• 0
Mezo

enableSimulation false;

Question

setTimeMultiplier 5;

private ["_objs"];
_objs = [
    ["Land_fort_bagfence_corner",[1284.13,2463.79,0],0,[[0,1,0],[0,0,1]],
    ["Land_Dome_Small_F",[1285.92,2480.89,0],358.936,[0,0,1],
    ["Land_PowLines_ConcL",[1289.12,2465.11,0],339.255,[0,0,1],
    ["Land_fort_bagfence_corner",[1288.45,2463.95,0],265.957,[[-0.997511,-0.0705048,0],[-0,0,1]],
    ["Land_HelipadCivil_F",[1268.63,2459.4,0],0,[[0,1,0],[0,0,1]],
    ["Exile_Sign_Vehicles",[1299.93,2461.35,0],35.6383,[[0.582666,0.812711,0],[0,0,1]],
    ["Exile_Sign_Food_Small",[1280.41,2470.22,0],210.532,[[-0.50802,-0.861345,0],[-0,0,1]],
    ["Exile_Sign_Armory_Small",[1275.66,2476.64,0],246.702,[[-0.91846,-0.395513,0],[-0,0,1]],
    ["TargetE_EP1",[1275.92,2478.23,0],74.4681,[[0.963482,0.267775,0],[0,0,1]],
    ["Exile_Sign_Equipment_Small",[1275.39,2484.21,0],280.745,[[-0.982467,0.186438,0],[0,0,1]],
    ["TargetE_EP1",[1277.02,2485.52,0],112.766,[[0.922093,-0.386968,0],[0,-0,1]],
    ["Exile_Sign_Hardware_Small",[1280.27,2490.12,0],322.234,[[-0.612438,0.790519,0],[0,0,1]],
    ["TargetE_EP1",[1282.04,2490.48,0],152.66,[[0.45927,-0.888297,0],[0,-0,1]],
    ["Land_fort_bagfence_corner",[1287.86,2498.09,0],182.553,[[-0.0445434,-0.999007,0],[-0,0,1]],
    ["Land_fort_bagfence_corner",[1283.29,2497.98,0],86.2767,[[0.997889,0.064938,0],[0,0,1]],
    ["TargetE_EP1",[1298.82,2456.96,0],248.404,[[-0.929802,-0.36806,0],[-0,0,1]]
];

{
    private ["_obj"];
    _obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"];
    if (_x select 4) then {
        _obj setDir (_x select 2);
        _obj setPos (_x select 1);
        _obj enableSimulation false;
    } else {
        _obj setPosATL (_x select 1);
        _obj setVectorDirAndUp (_x select 3);
    };
} foreach _objs;

Why is this still allowing simulation and causing a new object to spawn for each player that connects?? :S

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9 answers to this question

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```

    } else {
        _obj setPosATL (_x select 1);
        _obj setVectorDirAndUp (_x select 3);
    };

 _obj enableSimulation false;
} foreach _objs;

```

try this

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```

    } else {
        _obj setPosATL (_x select 1);
        _obj setVectorDirAndUp (_x select 3);
    };

 _obj enableSimulation false;
} foreach _objs;

```

try this

Not spawning at all now bud.

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Error in expression <.404,[[-0.929802,-0.36806,0],[-0,0,1]]
];

{
private ["_obj"];
_obj = createVehi>
  Error position: <;

{
private ["_obj"];
_obj = createVehi>
  Error Missing ]

Getting this now :S

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I just moved enablesimulatin down 

Yeah, I noticed that. I'm confused right now :S

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Update;

It only enables Simulation again when I add traders in. If traders are not there (the actual NPC) in despite of it being different files, the simulation get's enabled again.

How do I go about fixing that one?

@itsatrap

Edited by Taylor Swift

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Try download my mission file its working fine for me you can use a fire barrel to test

fire on= simulation true

Fire off = simulation false

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Yeah @itsatrap

enableSimulation false;

is working fine. until I add traders into InitPlayerLocal then simulation enables again for some reason.

_obj enableSimulation (_x select 5)

Tried this as well.

No luck.

Edited by Taylor Swift

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setTimeMultiplier 5;

private ["_objs"];
_objs = [
    ["Land_fort_bagfence_corner",[1284.13,2463.79,0],0,[[0,1,0],[0,0,1]],
    ["Land_Dome_Small_F",[1285.92,2480.89,0],358.936,[0,0,1],
    ["Land_PowLines_ConcL",[1289.12,2465.11,0],339.255,[0,0,1],
    ["Land_fort_bagfence_corner",[1288.45,2463.95,0],265.957,[[-0.997511,-0.0705048,0],[-0,0,1]],
    ["Land_HelipadCivil_F",[1268.63,2459.4,0],0,[[0,1,0],[0,0,1]],
    ["Exile_Sign_Vehicles",[1299.93,2461.35,0],35.6383,[[0.582666,0.812711,0],[0,0,1]],
    ["Exile_Sign_Food_Small",[1280.41,2470.22,0],210.532,[[-0.50802,-0.861345,0],[-0,0,1]],
    ["Exile_Sign_Armory_Small",[1275.66,2476.64,0],246.702,[[-0.91846,-0.395513,0],[-0,0,1]],
    ["TargetE_EP1",[1275.92,2478.23,0],74.4681,[[0.963482,0.267775,0],[0,0,1]],
    ["Exile_Sign_Equipment_Small",[1275.39,2484.21,0],280.745,[[-0.982467,0.186438,0],[0,0,1]],
    ["TargetE_EP1",[1277.02,2485.52,0],112.766,[[0.922093,-0.386968,0],[0,-0,1]],
    ["Exile_Sign_Hardware_Small",[1280.27,2490.12,0],322.234,[[-0.612438,0.790519,0],[0,0,1]],
    ["TargetE_EP1",[1282.04,2490.48,0],152.66,[[0.45927,-0.888297,0],[0,-0,1]],
    ["Land_fort_bagfence_corner",[1287.86,2498.09,0],182.553,[[-0.0445434,-0.999007,0],[-0,0,1]],
    ["Land_fort_bagfence_corner",[1283.29,2497.98,0],86.2767,[[0.997889,0.064938,0],[0,0,1]],
    ["TargetE_EP1",[1298.82,2456.96,0],248.404,[[-0.929802,-0.36806,0],[-0,0,1]]
];

{
    private ["_obj"];
    _obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"];
    if (_x select 4) then {
        _obj setDir (_x select 2);
        _obj setPos (_x select 1);
        _obj enableSimulation false;
    } else {
        _obj setPosATL (_x select 1);
        _obj setVectorDirAndUp (_x select 3);
    };
} foreach _objs;

Why is this still allowing simulation and causing a new object to spawn for each player that connects?? :S

I notice that you are using the code from M3Editor and it usually has a false at the end, i am also trying to figure this out cause i put lights in and i want them to light up they work in the editor but when i go into came and night come they are not lit up.

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