Zombiegirl
Member
Hello everyone. I am having a bit of a problem. My server is running the Napf map and I am having problems building a bride over water to an AI island I created. Does anyone have any tips for building over water?
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//START//
if (isNil "oneTime") then {
oneTime = true;
fnc_bridgeA2 = {
private ["_start","_obj"];
_start = createVehicle [
_this select 2,
_this select 0,
[],
0, "
CAN_COLLIDE"
];
_start setVectorUp [0,0,1];
_start setDir (_this select 1);
_start setPosATL (_this select 0);
for "_i" from 1 to (_this select 3) do {
_obj = createVehicle [
_this select 2,
_this select 0,
[],
0,
"CAN_COLLIDE"
];
_obj attachTo [_start, [
_i*(_this select 4),
_i*(_this select 5),
_i*(_this select 6)
]];
};
};
//END//
//Placement of objects//
//[startingPosition, direction, objectClass, repeats, offsetX, offsetY, offsetZ]
[ [13287.128, 2786.3577, -0.3], 222.15, "Land_nav_pier_m_2", 27, 40, 0, 0 ] call fnc_bridgeA2;
};
while {debugMonitor} do
{
_pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
if (player == vehicle player) then
{
_pic = (gettext (configFile >> 'cfgWeapons' >> (currentWeapon player) >> 'picture'));
}
else
{
_pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
};
hintSilent parseText format ["
<t size='1.5' font='Bitstream' align='center' color='#EDE275'>%1</t><br/>
<br/>
<t size='1' font='Bitstream'align='center'>Face First</t>
<t size='1' font='Bitstream'align='center'>Epoch Server</t><br/>
<br/>
<t color='#FDD017' size='0.95' font='Bitstream' align='left'>Zombies Killed: </t><t color='#FFFFFF' size='0.95' font='Bitstream' align='right'>%2</t><br/>
<t color='#FDD017' size='0.95' font='Bitstream' align='left'>Survivors Killed: </t><t color='#FFFFFF' size='0.95' font='Bitstream' align='right'>%4</t><br/>
<t color='#FDD017' size='0.95' font='Bitstream' align='left'>Bandits Killed: </t><t color='#FFFFFF' size='0.95' font='Bitstream' align='right'>%5</t><br/>
<t color='#FDD017' size='0.95' font='Bitstream' align='left'>FPS: </t><t color='#FFFFFF' size='0.95' font='Bitstream' align='right'>%8</t><br/>
<t color='#FDD017' size='0.95' font='Bitstream' align='left'>Humanity: </t><t color='#5CB3FF' size='0.95' font='Bitstream' align='right'>%7</t><br/>
<t color='#FDD017' size='0.95' font='Bitstream' align='left'>Blood: </t><t color='#E41B17' size='0.95' font='Bitstream' align='right'>%6</t><br/>
<br/>
<t size='0.90' font='Bitstream'align='center'color='#FDD017'>Restart in %9 minutes!</t><br/>
<t size='0.75' font='Bitstream' align='center' color='#FDD017'>Press INSERT to toggle</t>
<br/>
<img size='3' image='%10'/><br/>
",
(name player),
(player getVariable['zombieKills', 0]),
(player getVariable['headShots', 0]),
(player getVariable['humanKills', 0]),
(player getVariable['banditKills', 0]),
(player getVariable['USEC_BloodQty', r_player_blood]),
(player getVariable['humanity', 0]),
(round diag_fps),
(180-(round(serverTime/60))),
_pic];
sleep 1;
};
21:39:17 Error in expression <ns\__cur_mp.chernarus\debug.sqf"
while {debugMonitor} do
{
_pic = (gettext (conf>
21:39:17 Error position: <debugMonitor} do
{
_pic = (gettext (conf>
21:39:17 Error Undefined variable in expression: debugmonitor
21:39:17 File mpmissions\__cur_mp.chernarus\debug.sqf, line 1
Im just curious fully where is your bridge?
I have a better way of creating a bridge.
I just made this bridge.1.1km long![]()
![]()
bridge.sqf
Code://START// if (isNil "oneTime") then { oneTime = true; fnc_bridgeA2 = { private ["_start","_obj"]; _start = createVehicle [ _this select 2, _this select 0, [], 0, " CAN_COLLIDE" ]; _start setVectorUp [0,0,1]; _start setDir (_this select 1); _start setPosATL (_this select 0); for "_i" from 1 to (_this select 3) do { _obj = createVehicle [ _this select 2, _this select 0, [], 0, "CAN_COLLIDE" ]; _obj attachTo [_start, [ _i*(_this select 4), _i*(_this select 5), _i*(_this select 6) ]]; }; }; //END// //Placement of objects// //[startingPosition, direction, objectClass, repeats, offsetX, offsetY, offsetZ] [ [13287.128, 2786.3577, -0.3], 222.15, "Land_nav_pier_m_2", 27, 40, 0, 0 ] call fnc_bridgeA2; };
Using KillzoneKid fnc_bridgeA2 script
Very simple and it doesnt screw up =)
Ingame image
![]()
Fully, how're you calling the SQF? I can't seem to get it right?