ElricMelnibone
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Posts posted by ElricMelnibone
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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?
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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;
};
Roaming AI in Towns Release
in AI Missions
Posted