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//Have to have a backpack on that is empty for this to //work then run the command so it shifts u into the //spartan then respawn you will respawn in a black diving //suit or as a white t posing model then run the
//player set etc to make command on server i believe
//This does prevent boot visor
//Then open and close the arsenal and it gives you
//The option to boot visor
//Then run the command commands
Current problems are that if you die you have to do it again and if you need ammo/open arsenal you will have to do it again. But since your in a master chief suit dying is a skill issue.
//player set etc to make command on server/local(I spawn local, global, server and it works) i //believe
//This does prevent boot visor to fix this
//Then right click only on the arsenal and it gives you
//The option to boot visor. However if you need to open the arsenal
//It will remove you from antistasi
player additem "OPTRE_MJOLNIR_Mk4Armor";
player assignItem "OPTRE_MJOLNIR_Mk4Armor";
player additem "OPTRE_MJOLNIR_Mk4Helmet";
player assignItem "OPTRE_MJOLNIR_Mk4Helmet";
player additem "OPTRE_MJOLNIR_Undersuit";
player assignItem "OPTRE_MJOLNIR_Undersuit";
//May be able to replicate respawn with the commands
//player setVariable ["eligible",true,true];
//player remoteExec ["A3A_fnc_makePlayerBossIfEligible", 2];
//player remoteExec ["A3A_fnc_createPetros", 2];
player addWeapon "OPAEX_D20_W_Barriergun";
player addMagazine "OPAEX_D20_M_Barriergun";
player addWeapon "OPAEX_D20_W_FusionCoilGun";
player addMagazine "OPAEX_D20_M_FusionCoilGun";
+Ma5B Barrier gun (only available via D20 drop or scripting)
+Ma5B FusionCoil gun (only available via D20 drop or scripting)
?
I'm not familiar with scripting
This only appears when AI units using any UNSC gear from OPTRE are pre-placed in eden. It prevents the mission from loading. Any ideas?
Again, thankyou!
There are no script ways to actually solve, or sidestep entirely, the switch player command's underlying issues that frankly not even Bohemia Interactive Studios could feasibly fix without significant work. The only solution is to script into antistasi the use of the custom handler "OPAEX_EventHandler_SwapPlayerUnit" to swap the player and all references to the player in all relevant antistasi scripts, which is definitely not a small task,
[
missionNamespace,
"OPAEX_EventHandler_SwapPlayerUnit",
{
params[ "_previousUnit", "_newUnit"];
hint format["%1 swapped to %2", _previousUnit, _newUnit];
//Your actual code to fix the antistasi issues goes here.
}
] call BIS_fnc_addScriptedEventHandler;
This can get you started with it. You'll need to copy-paste variables and event handlers from the old unit to the new unit. Handlers are the most troubling part as there exists no way to fetch the engine-level handlers on a unit.
The issue is that most people don't design their missions and code to handle the usage of the selectPlayer command. Until Bohemia allows entities to swap skeletons without swapping units, or they provide extra engine-side functionality to the selectPlayer command, this sort of problem will be found in any and all script-heavy mods and missions.
I did write an event handler to let other people make a patch using the OPAEX_EventHandler_SwapPlayerUnit handler that is called when the units are switched.
The thick laser continues to appear even after switching to another weapon.
Side note: if you cannot see the Spartan unit as Zeus have them request a unit from the "Requests" menu and they'll be able to be seen by Zeus and granted "promote to Zeus" through the Zeus Enhanced mod. Hopefully this helps someone in the future, I'm very new to modding and hosting so I'm glad everything was able to be figured out! Thanks again and happy new year!
There may be one solution if you only need Zeus; In the game master module, you can specify the Zeus interface to be available to "#adminLogged" or "#adminVoted" in order to make it apply to users instead of an object.
The reason some missions work when you switch to a spartan is because they use the script command 'player' which changes when you become the spartan. However, not all missions re-evaluate the player unit and some in fact store info specifically on the player unit, which gets lost after being made a spartan. Storing info can occur as early as the mission loading screen, making it impossible to actually fix the problem.
BTW I've noticed that if I can quickly stuff Kerry into a mjolner suit before the mission initially gives him a task, most missions will play out semi-normally, or are at least completable. Some missions will also play out normally if I complete a task after becoming a spartan, but there's no waypoints or anything so memorising the task before becoming a spartan is necessary. Maybe if there was a way to rapidly switch to a spartan unit as soon as a mission starts, we could get a more consistent means to play through premade SP missions without much script breaking.