Last active 6 years ago

  1. 6 years ago
    Sun Jan 7 00:31:58 2018

    Yes sir, my bad. Works fine with correct rappelling!
    Thank You

  2. Sat Jan 6 20:48:39 2018

    I am having a similar problem. I am using Alive Transport Helicopter, and Advanced Urban Rappelling. When selecting insertion the Chopper flies to where it is supposed to, to correct height, pilot clears us for rappelling, but never get rappel self action. I can go to top off building and get it, so I know its working.
    Any Help Appreciated!

  3. Mon Jul 31 08:06:57 2017
    S SlammanDan posted in pass init code for CAS vehicles.

    Yes @SpyderBlack723 Works fine for vehicles spawned by the module.


  4. Sun Jul 30 22:23:36 2017
    S SlammanDan posted in Transport Respawn Issues.

    @marceldev89 OMG! This Worked! I just had to add ; at end of each line and it worked perfectly. You don't know how many days I've spent on this.
    Thank You Very Much

  5. Sun Jul 30 21:41:08 2017
    S SlammanDan posted in Transport Respawn Issues.

    @marceldev89 Thanks again for the reply, I pasted the code exactly as you have it in my sqf, And Textures do not show up on either host comp or client comp. I appreciate your help!

  6. Sun Jul 30 13:31:53 2017
    S SlammanDan posted in pass init code for CAS vehicles.

    @marceldev89 .....You have replied to me on another thread, thank you. To be honest I do not even know what I was trying to do here. I believe I was trying to pass the init code on vehicles I place on Map synched to Support Module, Not Spawned ones. What happens is, when I place a manned Chopper synched to Support Module, have code in init for Textures, doors etc, works initially, when the chopper is shot down and respawns, it loses all init code.

  7. Sun Jul 30 13:22:20 2017
    S SlammanDan posted in Transport Respawn Issues.

    Sorry bout capitalization (habit). I have tried everything I could find searching. Right now I have placed the Transport Module, and in its code line I have "null = [this] execVM "UBER.sqf"; this addeventhandler ["respawn","_this execVM 'UBER.sqf'"];" And in my UBER.sqf I have
    "_vehicle = _this select 0;
    _vehicle setVehicleVarName "";
    _vehicle setVehicleVarName "UBER"; UBER = _vehicle;
    _vehicle setvariable ["CS_TYPE","TRANSPORT"];
    _vehicle setvariable ["CS_CALLSIGN","UBER"];
    _vehicle setFormation "WEDGE";
    _veh = [UBER] execVM "Doors.sqf";
    _hdl = [UBER] execVM "heliDoors.sqf";
    clearWeaponCargoGlobal _vehicle;
    clearMagazineCargoGlobal _vehicle;
    _vehicle setObjectTexture [0, "Images\Ghosthawk_Night1.paa"];
    _vehicle setObjectTexture [1, "Images\Ghosthawk_Night2.paa"];
    0 = ["AmmoboxInit",[_vehicle,true]] spawn BIS_fnc_arsenal;
    CAS attachTo [UBER, [60, 500, 100] ]; "

    Everything works host side, but anyone that is client side textures are default. I have tried setObjectTextureGlobal....I have tried a ton of different ways that I have found searching internet, I have found nothing that works. Any help is very appreciated!

  8. Sat Jul 29 04:15:43 2017
    S SlammanDan posted in pass init code for CAS vehicles.

    Sorry To Bring Up Old Thread. ARJay This Works Untill Vehicle Respawns. Is There Anyway To Fix This?

  9. Sat Jul 29 04:09:18 2017

    I Have Found A Way To Have Escort For Transport Chopper. Its A Little Complicated But Works Decent. If Anyone Is Interested. Link To Sample Mission http://steamcommunity.com/sharedfiles/filedetails/?id=1096335806

  10. Fri Jul 28 17:30:22 2017
    S SlammanDan started the conversation Transport Respawn Issues.

    Hello All, I Place A Crewed UH-80 Synched To Combat Module. I Have Code In Init For Textures, And Opening Doors Etc. When The Chopper Respawns It Does Not Load Init Back Up. If I Place A Module Instead Of Crewed Vehicle It Works Great. But I Cant Use A Trigger To Check If EngineOn Or Not. If Anyone Could Help Me With Either Of These Problems I Would Appreciate It Greatly!


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