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Rapporter et oversættelsesproblem
No it isn't, I let the domain expire since it didn't get support and i didn't want to keep paying for it and hosting from my own pocket.
Yes, via debug console where you need to execute the script in global.
You need the script files in your mission folder.
Yup and there is this one as well
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2699465073
I think there is a third one but i fail to remember it.
I don't know if this is the mod you were referring to, but I found one that does the same thing, which is located here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2225040619
A quick tweak would be to check if the player has the mask equipped and exclude him from item deletion. I can't be more specific, i don't remember the script, i would need to check it.
Remind me next week, i will have a look.
I don't have the time but i am willing to give permission to someone to make a mod.
If i am not mistaken there is a guy who made a module out of it.
I don't remember how i set it up but i think there are some arrays where you can add your scopes and items you want to remove or damage. Add your classnames there just mind the type of items... if is a facegear, scope or helmet etc. place them in related array.
Execute in global the script as you see it in init.sqf from demo mission just make sure the marker or object you wanna use as source exists on the map and has the same name as the one you use in script parameter
I didn't test it, dunno
You can run the script from debug console in Global as Zeus, dunno how achilies works, just make sure the object you use as source exists on the map and is named so you can use it in scripts' parameters
No, terrain doesn't matter, tho if you use modded NVG, poorly implemented, you might need to add their classname manually in the array of items which must be removed/disabled/destroyed.
Maybe you missing files, you have all the folders, files and sounds under your mission folder?
Make sure you use the correct name of the object you wanna use as source and the object exists when you run the script
It's ok, have fun and send me the links if you release videos or missions on STEAM i will be happy to promote them!
Dunno, i will have a look next week. Do you use custom/modded nvg and gps?
So I have the script remoteExecd now but it still doesn't remove NVG/GPS etc. from ai or players. Any idea why this would be/how to fix it?
You can see plenty of examples in my scripts you can also read about it here
https://community.bistudio.com/wiki/remoteExec
Uhm, I am somewhat new to coding in arma, how does remoteExec work? Can I run the remoteexec through the addaction and can remoteexec run an sqf on everyone's system? And if so, how do I do this?
with remoteexec
So how could I set it up to broadcast to everyone's client through an addaction? Is there a way to do that? I'd prefer to keep the system I have now instead of running it differently but if there is no other way I'll change it.
ok, you need to broadcast the script for it to work, when you run it with addaction, unless you set it up otherwise, will run only on your client and maybe some effects will be propagated on all clients but for sure you will have some features not working.
Anyways, in SP should work, i don't remember how i've set it up but check it out and see if there is an waituntil command in it and if it is see if there is a sleep there and remove it like waituntil {sleep 1; something something} should become waituntil {something something}.
Sleep in waitunil doesn't work anymore since one of the latest BIS updates.
It's going to be an MP mission for my unit in the end but I've been testing it in SP and it doesn't work there. I can try it in MP and see if the issue persists, but I have a feeling it will. I run the script through an addAction running an sqf, the EMP detonates just fine and breaks all the lamps in the area, it just doesnt remove weapons/radios/gps.
It's a SP or MP mission you work on? How do you run the script? You might have issues in MP if you do it from trigger due locality.
I don't remember if i dealt with radios and GPS, but i think i did. However from what you've said must be an issue with units inside the vehicles, i will check this before the next update.
Thanks for the feedback!
keep us informed though
Yeah, tho is not the only thing i want to tweak about this script, is not just a copy-paste thing, and will take time and my hands are full atm.
could you share it/update this file? it would be exactly what I need and I'm sure other people would appreciate aswell
Yes, i've done that for a private project, tho only for units, dunno if and how ACE affects damage on vehicles, i didn't have time to look into it.
do you know if its possible to replace the damage values with ace damage?