User Details
- User Since
- Mar 19 2014, 2:03 PM (561 w, 1 d)
Aug 3 2021
Jul 25 2021
Its a problem with the "createVehicleCrew" command.
better do not use it, or do it like this:
the MAJOR Problem is this:
https://www.youtube.com/watch?v=ZbinGekoC1Q
Jul 24 2021
Jun 19 2021
Jun 8 2019
Hm, i saw it last week.
a friend quit his Arsenal challenge, and we say:
"serious? Wanne play in underwear?"
He says: "no i have a uniform present!"
Some players see it, some not?
Apr 12 2019
common, cool down,
Apr 10 2019
This is not fixed. It’s happening on latest arma patch to players not AI. We are not running any mods, using complete vanilla arma3 and this issue occurs daily to our players. Can you stop spreading shit.
Apr 9 2019
Apr 6 2019
This is old, never seen again. Must have to do with package loss or netcode. seem fixed.
i remember that the issue goes along with spawned AI that was indep or east and was forced to join groups of an other side. green an red units in one group and those who are not at the side of the group wearing underwear.
if you have this issue, check your AI spawn scripts.
AI can be created in a wrong way.
Createunit and alternative syntax.
Check this first!
i remember that i have change my code and i never had this issiue again
Mar 11 2019
hm? in 1.90 bipods and some scopes etc. are always available, even if there are not whitelisted??
is that a workaround? A feature or a bug??
Mar 9 2019
There is an additional problem, too
Mar 3 2019
Oct 3 2018
Sep 29 2018
Sep 21 2018
Sep 19 2018
Sep 13 2018
Any solutions in this case from BI´s side?
Carrier is still a dangerous place for all kind of Vehicles, its rare, but it should not happen anyway!
Sep 7 2018
grrrr also happens on spawned AI if they spawned on clients in dedicated environment.... i hate arma updates!
Aug 26 2018
Aug 23 2018
Hi Wulf,
Hi Wulf,
Aug 22 2018
Oct 23 2017
ok, in 5% its working?
i am not really understanding why.
Oct 22 2017
Sep 12 2017
äh... lol
if (damage _vehicle) is not effected by sethitpointdamage or does not return the true damage, then this is quite not ok!
there are two values to work with?
Aug 5 2017
Jul 31 2017
not tested, but i am 99% sure that the problem belongs to every vehicle whitch have two identic hitpointnames.
"HitTurret" for example, only the mainturret is affected, because its the first "HitTurret" in the hitpointarray.
further the 'damage' command does not corrospond with the 'sethitpointdamage' command.
If you execute this:
Jul 30 2017
May 10 2016
check your key assignment for free view, in my config the printscreen key sneeked in??? dont know how...
use (player getVariable "bis_revive_incapacitated") for now
close this please
But anyway, you can close this, because there is way to walkaround.
the execution of selectLeader was successful when:
A - The new Leader is shown in everyones GUI?
or
B - All Machines know who is Leader?
it should be A, but it is B.
it is´nt difficult, is´nt it?
in the mission this issue depends to, there was a plain with a players containing AI group in a dedicated environment.
The group should eject from a plain and the Groupleader is AI unit.
The pilot and the copilot are in a different Group!
Now every time the first Units began to jump out, the AI Commander ordered the Pilot to land, and the pilot will do so.
Only when the server executed a command "groupXy selectLeader (some players unit)" and this command is executed in this way:
[[_group,_unit],"selectLeader",true,true] call BIS_fnc_MP;
it was not necessary that the new leader was the first Jumper!
Maybe now its clear?
someting orders the Pilot to land, this happen because the leader is missing soldiers or the pilots are missing cargo. As long as there was one Unit in cargo with a locality which is neither locality of Server nor Group Owner and the selectLeader command is not executed on the client this unit is local, the pilot starts landing!
hm...?
a group can be local on server even if leader of the group is a player?
i thought that groups are local where the leader is local?
and the "selectleader" command has to be executed where the new leader is local?
in case of Jip and in case that mission editor leader is AI, a client takes his info about leadership from the mission file. If troops leave a plane for example, the client or the server order the pilot to land and collect the lost "cargo". Even if leader is a player. Only a jip persistend execution of selectleader on all clients can prevent this behaviour!
remoteExec seams more powerful than BIS_fnc_MP. whats the exact difference?
with solve dozens i mean the potential of this "AI_group_curator" module, if you call it that way.
btw. sorry for my bad English. :(
for example:
select leader should be Argument Local, Effect Global, but this is not correct.
[[_group,_unit],"selectLeader",owner _unit,true] call BIS_fnc_MP;
all other client machines show the leader correct in GUI.
[[_group,_unit],"selectLeader",true,true] call BIS_fnc_MP;
all other client machines really know who is leader now.
group assigned taskmodules can only syncronized to JIP Players if there is a kind of "AI_group_curator" present on map.
I create my own curator unit.
mission.sqm:
class Item0
{
position[]={1166.734,4.3031454,674.03595};
offsetY=9000000;
id=141;
side="WEST";
vehicle="LOGIC";
leader=1;
skill=0.5;
text="Delta_Curator";
init="Delta = group this;this enablesimulation false;this disableAI ""TARGET"";this disableAI ""MOVE"";this disableAI ""AUTOTARGET"";this disableAI ""ANIM"";this disableAI ""FSM"";this disableAI ""AIMINGERROR"";this disableAI ""TEAMSWITCH"";this disableAI ""SUPPRESSION"";this disableAI ""PATHPLAN"";this disableAI ""THREAT_PATH"";this disableAI ""WAYPOINT_STOP"";this setName ["" "","" "","" ""];group this setGroupId [""Delta""];if (isServer) then {null = [this] execVM 'LeaderWatchDog.sqf';};";
syncId=47;
synchronizations[]={31,3,23,19,43,9};
};
the syncronized Objects are the task modules.
the "LeaderWatchDog.sqf" prevent the curator from being Leader and assign the leadership to the right player:
private ["_unit","_group","_highest","_ranks","_highestranks"];
if (!isServer) exitWith {};
_unit = _this select 0;
_group = group _unit;
_ranks = [];
_highestranks = [];
while {alive _unit} do {
waitUntil{sleep (floor random 2 + 1);count units _group > 1 || {_x in units _group} count [_unit] == 0};
waitUntil{sleep (floor random 2 + 1);{isPlayer _x}count units _group > 0 || {_x in units _group} count [_unit] == 0};
waitUntil{sleep (floor random 2 + 1);leader group _unit == _unit || {_x in units _group} count [_unit] == 0};
if ({_x in units _group} count [_unit] == 0) then {[_unit] joinsilent _group} else {
for [{_i= 0},{_i <= (count units _group) - 1},{_i = _i + 1}] do {if (isPlayer (units _group select _i)) then {_ranks pushback (toUpper(rank (units _group select _i)))} else {_ranks pushback "KIUNIT"};}; if (_ranks find "COLONEL" != -1) then {_highestranks pushback (_ranks find "COLONEL")}; if (_ranks find "CAPTAIN" != -1) then {_highestranks pushback (_ranks find "CAPTAIN")}; if (_ranks find "LIEUTENANT" != -1) then {_highestranks pushback (_ranks find "LIEUTENANT")}; if (_ranks find "SERGEANT" != -1) then {_highestranks pushback (_ranks find "SERGEANT")}; if (_ranks find "MAJOR" != -1) then {_highestranks pushback (_ranks find "MAJOR")}; if (_ranks find "CORPORAL" != -1) then {_highestranks pushback (_ranks find "CORPORAL")}; if (_ranks find "PRIVATE" != -1) then {_highestranks pushback (_ranks find "PRIVATE")}; if (_ranks find "KIUNIT" != -1) then {_highestranks pushback (_ranks find "KIUNIT")}; _highest = (units _group) select (_highestranks select 0); [[_group,_highest],"selectLeader",true,true] call BIS_fnc_MP; _group selectLeader _highest; _ranks = []; _highestranks = []; sleep 1; }; };
This unit have a Voice,-have a icon,-is present in Leaders GUI and it have a 3d group indicator.
this "sideeffects" have to be removed. :)
and maybe a command like this: http://feedback.arma3.com/view.php?id=25658
there was a way to do this with syncronized Groups, but you need some kind of "curator" unit.
Feature request here : http://feedback.arma3.com/view.php?id=25632
Yea, but i have different Tasks for different Squads.
i tried to write the synced Objects in a Variable in Namespace and sync it on both sides with onplayerconnected.
No success at all.
Even when i place an AI Unit which holds the groupinfo and the syncronizations.
It seems that nothing works.
But the first player who jip on the dedicated Server, sees all tasks he have to see.
Only any further JIP´s fail in syncronizing the tasks.
So, if it works one time, it have to work every time!
Tasks only for side is no solution, and this is not what the modules are designed for, no matter was Mr.Moricky says.
ArmA becomes a 90% MP Game.... so its functions have to pay that bill.
Sorry, but we have to fix this...
obsolete, close this...
it depends on the AI group leader who have to jump at first!
a temporary fix is to use the eventhandler "handleDamage" in this way:
_object addEventHandler ["HandleDamage", {
private ["_return"];
if ((_this select 3) == (_this select 0)) then {_return = (_this select 2)} else {
////
your code here
////
};_return}];
further the createUnit "ARRAY" has the following malfunction:
_grp = creategroup resistance;
_unit = _grp createUnit [_unittype,_pos, [], 0, "FORM"];
the side of the _unit is still it´s default side!
for what u need _grp in front of createUnit???
please delete the HCTEST.VR.pbo it is outdated
i have it :)
start a server.
start a headless Client (name player must be "HC")
optional start a headless Client (name player must be "HC1")
optional start a headless Client (name player must be "HC2")
play the HCTEST2.VR.pbo
HC : The Car Pops up left is an unarmed Civilian Offroader and crew is side resistance!!!
HC1: The Car Pops up middle is an unarmed Civilian Truck and crew is side civilian!!!
HC2: The Car Pops up right is an armed FIA Offroad and crew is side west!!!
shot at the car when driver is not present = damage source is side WEST.
shot at the car when driver is present = damage source is side driver car
shot at the car when driver dead but still present = damage source is side driver car
this have to be fixed immediately!
Error description is:
EH "handleDamage" (_this select 3) == (_this select 0)
solved
I created markers with
_marker = createMarkerLocal [_markername,[_posX,_posY,0]];
instead of _marker = createMarkerLocal [_markername,[_posX,_posY]];
this markers will randomly fail completely.
dont ask me why they are neither deletable nor its possible to change their shape.
so use:
_marker = createMarkerLocal [_markername,[_posX,_posY]];
and not:
_marker = createMarkerLocal [_markername,[_posX,_posY,0]];
what does that mean?
all Modders used the old classnames in their config.cpp have to patch their mods?
or will this be fixed with next update?
INFO Please!
Whats wrong with the DEV-Team?
First Rule is: "Never touch a defined class name!"
hm?, this isn't really the right place, or maybe it is? The word with "s", which only describes not good tasting or bad smelling things, this word is no bad language, it simply makes a comparison!
I am from germany and here it's called "Scheiße". People in germany working hard and have no understanding for people who are crying all the time because they were criticised hash. "Do not talk to me this way" :( "If you talk to me this way i have to ban you!". Thats kids like behaviour. :)
If you dont have a "darwinistic ass kicking boss", let me say: "sometimes it's better to have one. It makes you harder, better and faster".
What do you think? Why german produkts are as good as they are? Because we are crying the whole day? I dont think so. ;)
Thanks for this Ticket!
If Arma 4 is not 64bit and still based on OFP, i am out!
Supporting and buying boiled shit is not my favorite waste of time!
cheers Cyborg
No, you have to understand, that BI does not check their code. The community is "used" for this. We are "used" for this.
This, and some other serious problems existing since Arma2 or OPF. And it is not my duty to save developer jobs or search an error and sniffing to it´s roots.
To find out, why something is´nt work, is BI job. And the code is not "badly written", it only work in two diffrent ways, but it should not.
what do you think is the difference of a (_vehicle land "land") executed on server and dedicated server?
It's BI job to find or explain this behaviour.
The magic words are "backwards compatibility" and "went bad".
All i see, are workarounds...Task Framework? remoteEcec? double and tripple versions of commands, doing the same? Crazy known sound bugs which survive since 1.24....
If i would work for this company, a frosty wind were blowing, that's sure.
LOL...
A server side executed code, which contains only commands, that belongs to units, which are local on the server. This has two different behaviours depending on server environment. And you say, you can´t understand the problem?
What should this express to me?
Find the Error:
The following code is executet on Server only!
It works fine on client hosted Server!
It fails on dedicated Server.
the addVehicle command must contain something like "if (isDedicated)..."
The waypointcondition "{_x in (crew T3)} count units _grp == count units _grp" is totally ignored!
what is this? Somekind of VBS copy protection or a bad joke?
To create a Helicopter-Extraktion for AI Units under enemy fire in dedicated Server environment, is a horrible nightmare!
check the code of the following commands:
addVehicle,leaveVehicle,assignAsCargo,assignAsDriver,assignAsGunner,assignAsCommander,unassignVehicle,setWayPointStatements... etc. for (isDedicated) or similar stuff.
There must be some bad ass code!
T3 is a Transport chopper; (flying)
T4 is a Combat chopper; (flying)
Hos1 and Hos2 are hostages;
EP is an invisible Helipad
if (isServer) then {
null = [] spawn { private["_grHos","_grT3","_grT4","_WP0","_WP1","_DT3","_DT4","_GT4"]; _DT3 = driver T3; _DT4 = driver T4; _GT4 = gunner T4; _grT3 = group _DT3; _grT4 = group _DT4; _DT3 allowFleeing 0; _DT3 disableAI "THREAT_PATH"; _DT3 disableAI "PATHPLAN"; _DT3 disableAI "AUTOTARGET"; _DT3 disableAI "TARGET"; _DT4 allowFleeing 0; _DT4 disableAI "THREAT_PATH"; _DT4 disableAI "PATHPLAN"; _DT4 disableAI "WAYPOINT_STOP"; _WP1 = _grT4 addWaypoint [T3,0]; _WP1 setWaypointType "MOVE"; _WP1 setWaypointSpeed "FULL"; _WP1 setWaypointBehaviour "COMBAT"; _grHos = createGroup west; {if (!isNull _x || !alive _x) then {[_x] joinsilent _grHos}} forEach [Hos1,Hos2]; Hostages = _grHos; _WP0 = _grHos addWaypoint [EP,0]; _WP0 setWaypointType "MOVE"; _WP0 setWaypointBehaviour "CARELESS"; _WP0 setWaypointSpeed "LMITED"; _WP1 = _grHos addWaypoint [EP,1]; _WP1 setWaypointType "GETIN"; _WP1 setWaypointBehaviour "CARELESS"; _WP1 setWaypointSpeed "LMITED"; {deleteWaypoint _x} forEach waypoints _grT3; {deleteWaypoint _x} forEach waypoints _grT3; _WP0 = _grT3 addWaypoint [[2114,1941,20],0]; _WP0 setWPPos [2114,1941,20]; _WP0 setWaypointType "MOVE"; _WP0 setWaypointSpeed "NORMAL"; _WP0 setWaypointBehaviour "COMBAT"; _WP0 setWaypointCombatMode "RED"; _WP0 setWaypointCompletionRadius 200; _WP0 setWaypointStatements ["true","{_x assignAsCargo T3} forEach [Hos1,Hos2];[Hos1,Hos2] orderGetIn true;Hostages addVehicle T3;"]; _WP1 = _grT3 addWaypoint [EP,1]; _WP1 setWaypointType "LOAD"; _WP1 setWaypointSpeed "LIMITED"; _WP1 setWaypointBehaviour "SAVE"; _WP1 setWaypointCombatMode "GREEN"; _WP1 setWaypointCompletionRadius 10; _WP1 setWaypointStatements ["true",""]; [_grT3, 1] synchronizeWaypoint [[_grHos, 1]]; [_grHos, 1] synchronizeWaypoint [[_grT3, 1]]; _WP0 = _grT3 addWaypoint [[0,0,20],2]; _WP0 setWPPos [0,0,20]; _WP0 setWaypointType "MOVE"; _WP0 setWaypointSpeed "FULL"; _WP0 setWaypointBehaviour "SAVE"; _WP0 setWaypointCompletionRadius 200; _WP0 setWaypointStatements ["{_x in (crew T3)} count [Hos1,Hos2] == count [Hos1,Hos2]","HostSave = true;{deleteVehicle _x} forEach ((crew T3) + [T3])"]; while {alive T4} do { sleep 10; {deleteWaypoint _x} forEach waypoints _grT4; {deleteWaypoint _x} forEach waypoints _grT4; _WP0 = _grT4 addWaypoint [T3,0]; _WP0 setWaypointType "MOVE"; _WP0 setWaypointSpeed "FULL"; _WP0 setWaypointBehaviour "COMBAT"; _WP0 setWaypointCombatMode "RED"; if ({_x in (crew T3)} count units _grHos == count units _grHos) exitWith { _DT4 disableAI "AUTOTARGET"; _DT4 disableAI "TARGET"; {deleteWaypoint _x} forEach waypoints _grT4; {deleteWaypoint _x} forEach waypoints _grT4; _WP0 = _grT4 addWaypoint [[1614,936,80],0]; _WP0 setWPPos [1614,936,80]; _WP0 setWaypointType "MOVE"; _WP0 setWaypointCombatMode "BLUE"; _WP0 setWaypointSpeed "FULL"; _WP0 setWaypointCompletionRadius 200; _WP1 = _grT4 addWaypoint [[0,0,80],1]; _WP1 setWPPos [0,0,80]; _WP1 setWaypointType "MOVE"; _WP1 setWaypointCombatMode "BLUE"; _WP1 setWaypointSpeed "FULL"; _WP1 setWaypointCompletionRadius 200; _WP1 setWaypointStatements ["true","{deleteVehicle _x} forEach ((crew T4) + [T4])"]; }; }; }; };
Good luck
need more Info??
Hey, i am not working for BI. Thats an very old Problem! You have Arma3 installed on your PC? What information you need? I am not here to solve your problems.
maybe you begin with F2k Sels´s Note:
"Came across this today, units eject but the chopper stops and won't follow waypoints.
Only when I use both unassignvehicle and a setpos on the ejecting units will the chopper move on to the next waypoint."
That's info enough?
Now it should be clear why the wage is so low, right?
Dont worry ;)
there was a specific problem if units of different groups assigned to the same Vehicle at first.
if a unit is "moveinCargo"´ed it seems that the unit is assigned to the vehicle?
check?
if the unit is "moveout"´ed this binding will not be removed.
check?
further the action "eject" does nothing else than a moveout?
check?
why the helo pilot is waiting for units which are assigned to his helo, if this units where´nt assigned to his helo? btw... it is not possible to unassign them.
check?
I can´t check the damn source code of commands...so i need your help and not you need my help???
check?
... confused ... ?)
closed
i can confirm the problem. and.....
after a closer look :)
for "_i" from 1 to 5 do {
_wpBInfo = _wpArray select (floor(random 4)); [[13425,2,debb6400# 202594: house_k_1_ep1.p3d],[ID,buildingposIndex,Object],...
_hausID = _wpBInfo select 0;
_wpBPos = _wpBInfo select 1;
_haus = _wpBInfo select 2;
_wp =_grp addWaypoint [(_haus buildingPos _wpBPos),_i];
_wp setWPPos (_haus buildingPos _wpBPos); this is the essence!!!
_wp waypointAttachObject _hausID; try both
_wp waypointAttachObject ((_haus buildingPos _wpBPos) nearestObject (typeOf _haus)); last works first time for me.
_wp setWaypointHousePosition _wpBPos;
//_wp setWaypointCompletionRadius 3;
_wp setWaypointSpeed "LIMITED";
if (_i == TAC_Waypoints_group) then {
_wp setwaypointtype "CYCLE"; } else { _wp setWaypointType "MOVE"; }; };
So the waypoints are (ZeusView) in center of the house, but the unit moves to the defined building position.
I am Happy now... ;)
confirmed! Source (_this select 3) is returned as (driver (vehicle (_this select 0)))
really badass -_-
my statements relate only to the non-developer version. I think Japapatramtara will have no problems to check whether it works or not.
make a mission place two Opfor O_Soldier_F. (named "one" and "two")
three playable civilians. Host/Client/Client
start a server let clients join and open devcon.
type: ^one adduniform "U_I_CombatUniform_tshirt"^ (without^)
look what happen (local/global/Server).
type: ^removeuniform two; two adduniform "U_I_CombatUniform_tshirt"^
look what happen (local/global/Server).
restart mission
type: ^{if ((_x isKindOf "O_Soldier_F") AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {_uni = 0;while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {removeUniform _x;_x addUniform "U_I_CombatUniform_tshirt";if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};};} forEach allunits;^
look what happen (local/global/Server).
if everything is fine, you will see it ;)
cheers Cyborg
PS: restart mission each time you test (local/global/server) and make sure every client and server was in Game and not at desktop with minimized Arma!!
Arma3 will not execute scripts or triggers when it is minimized....(thats a problem... some of my friends for ex. hate long flights and spend their time at Youtube during the journey. I told them to turn off electronical devices, but...^^ lol
or test JIP here:
http://feedback.arma3.com/file_download.php?file_id=8337&type=bug
try locked or unlocked Uniforms and let the last client JIP.
Maybe you missunderstood me.
I did not say addUniform was only local.
It works fine ;)
It doesn´t work with faction locked Uniforms, and thats not the same!
On the client PC where it is executed, it will overwrite the restriction.
On other client PC´s the restriction is blocking the execution of adduniform.
thats what i am saying.
Cheers Cyborg
OOOOkay ;)
I am absolutly sure now.
This bug has nothing to do with addUniform!
it only occurs when Player wear restricted Uniforms!
And it happen when another Player Join in.
There is another special effect with headgears but thats not a bug, thats a feature^^
No problem with non restricted Vanilla Uniforms!
Only tested for Blufor.
Cheers
Cyborg
..........OMG....!?!
the restriction is LOCAL! When addUniform overwrite the (please dont wear this)the player wears clothes, he should not wear.
Thats ok on his PC... but the addUniform can not overwrite the (please dont wear this) on other client PC´s.
The Server (Host Pc Player) will be reseted to the default Unit Uniform, and not to Underwear?! Why that.... grrr
ideas?
Come on , this must be solvable.
The addUniform or removeUniform has been never executet by a trigger or a script.
The restricted Uniforms change to underwear and the allowed Uniforms change into default.
onPlayerconnect start script on server.This is filtering the clientid for the Jiped Player and send two Variables (V) to him. Now a repeatable trigger with:
cond:
!(isServer)&&(V1 == 1)
onAct:
V1=0;removeGoggles V2;removeallweapons V2;removeAllItemsWithMagazines V2;removeBackpack V2;removeHeadgear V2;V2 addheadgear "H_Beret_grn";V2 unassignItem "NVGoggles";V2 removeItem "NVGoggles";V2 addweapon "Rangefinder";V2 assignitem "Rangefinder";
onDeact:
nothing
that happen:
http://feedback.arma3.com/file_download.php?file_id=8264&type=bug
Cheers
Cyborg
PS: we dont forget that ;)
This helps and no enemy was wearing Underwear,
but it works only when it runs more then 3 rounds on each Client and server!!
It looks like there was an Errorlogentry for each enemy unit???
Testet in MP; "adduniform" to Players and AI!!
RUNS ON EVERY MACHINE!!!
~ 30 spawned OPFOR Soldiers + 3 OPFOR Human Player
Script Runtime 18sec from hint to hint!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
private ["_uni","_end","_num"];
_uni = 0;
_end = 0;
_num = 0;
pubcust = 1;
publicvariable "pubcust";
sleep 6;
Hint "start";
//sleep 20;
waitUntil{pubcust == 1};
while {pubcust == 1} do
{
Schütze,Teamleader,Truppführer "O_Soldier_SL_F" und "O_Soldier_TL_F"
{if ((( _x isKindOf "O_Soldier_SL_F" ) OR ( _x isKindOf "O_recon_F" ) OR ( _x isKindOf "O_crew_F" ) OR ( _x isKindOf "O_Soldier_TL_F" ) OR (_x isKindOf "O_Soldier_F") OR ( _x isKindOf "O_recon_TL_F" ) OR ( _x isKindOf "O_soldierU_F" ) OR ( _x isKindOf "O_soldierU_TL_F" ) OR ( _x isKindOf "O_SoldierU_SL_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_tshirt";
if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;
Automatik-Schütze "O_Soldier_AR_F"
{if ((( _x isKindOf "O_Soldier_AR_F" ) OR ( _x isKindOf "O_Soldier_lite_F" )OR ( _x isKindOf "O_soldierU_AR_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_tshirt";
if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;
Zweiter - Automatik-Schütze "O_Soldier_AAR_F"
{if ((( _x isKindOf "O_Soldier_AAR_F" ) OR ( _x isKindOf "O_Soldier_A_F" ) OR ( _x isKindOf "O_Soldier_AAT_F" ) OR ( _x isKindOf "O_soldierU_AAR_F" ) OR ( _x isKindOf "O_soldierU_AAT_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_tshirt";
if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;
Sanitäter "O_medic_F"
{if ((( _x isKindOf "O_medic_F" ) OR ( _x isKindOf "O_recon_medic_F" ) OR ( _x isKindOf "O_soldierU_medic_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_tshirt";
if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;
Marksman or Sniper "O_spotter_F" and "O_sniper_F"
{if ((( _x isKindOf "O_spotter_F" ) OR ( _x isKindOf "O_sniper_F" ) OR ( _x isKindOf "O_soldier_M_F" ) OR ( _x isKindOf "O_recon_M_F" ) OR ( _x isKindOf "O_soldierU_A_F" ) OR ( _x isKindOf "O_soldierU_M_F" )) AND NOT (uniform _x == "U_I_CombatUniform_shortsleeve")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_shortsleeve")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_shortsleeve";
if (uniform _x == "U_I_CombatUniform_shortsleeve") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;
Grenadier "O_Soldier_GL_F"
{if ((( _x isKindOf "O_Soldier_GL_F" ) OR ( _x isKindOf "O_recon_LAT_F" ) OR ( _x isKindOf "O_soldierU_LAT_F" ) OR ( _x isKindOf "O_SoldierU_GL_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_tshirt";
if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;
AT Schütze "O_Soldier_LAT_F" und "O_Soldier_AT_F"
{if ((( _x isKindOf "O_Soldier_LAT_F" ) OR ( _x isKindOf "O_Soldier_AT_F" ) OR ( _x isKindOf "O_soldierU_AT_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_tshirt";
if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;
AA Schütze "O_Soldier_AA_F"
{if ((( _x isKindOf "O_Soldier_AA_F" ) OR ( _x isKindOf "O_Soldier_AAA_F" ) OR ( _x isKindOf "O_soldierU_AA_F" ) OR ( _x isKindOf "O_soldierU_AAA_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_tshirt";
if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;
Repair and Explosive
{if ((( _x isKindOf "O_soldier_repair_F" ) OR ( _x isKindOf "O_soldier_exp_F" ) OR (_x isKindOf "O_engineer_F") OR ( _x isKindOf "O_recon_exp_F" ) OR ( _x isKindOf "O_soldierU_exp_F" ) OR ( _x isKindOf "O_soldierU_repair_F" ) OR ( _x isKindOf "O_engineer_U_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_tshirt";
if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;
Piloten und Crew
{if ((( _x isKindOf "O_Pilot_F" ) OR ( _x isKindOf "O_helicrew_F" ) OR ( _x isKindOf "O_helipilot_F" )) AND NOT (uniform _x == "U_I_HeliPilotCoveralls")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_HeliPilotCoveralls")) then {
removeUniform _x;
_x addUniform "U_I_HeliPilotCoveralls";
if (uniform _x == "U_I_HeliPilotCoveralls") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;
Mörser und MG Teams
{if ((( _x isKindOf "O_support_AMort_F" ) OR ( _x isKindOf "O_support_AMG_F" ) OR ( _x isKindOf "O_support_MG_F" ) OR ( _x isKindOf "O_support_GMG_F" ) OR ( _x isKindOf "O_support_Mort_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_tshirt";
if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;
Offiziere
{if (( _x isKindOf "O_officer_F" ) AND NOT (uniform _x == "U_I_OfficerUniform")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_OfficerUniform")) then {
removeUniform _x;
_x addUniform "U_I_OfficerUniform";
if (uniform _x == "U_I_OfficerUniform") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;
Specialists
{if ((( _x isKindOf "O_recon_JTAC_F" ) OR ( _x isKindOf "O_soldier_PG_F" ) OR (_x isKindOf "O_soldier_UAV_F")) AND NOT (uniform _x == "U_OG_Guerilla1_1")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_OG_Guerilla1_1")) then {
removeUniform _x;
_x addUniform "U_OG_Guerilla1_1";
if (uniform _x == "U_OG_Guerilla1_1") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;
if (_num > 48) then {Hint "Fertig";pubcust = 0;};
sleep 5;
};
Hint "Fertig";
exit;
Logfile entry for this activity:
Server: Object 3:879 not found (message 110)
Server: Object 3:878 not found (message 110)
Server: Object 3:883 not found (message 110)
Server: Object 3:880 not found (message 110)
Server: Object 3:881 not found (message 110)
Server: Object 3:882 not found (message 110)
Server: Object 3:884 not found (message 110)
Server: Object 3:885 not found (message 110)
Server: Object 3:886 not found (message 110)
Server: Object 3:889 not found (message 85)
Server: Object 3:890 not found (message 110)
Server: Object 3:888 not found (message 85)
Server: Object 3:894 not found (message 110)
Server: Object 3:895 not found (message 85)
Server: Object 3:893 not found (message 85)
Server: Object 3:887 not found (message 110)
Server: Object 3:892 not found (message 85)
Server: Object 3:891 not found (message 110)
Server: Object 3:899 not found (message 85)
Server: Object 3:898 not found (message 85)
Server: Object 3:897 not found (message 85)
Server: Object 3:896 not found (message 85)
Server: Object 3:900 not found (message 110)
Server: Object 3:901 not found (message 85)
Error: Object(3 : 895) not found
Error: Object(3 : 899) not found
Error: Object(3 : 898) not found
Error: Object(3 : 897) not found
Error: Object(3 : 901) not found
Server: Object 3:888 not found (message 110)
Server: Object 3:920 not found (message 110)
Server: Object 3:910 not found (message 85)
Server: Object 3:911 not found (message 110)
Server: Object 3:912 not found (message 110)
Server: Object 3:913 not found (message 110)
Server: Object 3:914 not found (message 110)
Server: Object 3:915 not found (message 110)
Server: Object 3:916 not found (message 110)
Server: Object 3:917 not found (message 110)
Server: Object 3:918 not found (message 110)
Server: Object 3:919 not found (message 110)
Server: Object 3:921 not found (message 110)
Server: Object 3:909 not found (message 110)
Server: Object 3:924 not found (message 85)
Server: Object 3:927 not found (message 85)
Server: Object 3:923 not found (message 85)
Server: Object 3:922 not found (message 110)
Server: Object 3:926 not found (message 110)
Server: Object 3:925 not found (message 110)
Server: Object 3:930 not found (message 85)
Server: Object 3:929 not found (message 110)
Server: Object 3:928 not found (message 110)
Server: Object 3:931 not found (message 110)
Error: Object(3 : 924) not found
Error: Object(3 : 923) not found
Error: Object(3 : 927) not found
Error: Object(3 : 930) not found
Ref to nonnetwork object Agent 0x7b792040
Ref to nonnetwork object Agent 0x7b792040
The Global exec. of "adduniform" without "removeuniform" first, removes the uniform as well. When you execute it twice, it will add the uniform on all clients.
the twice issue maybe?
1 Player = 2 exec./ 2 Player = 4 exec./...6/8/10...
there is no 1/3/5/7...possible exept Server lose one (in the logfile)???
Hope i could help...
_pos = position _unit;
_unit attachto [_wardrobe,[0,0,1]];
_wardrobe enableSimulationGlobal false;
_unit addUniform "U_I_CombatUniform_tshirt";
_wardrobe enableSimulationGlobal true;
sleep 1;
detach _unit;
_unit setpos _pos;
can anyone confirm that this works? I can´t test it MP at the Moment, but it seems to do what it should do...
its a network lottery and the winner is ?? NAKED! ...Oops ;)
There are several ways leading to Rome...
First is, to realize a "closing Container syncronize" [every add or remove will open the container, but only the CargoGlobal command will publish it]!
Second way is, no Container slot can be filled, when it´s not empty [remove allways local!]
It can not work when remove and add are global both! a Global remove makes no sense either! a container which is empty, is empty!
You try to predefine container loadouts, then you have recognized that you need a removeGlobal...LOL
A glas of water, is, when it is half filled with water, a halffull glas of water. But you can´t buy halffull glasses of water. XD
a third party addon fix is no solution, is it fixed in dev-branch?
Version 1.4
control[CA_ServerDetailExpansion]: Unexpected control type [0]
please fix it!