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Found 3 results

  1. Hello, I just a little help with the missileTargetPos command. When running it on the VLS Missile it seems to return a random position mid air near the launcher, but not where the missile is actually intended to go. Is there a reason for this or a different way to find the target position?
  2. Just to place this into context - i made a mission where the players will be supported by some cruise missile fire, fired by the AI. There are 3 different targets, and 3 different MK41 VLS launch pads firing at each their target. I found this script/code and its been working very "on/off". It works every time in singleplayer, but only "occational" in multiplayer on a dedicated server - so im approachig you guys, the mighty Arma 3 oracle, to see if you guys can help me improve this code so that it'll work more predictably and reliably on dedicated servers too. This is the code im using: ------------------------------------------------ // This is the script I'm using in an .sqf ------------------------------------------------ west reportRemoteTarget [HAA1_0, 3000]; HAA1_0 confirmSensorTarget [west, true]; west reportRemoteTarget [T2, 3000]; T2 confirmSensorTarget [west, true]; west reportRemoteTarget [T1, 3000]; T1 confirmSensorTarget [west, true]; Cruise1 fireAtTarget [HAA1_0, "weapon_vls_01"]; Cruise2 fireAtTarget [T2, "weapon_vls_01"]; Cruise3 fireAtTarget [T1, "weapon_vls_01"]; ------------------------------------------------ // This is basically the information provided for each launcher ------------------------------------------------ west reportRemoteTarget [HAA1_0, 3000]; HAA1_0 confirmSensorTarget [west, true]; Cruise1 fireAtTarget [HAA1_0, "weapon_vls_01"]; While developing the mission, i do my fair share of testing on a dedicated server - first time i tried it, all 3 missiles fires and hits their targets. Next time i did some changes to the mission, although nothing to the settings of the targets/missiles or script - suddenly all 3 missiles fires, but 1 goes straight up - while 2 hit their target. And ofc, during the offical playthrough of the mission with my Arma 3 group, all 3 missiles fires but all 3 goes straight up and none of them seemingly targeting their targets. This was mildly put rather annoying. So in short, if any of you script-wizzes know how to help me out with this to have it work more predictably and reliably on a dedicated server it would be absolutely epic, and much appreciated.
  3. Hello, i've come along some problems with my missions in multiplayer and now i'm wondering, if there are some workarounds for them. 1. sometimes players can't pick up items from dead bodys. this is a arma classic by now. any ideas how i can minimize the change of it happening? 2. sometimes a mobile spawnpoint (tent) is not available for certain players, while it is for others. also disconnecting and rejoining does not help for the client, who cannot see the spawn point. repacking and resetting the tent does not help either. any ideas? 3. animals (from the animals modules) either don't spawn in MP, or they do spawn but are completely static. i noticed that there are different animal modules, but i haven't had success with either of them. any ideas? i really need some sheep in my missions! 4. the first shot fired from the new VLS on the liberty destroyer doesnt't work. there is a sound and VLS reloads, but the missile does not actually show. the second shot and following shot seem fine. it's not a game-breaker but a bit of an imemrsion killer... 5. not a real issue, but i will add this here, instead of making a seperate thread: a player that entered ZEUS mode, will still have some UI on his screen, even when he leaves ZEUS (i think it is the ticket counter on the right, if i remember correctly). is there a way to limit ZEUS UI to the time actually being in ZEUS mode? thanks for you help:)
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