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    • SneakyDog     This issue was resolved with a folder placed on github called Code - update revive   Link: https://github.com/CaptainPStar/co10_Escape/tree/master/Code
    • This might be a very simple suggestion but, I think a chainsaw could be an incredibly useful tool in such a game as dayz where base building mostly rely on wood, of course it would be loud and needs fuel to work but who wouldn't need a chainsaw even as a weapon? 
    • You can set your CHINOOK to trigger owner and change trigger activation condition to this and { player in (thisList select 0) }  
    • We ran into the same revive script issue, could reproduce it fairly regularly by tweaking the mission file and spawning only RPKs in the gun bag and killing eachother.   After looking at the code, we made a minor adjustment by moving the _unit setVariable ["AT_Revive_isUnconscious", true, true]; line from fn_Unconscious.sqf to the first line of the then-statement of fn_HandleDamage.sqf   Reproducing the issue was now almost impossible. It happened once, with a double death message, but this time the player could be revived without side-effects.   Hope this helps someone.  
    • The problem is that a server and clients have their own profile namespaces, therefore you should request data from the server: // initServer.sqf sendDataToClient = { private ["_data", "_varNames"]; params ["_player"]; _data = []; _varNames = switch (vehicleVarName _player) do { case "kiba3x": { ["KIB_kibaPos", "KIB_kibaRating"] }; case "kavhan": { ["KIB_kavhanPos", "KIB_kavhanRating"] }; default { ["KIB_konalPos", "KIB_konalRating"] }; }; { _data pushBack (profileNamespace getVariable _x); } forEach _varNames; missionNamespace setVariable ["clientData", _data, if (_player == player) then { false } else { owner _player }]; }; // initPlayerLocal.sqf if (isServer) then { [player] call sendDataToClient; } else { [player] remoteExecCall ["sendDataToClient", 2]; }; waitUntil { !(isNil "clientData") }; clientData params ["_position", "_rating"]; clientData = nil; player setPosATL _position; player addRating _rating;  
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