LuZifer Posted June 8, 2015 Report Share Posted June 8, 2015 Hi I have a problem with the effect of a revive of a player. Once revived the player can't take damage from any AI but can from other players. Anybody has a simple solution to this? Thanks in advance Luz Link to comment Share on other sites More sharing options...
0 KiloSwiss Posted June 10, 2015 Report Share Posted June 10, 2015 Put this line into the init.sqf:if(hasInterface)then{"" spawn{waitUntil{!isNil {EPOCH_loadingScreenDone}}; waitUntil{player allowdamage true; false}}}; It's just a temporary fix, check the changelogs of upcoming updates and remove it as soon as this problem is fixed. shurix 1 Link to comment Share on other sites More sharing options...
0 LuZifer Posted June 12, 2015 Author Report Share Posted June 12, 2015 merci vimou! Link to comment Share on other sites More sharing options...
0 1Man Posted June 12, 2015 Report Share Posted June 12, 2015 Put this line into the init.sqf: if(hasInterface)then{"" spawn{waitUntil{!isNil {EPOCH_loadingScreenDone}}; waitUntil{player allowdamage true; false}}}; It's just a temporary fix, check the changelogs of upcoming updates and remove it as soon as this problem is fixed. Well I tried this and didnt work any other thoughts? Link to comment Share on other sites More sharing options...
0 KiloSwiss Posted June 16, 2015 Report Share Posted June 16, 2015 Ah I was tired when I wrote this answer. Use the serverside code for this and be sure to tell the devs about this issue via GitHub or here in the Forum. This should do the trick (must run serverside!):"" spawn{ while{true}do{sleep 10; {_x allowdamage true} count playableUnits; }}; What I'm wondering is, why do other admins not report the same bug, maybe You messed up something while editing Your missionfile and/or added some script that causes this? shurix 1 Link to comment Share on other sites More sharing options...
0 1Man Posted June 16, 2015 Report Share Posted June 16, 2015 Anything is possible, maybe time to troubleshoot each one and see if this is a bandaid for now. Link to comment Share on other sites More sharing options...
0 alipuh Posted June 16, 2015 Report Share Posted June 16, 2015 Ah I was tired when I wrote this answer. Use the serverside code for this and be sure to tell the devs about this issue via GitHub or here in the Forum. This should do the trick (must run serverside!): "" spawn{ while{true}do{sleep 10; {_x allowdamage true} count playableUnits; }}; What I'm wondering is, why do other admins not report the same bug, maybe You messed up something while editing Your missionfile and/or added some script that causes this? Sorry for my English. if (hasInterface) then {"" spawn {waitUntil {! isNil {EPOCH_loadingScreenDone}}; waitUntil {player allowdamage true; false}}}; It does not work. Players immortal for AI I will be glad for your help. Link to comment Share on other sites More sharing options...
0 1Man Posted June 16, 2015 Report Share Posted June 16, 2015 Add it to a server side pbo and repack as this does work Link to comment Share on other sites More sharing options...
0 alipuh Posted June 16, 2015 Report Share Posted June 16, 2015 Add it to a server side pbo and repack as this does work Please show the exact path. Where to register. Sorry. I have little experience. Arma 3 \epochhive \ addons? Link to comment Share on other sites More sharing options...
0 1Man Posted June 16, 2015 Report Share Posted June 16, 2015 Do you have the traders atm pbo? If you do put it at the bottom of that script and repack Link to comment Share on other sites More sharing options...
0 alipuh Posted June 16, 2015 Report Share Posted June 16, 2015 Do you have the traders atm pbo? If you do put it at the bottom of that script and repack Thank you. You're a good man!!! Link to comment Share on other sites More sharing options...
0 1Man Posted June 16, 2015 Report Share Posted June 16, 2015 I try to keep it simple and thanks glad I could help Link to comment Share on other sites More sharing options...
0 alipuh Posted June 17, 2015 Report Share Posted June 17, 2015 Arma 3\@epochhive\addons\traderATMs It does not work :unsure: /* Add ATMs to Altis traders Author: Narines v 1.1 Optimized following the recommendations of Kroenen. */ private["_atms"]; _atms = [ [[13326.2, 14498.5], 248], [[6199.3, 16847.2], 56], [[18468.7, 14268.9], 86] ]; { private ["_atm"]; _atm = createVehicle ["Land_Atm_01_F", _x select 0, [], 0, "CAN_COLLIDE"]; _atm setDir (_x select 1); _atm setPos (_x select 0); } foreach _atms; if(hasInterface)then{"" spawn{waitUntil{!isNil {EPOCH_loadingScreenDone}}; waitUntil{player allowdamage true; false}}}; Link to comment Share on other sites More sharing options...
0 alipuh Posted June 17, 2015 Report Share Posted June 17, 2015 Ah I was tired when I wrote this answer. Use the serverside code for this and be sure to tell the devs about this issue via GitHub or here in the Forum. This should do the trick (must run serverside!): "" spawn{ while{true}do{sleep 10; {_x allowdamage true} count playableUnits; }}; What I'm wondering is, why do other admins not report the same bug, maybe You messed up something while editing Your missionfile and/or added some script that causes this? help me please Link to comment Share on other sites More sharing options...
0 1Man Posted June 17, 2015 Report Share Posted June 17, 2015 Try it this way /* Add ATMs to Altis traders Author: Narines v 1.1 Optimized following the recommendations of Kroenen. */ private["_atms"]; _atms = [ [[13326.2, 14498.5], 248], [[6199.3, 16847.2], 56], [[18468.7, 14268.9], 86] ]; { private ["_atm"]; _atm = createVehicle ["Land_Atm_01_F", _x select 0, [], 0, "CAN_COLLIDE"]; _atm setDir (_x select 1); _atm setPos (_x select 0); } foreach _atms; "" spawn{ while{true}do{uiSleep 10; {_x allowdamage true} count playableUnits; }}; Link to comment Share on other sites More sharing options...
0 alipuh Posted June 17, 2015 Report Share Posted June 17, 2015 Try it this way /* Add ATMs to Altis traders Author: Narines v 1.1 Optimized following the recommendations of Kroenen. */ private["_atms"]; _atms = [ [[13326.2, 14498.5], 248], [[6199.3, 16847.2], 56], [[18468.7, 14268.9], 86] ]; { private ["_atm"]; _atm = createVehicle ["Land_Atm_01_F", _x select 0, [], 0, "CAN_COLLIDE"]; _atm setDir (_x select 1); _atm setPos (_x select 0); } foreach _atms; "" spawn{ while{true}do{uiSleep 10; {_x allowdamage true} count playableUnits; }}; I was in tears. does not work (( Link to comment Share on other sites More sharing options...
0 1Man Posted June 17, 2015 Report Share Posted June 17, 2015 You have something else going on then because it works exactly like that for me in the same pbo. KiloSwiss 1 Link to comment Share on other sites More sharing options...
0 alipuh Posted June 18, 2015 Report Share Posted June 18, 2015 You have something else going on then because it works exactly like that for me in the same pbo. what can it cause? Link to comment Share on other sites More sharing options...
0 alipuh Posted June 19, 2015 Report Share Posted June 19, 2015 I solved the problem. I removed A3EAI_Klient. Now everything is working properly. Thank you for helping me. You are good people. kayzee 1 Link to comment Share on other sites More sharing options...
0 kayzee Posted August 3, 2015 Report Share Posted August 3, 2015 did you just remove a3eai client or added another code somewhere, currently having the same issue, what was your fix Link to comment Share on other sites More sharing options...
0 1Man Posted August 3, 2015 Report Share Posted August 3, 2015 If you have trader ATMs in your server pbo then extract then add this to the bottom, "" spawn{ while{true}do{sleep 10; {_x allowdamage true} count playableUnits; }}; Repack and that should fix it. Link to comment Share on other sites More sharing options...
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LuZifer
Hi
I have a problem with the effect of a revive of a player. Once revived the player can't take damage from any AI but can from other players. Anybody has a simple solution to this?
Thanks in advance
Luz
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