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ElricMelnibone

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Posts posted by ElricMelnibone

  1.  

    Thank you!

    Still get error tho.

     

    Line 99 is playableunits

     

    and the error is:

     

    "SEM_AIsniperDamageDistance)then[{
    if(!isPlayer _x)then{_x allowDamage false};
    },{
    if(!isPlayer _x)then{_x allowDamage true};
    }];"
     
    HELP! =( this has been bugging me for 12 hours now, i cant figure it out =(
     
    ----------------------------------------------------
     
    Need to get a grip on the BE filter so you don't have to ask for help!
     
    Facts using a example line of (7 ctrlSetEventHandler !"BIS_fnc_guiMessage_status" )
     
    1.  Scripts.txt is a text file that is instructions for battleye.
    2.  Each line starts with a number like 7 for example means log and kick the player running the script
    3.  The first line in the script file is considered line 0 so if its a #24 you actually find line 25 in your file
    4.  After the first number is a script command that battleye is NOT going to let run (per the example ctrlSetEventHandler)
    5.  Thereafter that command is your exceptions to the rule of not running that command (per our example !"BIS_fnc_guiMessage_status").  That means your ok with a script using ctrlSetEventHandler IF the "BIS_fnc_guiMessage_status" is somewhere near the command.
    6.  !"fun time" means that anytime a exception is found with that command and has "fun time" in it we will let it go through, so "fun times" would work and "fun times2" would work
    7.   !="fun times" means that anytime a exception is found with that command and has EXACTLY "fun times" we will let it go through so "fun time" would not work and "fun times" would
    8.  You can change the whole line to just "log" instead of "kick and log" by changing the 7 to a 5 I think but it is not as safe for your community as a script kiddie could then run that command and it would NOT kick them

     

  2. Having a problem where a group of people in a vehicle only the owner/driver is getting the mission messages.

     

    Looking at:  VFunctions.sqf

     

        _curRad = 0;
        _send = false;
        // Find a Radio to Broadcast To
        while {true} do {
            {
                if ((_eRads select _curRad) in (assignedItems _x)) exitWith {
                    _send = true;
                };
                if (_forEachIndex == ((count _allUnits)-1)) then {
                    _curRad = _curRad + 1;
                };
            } forEach _allUnits;
            
            if (_send) exitWith {};
            if (_curRad > ((count _eRads)-1)) exitWith
            {
                /* No Radios */
            };
        };
        
        if (_send) then {
            {
                if ((_eRads select _curRad) in (assignedItems _x)) then {
                    VEMFChatMsg = _msg;
                    (owner (vehicle _x)) publicVariableClient "VEMFChatMsg";
                    _sent = true;
                };
            } forEach _allUnits;
        } else {
            _sent = false;
        };

     

    ---------------------------

     

                    VEMFChatMsg = _msg;
                    (owner (vehicle _x)) publicVariableClient "VEMFChatMsg";

     

     

    Is there another way to handle the send so all players in a vehicle will get the message?

  3. On our server I added a mission failure message for towns that timeout:

     

    if (!_wait) exitWith {
            diag_log text format ["[VEMF]: DynTownInv: Post failure message."];
            _msg = format ["%1's village elder was executed.", (_canTown select 0)];
            _msg = [_msg,"MISSION FAILED!"];
            _alert = [_msg] call VEMFBroadcast;
           diag_log text format ["[VEMF]: DynTownInv: Mission Ended for Timeout."];
           VEMFTownInvaded = nil;
    };

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