Jump to content
  • 0

ReDBaroN

Question

We have ai configured to have AA/AT missiles to prevent players completing missions too quickly using armed helis and running over the ai with hunters etc.

For some reason which I can't work out, arma's built in incoming missile detection system isn't working. This should put an 'M' on the radar and play an audible sound but, neither of these are happening. 

Players are reporting that on some servers this works and others it doesn't. 

Can anyone point me in the right direction where or how to configure this?

Thanks 

 

 

Link to comment
Share on other sites

11 answers to this question

Recommended Posts

  • 0

Chaps, this seems to have worked on my exile servers but, not in epoch..... I have tried at the bottom and top of my init. Doesn't make sense to me why it should be different. This is the line I've added:

enableSentences true;

Any ideas what could be wrong?

Thanks

Link to comment
Share on other sites

  • 0
if (hasInterface) then {

[]spawn {
  			_target = _this select 0; 
 			_exitWaitUntil = false; 
 
waitUntil { 
 
  if (vehicle player !=player && vehicle player iskindof "air") then  {enablesentences true}; 
                
	  sleep 1; 
 	 _exitWaitUntil;
  
		};  

	};
};

Try this. Just an idea and not tested.

If it doesnt work i 'll figure it out after your feedback.

Link to comment
Share on other sites

  • 0
On 14.5.2016 at 3:13 PM, He-Man said:

Epoch sets enablesentences to false by default.

If you set it true, and Epoch set it false after that, it is false.

So just wait some seconds to set it after epoch:

[] spawn{

uisleep 30;

enableSentences true;

};

That works for me.

Thank you He-Man, by the power of grayskull

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
  • Advertisement
  • Discord

×
×
  • Create New...