monkeybrain

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About monkeybrain

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  1. I've been trying to get a object play a sound, which I have done in editor, but can't get going in game. This is what I have so far in my initserver.sqf ["Land_BackAlley_01_l_gate_F", [9053.12, 16061.4, 134.402], [-0.961636, 0.274328, 0], [0, 0, 1], true] ]; { private _vehicle = (_x select 0) createVehicle (_x select 1); _vehicle allowDamage false; _vehicle setPosWorld (_x select 1); _vehicle setVectorDirAndUp [_x select 2, _x select 3]; _vehicle enableSimulationGlobal (_x select 4); _vehicle setVariable ["ExileIsLocked", -1, true]; _vehicle ="sam"; //i want to name the object sam, is this how?? } I execute the script below in the init [[while {true} do { playSound3D ["A3\music_f\Music\AmbientTrack01a_F.ogg", sam, false, getPos sam, 30, 1, 80]; sleep 60; }] ,"",true,true,false] call BIS_fnc_MP; Every 60 seconds the song should repeat. I'm guessing i've just named the object wrong? Thanks
  2. monkeybrain

    Addaction on a single Item

    This is how I ended up getting it going for anyone interested, intserver.sqf private _vehicles = [ ["Land_BackAlley_01_l_gate_F", [11810.6, 6476.9, 26.4349], [0.925117, -0.379683, 0], [0, 0, 1], true] ]; { private _vehicle = (_x select 0) createVehicle (_x select 1); _vehicle allowDamage false; _vehicle setPosWorld (_x select 1); _vehicle setVectorDirAndUp [_x select 2, _x select 3]; _vehicle enableSimulationGlobal (_x select 4); _vehicle setVariable ["ExileIsLocked", -1, true]; _vehicle setVariable ["B", -1, true]; } config.cpp class Land_BackAlley_01_l_gate_F { targetType = 2; target = "Land_BackAlley_01_l_gate_F"; class Actions { class B: ExileAbstractAction { title = "Travel to West Trader"; condition = "((ExileClientInteractionObject getvariable ['B',1]) isEqualTo -1)"; action = "[] execVM 'teleport\BtoA.sqf'"; }; }; };
  3. monkeybrain

    Addaction on a single Item

    So I killed infistar to test, this is what I have private _vehicles = [ ["Land_WaterCooler_01_new_F", [9051.25, 16265.8, 127.961], [0.215417, -0.976522, 0], [0, 0, 1], true] ]; { private _vehicle = (_x select 0) createVehicle (_x select 1); _vehicle allowDamage false; _vehicle setPosWorld (_x select 1); _vehicle setVectorDirAndUp [_x select 2, _x select 3]; _vehicle enableSimulationGlobal (_x select 4); _vehicle setVariable ["ExileIsLocked", -1, true]; _vehicle setVariable ["ExileTPPoint", true]; } forEach _vehicles; class WaterCooler { targetType = 2; target = "Land_WaterCooler_01_new_F"; class Actions { class myScript: ExileAbstractAction { title = "Going Up"; condition = "(ExileClientInteractionObject getvariable ['ExileTPPoint',false])"; action = "[] execVM 'script.sqf'"; }; }; }; No pop up occurs, only if I set the exileTPPoint to true.( But then it pops up on all objects)
  4. monkeybrain

    Addaction on a single Item

    this is what I want to do this addAction ["Teleport","teleport.sqf",["Marker3"]]; teleport.sqf _dest = (_this select 3) select 0; _dir = random 359; player SetPos [(getMarkerPos _dest select 0)-10*sin(_dir),(getMarkerPos _dest select 1)-10*cos(_dir)]; and then have multiple markers which to teleport to. any help would be great. I also want to put this init stuff in for a object null=[l1,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,2,2.1,0.1,4,6,0,3. 5,17.5] execFSM "Fog.fsm"; I just don't understand how to do it without having a init for a item.
  5. monkeybrain

    Addaction on a single Item

    Yea I knew this way, didn't realize you could do it with one object. By a variable do you mean a name or something? How would i name the object , say if i want a script to teleport to it? I see the getvariable ['ExileIsLocked',1]) isEqualTo 1 not sure what variable i should use though. Thanks for all the help!
  6. monkeybrain

    Addaction on a single Item

    How so?
  7. monkeybrain

    Addaction on a single Item

    Im trying to add a action on a single object but I cant seem to figure it out. This is how I have it atm private _vehicles = [ ["Land_WaterCooler_01_new_F", [9051.25, 16265.8, 127.961], [0.215417, -0.976522, 0], [0, 0, 1], true] ]; { private _vehicle = (_x select 0) createVehicle (_x select 1); _vehicle allowDamage false; _vehicle setPosWorld (_x select 1); _vehicle setVectorDirAndUp [_x select 2, _x select 3]; _vehicle enableSimulationGlobal (_x select 4); _vehicle setVariable ["ExileIsLocked", -1, true]; _vehicle addAction ["This is a Action", "YOURSCRIPT.sqf"]; } forEach _vehicles; At the moment there is no scroll wheel option. Is there any way to copy the init of a certain object from the editor and apply it to the object in multiplayer?
  8. monkeybrain

    Creating a activation trigger

    Sweet, I got the trigger to work using systems in the mission.sqm, but your script worked for what I wanted as well. I used your way since you say it causes less "drain".
  9. monkeybrain

    Executing a script when player has died

    Nvm, I was meant to put it in ExileClient_object_player_event_onKilled not ExileClient_object_player_event_onPlayerKilled
  10. i was looking at the ExileClient_object_player_event_onPlayerKilled and was trying to figure out how to execute a script for say a sound or something when the player has died. private["_respawnDelay"]; if (!(isMultiplayer)) exitWith {}; "onPlayerKilled - Player was killed..." call ExileClient_util_log; setPlayerRespawnTime 10e10; if (ExilePlayerInSafezone) then { call ExileClient_object_player_event_onLeaveSafezone; }; ExilePlayerInSafezone = false; call ExileClient_gui_toaster_removeAllToasts; _respawnDelay = _this select 3; _respawnDelay call ExileClient_object_player_death_startBleedingOut; true I thought if you could put part of this in the init which would check if a player was dead, you could execute your script after it. But I have had no luck, anyone have any ideas?
  11. monkeybrain

    Creating a activation trigger

    Hey, when you say side, do you mean who it's activated by ( say independant)? When i walk into the trigger in game, the sound doesn't trigger at all. Do you have a example for the second method, i'm new to all of this. Do I put the trigger in a script and execute it in the init?
  12. monkeybrain

    Creating a activation trigger

    I was playing around with triggers in editor and wanted to see if it worked on exile so i put this into the SQM in exile. class Entities { items=1; class Item0 { dataType="Trigger"; position[]={9070.1221,130.87619,16045.862}; class Attributes { onActivation="playsound""song"";"; sizeA=100; sizeB=100; repeatable=1; activationBy="ANY"; isRectangle=1; }; id=252; type="EmptyDetectorAreaR50"; atlOffset=0.40499878; }; }; Works in editor, how would I get it to work in exile? Is it even possible? Thanks
  13. monkeybrain

    Putting Gear on Traders

    Thanks for the help!
  14. monkeybrain

    Putting Gear on Traders

    So at the moment you can just slot your item into the list below to make your Ai wear something ["Exile_Trader_Vehicle", ["HubSittingChairA_idle1","HubSittingChairA_idle2","HubSittingChairA_idle3","HubSittingChairA_move1"], "Exile_Trader_CommunityCustoms", "WhiteHead_17", [["arifle_Katiba_F","","","",[],[],""],"",[],["U_Rangemaster",[]],["Exile_Vest_Rebreather_AAF",[]],["Exile_Headgear_GasMask"],"Exile_Headgear_GasMask","Exile_Headgear_GasMask",["Exile_Headgear_GasMask"],["","","","","",""]], [3151.97, 13086.9, 78.3716], [-0.900915, -0.433995, 0], [0, 0, 1]], is there a easy way to figure out which item (say a backpack) goes where in the code. At the moment it's just trial and error to get gear on Ai which takes a longggg time. The gasmask above I have to put it in multiple spots and then wither it down to find the right place. Thanks!@!@!
  15. Bec runs fine until someone joins the server.After someone joins it says , no valid response trying to reconnect, before closing. However when you start up Bec again (manually),after it has closed, it runs fine, server messages run fine and players join with out it losing connection. Why would it happen just the first time? I have no mods or anything. Thanks Edit: I figured out how to fix it for others who may have this problem Step 1: Delete BEC Step 2: Install Infistar. Problem solved.