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About pierremgi

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  1. I'm using: myGroup setCombatMode "BLUE"; myGroup setSpeedMode "FULL"; {_x setUnitPos "UP"; _x disableAi "autoCombat"; _x disableAi "autoTarget"} foreach units myGroup; myGroup allowfleeing 0; myGroup setBehaviour "AWARE"; Not so bad.
  2. It works for me. SP/MP. I removed the if (isserver) then {}. Did yo copy the right code?
  3. try again... in init field of the units!
  4. in a init code you'd better write: this addEventHandler ["HandleDamage", { _unit = _this select 0; if (!isnull objectParent _unit && local _unit) then {0}; }];
  5. It seems to me you just have to insert a doFollow leader . No need to create a group. But i have still some tests to make with that.
  6. local Objects not welcome???

    Should work. tested something similar in vanilla. Try with a standard weapons crate and perhaps standard items, then modify step by step.
  7. initServer.sqf runs only on server. init.sqf runs on server + clients. initPlayerLocal.sqf runs when player joins the game. You need to make these differences if you want to script something consistent in MP. In this case, there is no need to check module sector and trigger a global end on each PCs, with BIS_fnc_endMissionServer. Server is the good place for that.
  8. I omit: initServer.sqf is sufficient enough. No need to run that on each PCs.
  9. [] spawn { waituntil {sleep 2; count (true call BIS_fnc_moduleSector) == west call Bis_fnc_moduleSector}; "SideScore" call BIS_fnc_endMissionServer };
  10. I found another way to check if blufor have won all sectors: count (true call BIS_fnc_moduleSector) == west call Bis_fnc_moduleSector
  11. Probably a trigger initialization. You can add blufor present and on act: this && sectorAlphaBlue but, you don't need any trigger. Use the "expression field" of the module with: _this spawn {waituntil {sleep 2; (_this select 1) == west}; "SideScore" call BIS_fnc_endMissionServer} That's for one specific sector. You can use this kind of code to set variables then check if all variables are true for a final success. Add in init.sqf: sectorsWon = 0; then on each modules, let say you have 4 of them: _this spawn { while {true} do { waituntil {sleep 2; (_this select 1) == west}; sectorsWon = sectorsWon +1; waituntil {sleep 2; (_this select 1) != west}; sectorsWon = sectorsWon -1; } }; if (sectorsWon == 4) then { "SideScore" call BIS_fnc_endMissionServer};
  12. I'm not sure you have to postInit something if you call the functions from your mission scripts. On my mind, you postinit (init) when you need to run something at start, like for addon. I'm using: - config.cpp , with a postinit starting function, then other sub-functions are automated, for mods (so, any mission) - description.ext where all functions are declared, then called by scripts like init.sqf of else (for one scenario)
  13. CfgAmmo - Need help with this

    Stay consistent somewhere. We don't need the line number with this bit of script. On the other hand, the error message could help.