ToxicMuffin 1 Posted May 27, 2013 (edited) Hello everyone, I'm currently trying to port over a life mission (RPP:R, credit to unforgiven for writing it) that we were using on Arma 2 to Arma 3 but running into a problem, i understand that arma 3 has gotten rid of setVehicleInit but its causing problems with a couple of the scripts and i'm not exactly sure how to rewrite it or even if its possible so i was hoping someone here could help :) (If you need anything else just let me know) private ["_class", "_position", "_registration", "_vcl", "_text", "_name", "_trunk", "_siren", "_hasSiren"]; _class = _this select 0; _position = _this select 1; _registration = [] call RPP_fnc_generateRegistration; if (count _this >= 4) then { _registration = (_this select 3); }; _vcl = objNull; _name = _class call RPP_fnc_itemGetName; _trunk = []; _text = format["<t size='0.6' color='#4876FF'>%2</t><br/><t size='0.35' color='#4876FF'>%1</t><br/><t size='0.45'>(Press F to lock/unlock)</t><br/><t size='0.45'>(Press T for Menu)<br/></t><t size='0.45'>(Press B to Pullout)<br/></t><t size='0.45'>(Press U to Unflip)</t>", _registration, _name]; _damage = 0; _fuel = 1; _siren = _class call RPP_fnc_itemGetSiren; _hasSiren = false; if (count _siren >= 2) then { _hasSiren = _siren select 0; } else { _hasSiren = false; }; if (count _this >= 3) then { _trunk = (_this select 2); }; if (count _this >= 5) then { _fuel = (_this select 4) select 0; _damage = (_this select 4) select 1; }; call compile format [' _vcl = "%1" createVehicle %2; [color=#ff0000] [b]_vcl setVehicleInit "this setVehicleVarName ""%3"";[/b][/color] [this, ""%4""] spawn { if (isNil ""RPP_fnc_create3DText"") then { _script = [] execVM ""core\text3D.sqf""; waitUntil {scriptDone _script}; }; [[] call RPP_fnc_generateID, (_this select 1), (_this select 0), 0.8, 5, true] spawn RPP_fnc_create3DText; }; _vcl = this; _vcl addEventHandler [""GetIn"", {_this spawn RPP_fnc_event_onVehicleEnter;}]; _vcl addEventHandler [""GetOut"", {_this spawn RPP_fnc_event_onVehicleExit;}]; _vcl addEventHandler [""Engine"", {_this spawn RPP_fnc_event_onVehicleEngine;}]; _vcl setVariable [""hasActions"", true, false]; "; player reveal _vcl; _vcl setFuelCargo 0; _vcl call RPP_fnc_addVehicleToServer; _vcl call RPP_fnc_addToKeychain; _vcl setVariable ["locked", false, true]; _vcl setVariable ["trunk", %5, true]; _vcl setVariable ["maxSize", "%1" call RPP_fnc_itemGetTrunkSize, true]; _vcl setVariable ["isPublic", true, true]; _vcl setVariable ["RPP_siren_mounted", %8, true]; _vcl setVariable ["RPP_siren_state", 0, true]; [{ ClearWeaponCargo (_this select 0); ClearMagazineCargo (_this select 0);}, [_vcl]] call RPP_fnet_execPublic; _vcl setFuel %7; _vcl setDamage %6; [color=#ff0000][b]processInitCommands; [/b][/color] ', _class, _position, _registration, _text, _trunk, _damage, _fuel, _hasSiren]; thanks in advance! ~Toxic Edited May 27, 2013 by ToxicMuffin Share this post Link to post Share on other sites
Johnson11B2P 3 Posted June 1, 2013 (edited) Hello everyone, I'm currently trying to port over a life mission (RPP:R, credit to unforgiven for writing it) that we were using on Arma 2 to Arma 3 but running into a problem, i understand that arma 3 has gotten rid of setVehicleInit but its causing problems with a couple of the scripts and i'm not exactly sure how to rewrite it or even if its possible so i was hoping someone here could help :) (If you need anything else just let me know) private ["_class", "_position", "_registration", "_vcl", "_text", "_name", "_trunk", "_siren", "_hasSiren"]; _class = _this select 0; _position = _this select 1; _registration = [] call RPP_fnc_generateRegistration; if (count _this >= 4) then { _registration = (_this select 3); }; _vcl = objNull; _name = _class call RPP_fnc_itemGetName; _trunk = []; _text = format["<t size='0.6' color='#4876FF'>%2</t><br/><t size='0.35' color='#4876FF'>%1</t><br/><t size='0.45'>(Press F to lock/unlock)</t><br/><t size='0.45'>(Press T for Menu)<br/></t><t size='0.45'>(Press B to Pullout)<br/></t><t size='0.45'>(Press U to Unflip)</t>", _registration, _name]; _damage = 0; _fuel = 1; _siren = _class call RPP_fnc_itemGetSiren; _hasSiren = false; if (count _siren >= 2) then { _hasSiren = _siren select 0; } else { _hasSiren = false; }; if (count _this >= 3) then { _trunk = (_this select 2); }; if (count _this >= 5) then { _fuel = (_this select 4) select 0; _damage = (_this select 4) select 1; }; call compile format [' _vcl = "%1" createVehicle %2; [color=#ff0000] [b]_vcl setVehicleInit "this setVehicleVarName ""%3"";[/b][/color] [this, ""%4""] spawn { if (isNil ""RPP_fnc_create3DText"") then { _script = [] execVM ""core\text3D.sqf""; waitUntil {scriptDone _script}; }; [[] call RPP_fnc_generateID, (_this select 1), (_this select 0), 0.8, 5, true] spawn RPP_fnc_create3DText; }; _vcl = this; _vcl addEventHandler [""GetIn"", {_this spawn RPP_fnc_event_onVehicleEnter;}]; _vcl addEventHandler [""GetOut"", {_this spawn RPP_fnc_event_onVehicleExit;}]; _vcl addEventHandler [""Engine"", {_this spawn RPP_fnc_event_onVehicleEngine;}]; _vcl setVariable [""hasActions"", true, false]; "; player reveal _vcl; _vcl setFuelCargo 0; _vcl call RPP_fnc_addVehicleToServer; _vcl call RPP_fnc_addToKeychain; _vcl setVariable ["locked", false, true]; _vcl setVariable ["trunk", %5, true]; _vcl setVariable ["maxSize", "%1" call RPP_fnc_itemGetTrunkSize, true]; _vcl setVariable ["isPublic", true, true]; _vcl setVariable ["RPP_siren_mounted", %8, true]; _vcl setVariable ["RPP_siren_state", 0, true]; [{ ClearWeaponCargo (_this select 0); ClearMagazineCargo (_this select 0);}, [_vcl]] call RPP_fnet_execPublic; _vcl setFuel %7; _vcl setDamage %6; [color=#ff0000][b]processInitCommands; [/b][/color] ', _class, _position, _registration, _text, _trunk, _damage, _fuel, _hasSiren]; thanks in advance! ~Toxic "_vcl setVehicleInit "this setVehicleVarName ""&3"";" You can just use setVehicleVarName without the setVehicleInit. Also get rid of the processInitcommand code. If you have some stuff you want to put in the vehicleInit. Just make a file called myFunctions.sqf. Here is one example of by passing the setVehicleinit command. Just make functions that can be used over and over again by different objects. Below is a example using the disableAI "MOVE" command without using the setVehicleInit. /* * myFunctions.sqf */ fnc_notMove = { private["_unit"]; _unit = _this select 0; _unit disableAI "MOVE"; /* * [[_this], "fnc_notMove"] spawn BIS_fnc_MP; */ }; I'm not 100% sure what this code is doing can you explain further what this line is doing? _vcl setVehicleInit "this setVehicleVarName ""%3""; Edited June 1, 2013 by Johnson11B2P for not Share this post Link to post Share on other sites