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  1. E

    Is it possible to have a script delete an item once it's been used?

    "Infostand_1_EP1" <<---- exit from trader is set to _this setvariable[" Exittype", 0]; "Infostand_2_EP1" <<--- entry to trader is set to _this setvariable[" Entertype", 1];
  2. E

    Please help! BEC wont shutdown or load scheduler

    Make sure your battleye paths are correct and that you have a bans.txt file in there. I seem to remember that had something to do with my BEC Scheduler messing up a while ago.
  3. E

    Is it possible to have a script delete an item once it's been used?

    When you say check for 0 or 1 : if ( cursorTarget isKindOf "Infostand_2_EP1" && (player distance cursorTarget) < 2 && (cursortarget getvariable["Entertype", -1] == 1) ) then { that checks for 1. Would this check for 0 then? if ( cursorTarget isKindOf "Infostand_2_EP1" && (player distance...
  4. E

    Is it possible to have a script delete an item once it's been used?

    Dude! I owe you a beer or three! Thanks HEAPS for that. Works perfectly. So, DiCapprio it is? :)
  5. E

    Is it possible to have a script delete an item once it's been used?

    Sorry mate, I tried to make it as concise and factual as possible and still be easy to understand. I suppose you wat DiCapprio to play your part in the movie? :)
  6. E

    Is it possible to have a script delete an item once it's been used?

    Ok. This is where I am at the moment. I originally had one "InfoStand_2_EP1" that spawned in as part of an AI event. You scrolled on this to get access to the trader. This code teleports you from the "Infostand_2_EP1" to the trader, then deletes the stand. titleCut ["", "BLACK", 0]...
  7. E

    Is it possible to have a script delete an item once it's been used?

    yeah, it's for a live server. (Testing all this on my test server though)
  8. E

    Is it possible to have a script delete an item once it's been used?

    yeah, Ideally the return teleport will spit you back out where you were when you accessed the stand. I know, PITA right? :)
  9. E

    Is it possible to have a script delete an item once it's been used?

    _this = createVehicle ["Infostand_2_EP1", [0, 0, 0], [], 0, "CAN_COLLIDE"]; _newpos = floor (random 3); switch(_newpos) do { case 0:{_this setPos [4590,10145,0];_this setDir -90;}; case 1:{_this setPos [4600,10145,0];_this setDir -180;}; case 2:{_this setPos [4610,10145,0];_this setDir -270;}...
  10. E

    Is it possible to have a script delete an item once it's been used?

    if (isServer) then { infoArray = [[8245.4,15465.1,0.0014081],[8248.62,15468.3,0.00139236],[8252.6,15472.2,0.00144339]]; randomloc = infoArray select (round (random 3)); _this = createVehicle ["Infostand_2_EP1", randomloc, [], 0, "CAN_COLLIDE"]; }; Works beautifully! Thank you guys. Only now...
  11. E

    Is it possible to have a script delete an item once it's been used?

    Whoa whoa!! Now I'm geting more confused .... lol. Testing now.
  12. E

    Is it possible to have a script delete an item once it's been used?

    Same deal. 14:44:08 Error in expression <8 = objNull; if (true) then { infoArray [] = { [8245.4,15465.1,0.0014081], [8248> 14:44:08 Error position: <[] = { [8245.4,15465.1,0.0014081], [8248> 14:44:08 Error Missing ; 14:44:08 File z\addons\dayz_server\buildings\random_info.sqf, line 6
  13. E

    Is it possible to have a script delete an item once it's been used?

    No, that's it. What I just tested is in a file called random_info.sqf that I made and called from the server_monitor.sqf
  14. E

    Is it possible to have a script delete an item once it's been used?

    if (isServer) then { _vehicle_158 = objNull; if (true) then { infoArray [] = { [131.777,[8245.4,15465.1,0.0014081]], [139.382,[8248.62,15468.3,0.00139236]], [143.029,[8252.6,15472.2,0.00144339]] }; randomloc = infoArray select (round...
  15. E

    Is it possible to have a script delete an item once it's been used?

    _vehicle_158 = objNull; if (true) then { infoArray [] = { [dir[x,y,z]], [dir[x,y,z]], [dir[x,y,z]], etc, etc, etc }; randomloc = infoArray select (round (random 100)); _this = createVehicle ["Infostand_2_EP1", randomloc, [], 0, "CAN_COLLIDE"]...
  16. E

    Is it possible to have a script delete an item once it's been used?

    So, like this then? _vehicle_158 = objNull; if (true) then { infoArray [] = { [1,1],[2,2], ... ...[100,100] }; randomloc = infoArray select (round (random 100)); _this = createVehicle ["Infostand_2_EP1", randomloc, [], 0, "CAN_COLLIDE"]; _vehicle_158 =...
  17. E

    Is it possible to have a script delete an item once it's been used?

    Sorry, I am only normally OK at modifying code, not writing it.
  18. E

    Is it possible to have a script delete an item once it's been used?

    This is the way the infostand I have now spawns : _vehicle_157 = objNull; if (true) then { _this = createVehicle ["Infostand_2_EP1", [16423.408, 18363.781, 3.6052532], [], 0, "CAN_COLLIDE"]; _vehicle_157 = _this; _this setDir -107.81516; _this setPos [16423.408...
  19. E

    Is it possible to have a script delete an item once it's been used?

    No condition, just find the random stand, interact with it, get teleported, stand gets deleted. Once they are ready to leave the hidden trader area, they interact with the permanent infostand there and get teleported back to where they started from.
  20. E

    Is it possible to have a script delete an item once it's been used?

    I want an infostand to spawn in every restart somewhere out of a list of 100 possible locations, and delete once it's been accessed. Basically, I have an AI event on an island. When the event furniture spawns, so does an infostand. I have a trader hidden on the map. The only way in is to...
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