I encounter on some servers and do not encounter on others. I'm curious if anyone knows what the culprit might be and if there is a fix. For the purposes of this discussion I'm talking about vanilla sling loading, but this occurs more frequently if using Duda's advanced sling loading. In a nutshell, flying around sling loading any object (I really can't stress anymore that is is truly any object completely independent of mass) at a moderate speed (between 40-60kts, appropriate sling speed), the load and the helicopter are treated as completely separate objects and the server will eventually "hiccup" slightly. This causes the server to think the load and the helicopter are beyond range of each other, thus disconnecting the ropes and letting the load fall to the ground. This doesn't seem to happen on some servers, it happens infrequently on others, or even extremely frequently on other servers. Have others encountered this? I don't see any topics about it and to me it seems like a pretty big deal as it essential makes anything other than the old script sling loading completely useless. I can take a guess that is might have something to do with latency between the client and the server but when my ping to the main server I play on is usually less than 50 and I still have this occur all the time, there seems to be something wrong. Let's talk about it.
  3. Hello! We finally deployed sling loading to the development branch and as usual we'd love to hear your feedback. But first some overview. Sling loading is by default available to all current helicopters except of AH-99 Blackfoot and Mi-48 Kajman. In Helicopter Movement section of Controls you can find two new actions related to sling loading: Rope Interaction (default keybind is B) and Sling Load Assistant (default keybind is Right Ctrl+B). Multiple objects (for example Supply Boxes, Quadbike, Rubber boats etc.) are configured for sling loading so you can just place them in editor and you are good to go. In future we will add comprehensive learning missions, at this moment you can just discover secrets of this new functionailty by yourself. Also as was mentioned in changelog, we added new scripting commands for sling loading so you can have fun with them too. Please be so kind and share with us your experience! We're specifically looking for feedback on these these topics: Usability - is sling loading understandable enough? Difficulty - is lifting cargo too hard or easy? Multiplayer - do you have any issues with sling loading in multiplayer? But we are grateful for all for your valuable, constructive and civil feedback.
  4. Hey guys, I've been playing a bit of the OPTRE mod, and I've talked with one of their devs about a way to attach a vehicle to a helicopter. I have a bit of experience in the 3D editor, and I'm familiar with everything up to more advanced scripting. The way it works is it attaches the MRAP vehicle to the underside of the helicopter, no ropes or anything. The line looks like this, with ___Name being the vehicle names: mrapName attachTo [heloName, ([(typeOf mrapName)] call OPTRE_fnc_PelicanAttachToPoints)] This works if you name the two vehicles, and activate the function, I've done a trigger and addAction, BUT, I want to find out how to run this WITHOUT having to name the vehicles before hand. I am guessing it would be some "find the ID of the MRAP, attachTo, find ID of helo" kinda thing. I would have to think normal sling loading has to do this to an extent, right? Find the closest vehicle, and attach the ropes...I just thought I'd ask if anyone knows where I could start looking for a way to do this. Thanks for any help -Envak
  5. Right now when you place minemarkers as ZEUS these markers can be seen for all the players on the map. Is there some way to remove so that this wont show at all? Thanks!
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