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    • The problem is on interpretation of dedicated some AI units ready to join players on them - when players unconnect unexpected those units are seen by dedicated server as dummy players and all AI unist connected to them before player unconnect are blocked from all those commands (this#0) is just from add action form (as you can se below), before this is used join group ets here is whole command for join AI man unit and vehicle with AI units inside (example below it work in most cases perfectly just after unconnect players it stuck) and all those AI seems to be remote forever and all setowner and setowner group commands return false.   //unit join                     private _idact_next = _x addAction ["<t color='#FFFF00'>" + localize "STR_JOIN_TO_GROUP" + "</t>",{[(_this#0)] join group (_this#1);[(_this#0),clientowner] remoteexeccall ["setOwner",2,false];dostop (_this#0);if (!(captive (_this#0)) && (((_this#0) getvariable ['SIDE',CIVILIAN]) != game_side_enemy)) then {(_this#0) enableAI 'all';[(_this#0), ([(_this#1)] call BIS_fnc_getUnitInsignia)] call BIS_fnc_setUnitInsignia}else {[(_this#0),remote_call_prisonner] remoteexeccall ['spawn',2];if (lifeState (_this#0) != "INCAPACITATED") then {(_this#0) enableAI "ANIM";(_this#0) enableAI "MOVE";dostop (_this#0);[(_this#0),"AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon"] remoteexeccall ["switchMove"]}};(_this#0) call AI_group_change},nil,-850,true,true,"","(vehicle player == player) && (side _target != sideEnemy) && (lifeState _target != 'INCAPACITATED') && (((_target getvariable ['SIDE',CIVILIAN]) != game_side_enemy) || (captive _target)) && (group _target != group player) && (alive _target) && !(_target getvariable ['CAPTURED',false]) && !(isplayer _target)",_actionmanrange];
                          _x setvariable ["action_JOIN",_idact_next,false];   //vehicle join                       private _idact_next = _x addAction ["<t color='#FFFF00'>" + localize "STR_CAPTUREVEH" + "</t>",{(_this#0) lock 0;[(_this#0),clientowner] remoteexeccall ["setOwner",2,false];{if (!(isplayer _x) && (!(_x getVariable ['GRP_CHANGE', false]) || !(isplayer leader _x)) && (alive _x)) then {[_x] join (group (_this#1));[_x,clientowner] remoteexeccall ["setOwner",2,false];[_x, ([(_this#1)] call BIS_fnc_getUnitInsignia)] call BIS_fnc_setUnitInsignia;[[_x],AI_group_change] REMOTEEXECcall ["call",[0,-2] select isDedicated,true];_x enableAI 'all'}} foreach (crew (_this#0))},nil,-850,true,true,"","(vehicle player == player) && (side _target != sideEnemy) && (group _target != group player) && (alive _target) && ({!(isplayer _x) && (!(_x getVariable ['GRP_CHANGE', false]) || !(isplayer leader _x)) && (alive _x) && !(_x in (units group player))} count (crew _target) > 0)",10];
                          _x setvariable ["action_JOINVEH",_idact_next,false];
    • https://apnews.com/article/army-special-forces-troops-cuts-ukraine-lessons-ac7c41d5d9f299fadc96f2c2520c2abf?fbclid=IwZXh0bgNhZW0CMTAAAR3sZaUPjS6asM7YAkxGh8hV45oy6rB4SWMliFGMMRnBkctVZJK0YcCvBCs_aem_Aa0ytdTyhlIFFGXf7ihkP-xA2nYikoiAcBGT0YCGvTengfnELz69YvkUnysWKZyAg8AnTzF5U3Mq98PAXMPu-1mU#:~:text=(AP) — Forced to do,over the next five years   Going to keep an eye on this for the MH-60M and the MH-92F Insertion birds. If it comes to it I think I can add thrree more proxies for a fifteen-man team in the passenger area. But as said if it comes down to it I'll see what I can do within the Armaverse too.
    • can make m279 into actual "pirate gun" pistol m79?
    • Nice little adventure, thanks.   I don't think there is a way to configure anything, is there? Like, I've looted a bit and killed a few AI groups, but I'm freezing to death. No matches so far, and I'd normally wear 2-3 sets of clothes if I'm cold, so I'd rather not worry about this part. Or say I'm hit by a zombie and poof goes my whole grenadier vest, together with all my mags, so I'd rather turn this off as well :).   Anyway, great work.
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