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    • Here is what the debug is giving me when i run the script.   SCRIPT (E): Virtual Machine Exception   Reason: NULL pointer to instance. Variable 'm_SpawnLogic'   Class: 'SCR_PlayerDeployMenuHandlerComponent' Function: 'OnPostInit' Stack trace: Scripts/Game/Respawn/Menu/SCR_PlayerDeployMenuHandlerComponent.c:62 Function OnPostInit SCRIPT (E): Virtual Machine Exception   Reason: NULL pointer to instance. Variable 'm_SpawnLogic'   Class: 'SCR_PlayerDeployMenuHandlerComponent' Function: 'OnPostInit' Stack trace: Scripts/Game/Respawn/Menu/SCR_PlayerDeployMenuHandlerComponent.c:62 Function OnPostInit SCRIPT (E): Virtual Machine Exception   Reason: NULL pointer to instance. Variable 'm_SpawnLogic'   Class: 'SCR_PlayerDeployMenuHandlerComponent' Function: 'OnPostInit' Stack trace: Scripts/Game/Respawn/Menu/SCR_PlayerDeployMenuHandlerComponent.c:62 Function OnPostInit //////////////////////////////////////////////////////////////////////////////////////// Here is the string of code:   { super.OnPostInit(owner);   SCR_RespawnSystemComponent rsc = SCR_RespawnSystemComponent.GetInstance(); if (!GetGame().InPlayMode() || (rsc && !rsc.CanOpenDeployMenu())) return;   World world = GetOwner().GetWorld(); m_DeployMenuSystem = DeployMenuSystem.Cast(world.FindSystem(DeployMenuSystem)); m_DeployMenuSystem.Register(this);   m_RespawnComponent = SCR_RespawnComponent.Cast(owner.FindComponent(SCR_RespawnComponent)); if (!m_RespawnComponent) { Print(string.Format("%1 could not find %2!", Type().ToString(), SCR_RespawnComponent), LogLevel.ERROR); }   m_PlayerController = SCR_PlayerController.Cast(owner); if (!m_PlayerController) { Print(string.Format("%1 is not attached in %2 hierarchy! (%1 should be a child of %3!)", Type().ToString(), SCR_PlayerController, SCR_RespawnComponent), LogLevel.ERROR); } m_PlyFactionAffil = SCR_PlayerFactionAffiliationComponent.Cast(owner.FindComponent(SCR_PlayerFactionAffiliationComponent));   m_RespawnComponent.GetOnRespawnReadyInvoker_O().Insert(OnRespawnReady); m_RespawnComponent.GetOnRespawnResponseInvoker_O().Insert(SetNotReady); m_SpawnLogic = SCR_MenuSpawnLogic.Cast(rsc.GetSpawnLogic());   SCR_ReconnectSynchronizationComponent reconnectComp = SCR_ReconnectSynchronizationComponent.Cast(owner.FindComponent(SCR_ReconnectSynchronizationComponent)); if (reconnectComp) reconnectComp.GetOnPlayerReconnect().Insert(OnPlayerReconnect);   SCR_WelcomeScreenComponent welcomeScreenComp = SCR_WelcomeScreenComponent.Cast(GetGame().GetGameMode().FindComponent(SCR_WelcomeScreenComponent)); if (!welcomeScreenComp) SetWelcomeClosed(); }   ANY HELP WOULD BE MUCH APPRECIATED AS I AM NOT THE SMARTEST.
    • If you need a travel bag, why don't you try a clear heavy duty backpack or crossbody bag as per your requirement. I lately bought my kido a transparent backpack for his school. Try transparent from various resources like clear moda.
    • There is a BI module for that in editor  -> modules -> others -> friendly fire Not so handy because you have to sync the AIs you want to protect (by group). Not sure this module works with spawned AIs. Not tested deeply.   Or you can add a code:   addMissionEventHandler ["entityKilled", { params ["_killed", "_killer", "_instigator"]; if (isNull _instigator) then { _instigator = UAVControl vehicle _killer select 0}; if (isNull _instigator) then { _instigator = _killer }; if ((_killed call BIS_fnc_objectSide) getFriend playerSide >= 0.6 && _instigator == player) then { ["end1",FALSE] call BIS_fnc_endMission; }; }];   in init.sqf,  or even any init field of any object in your editor (all fields are running at start), or, for clarity, in activation field of a trigger with condition set to TRUE (instead of this).      
    • Just in case you didn't get my message.   Hello Major Desync I'm not sure if you are the author of Sugar lake and Gorgona map, but if so you should be working for BIS. I've been playing ArmA since the original OFP back in 1999 (I think I started). Sugar lake is by far one of the best Islands I've never seen. Not only is it realistic looking with the natural layout and high quality assets used, but I can not believe how smooth it plays. I play ArmA 3 every now and then, I rarely play any of the missions. I've always enjoyed going into the editor, adding buildings and assets to the world and creating my own little scenarios.  This map has made me want to play every day and has even inspired me to buy more DLCs. My friend you should be working for BIS. You are the BEST of the BEST IMO. Sugar lake is insane. A master piece of any level that's even been made.   YOU ARE THE BEST!!!!
    • I'm not sure what my question regarding the use of the mod has to it being still "developed"/"supported" or not*. I'm not asking for any new feature, and this thread seems like proper place to ask/share information about usage of the mod (in fact I've already found some important tips in the 31 pages of this thread, just not on the particular issue of smoke throwing).   *Which I think it still is, at least judging from comments by Diwako on Steam Workshop.
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