jandrews 116 Posted October 23, 2014 Maybe it's a debug output for when boats are spawned on land? IDK, I have the markers set up the same as others and both are over water. Not too sure what else to do. Share this post Link to post Share on other sites
jandrews 116 Posted October 24, 2014 (edited) IDK, I have the markers set up the same as others and both are over water. Not too sure what else to do. this is really bugging me. I have these spawners set up like this, in each spawn unit I have removeallWeapons this; this enableSimulation false; this allowDamage false; this addAction["<t color=#ff1111'>"name" Spawner</t>",VVS_fnc_openVVS,["BASE_name","BASE_name]]; this setIdentity "name"; both ship and sub markers are over water and each spawner has own marker with "BASE_name", All BUT ship and submarine units spawn vehicles. I have both spawners near the water edge with water markers close. I keep getting error stating cannot fetch vehicles, the spawn window appears but no vehicles. Has anyone gotten the ship or sub spawners to work? any help is always grateful. thanks. BASE_AirTransport = ["B_Heli_Light_01_F", "I_Heli_light_03_unarmed_F", "B_Heli_Transport_01_F", "B_Heli_Transport_01_camo_F", "I_Heli_Transport_02_F","C_Heli_Light_01_civil_F"]; BASE_AirCAS = ["B_Heli_Light_01_armed_F", "I_Heli_light_03_F", "B_Heli_Attack_01_F", "B_Plane_CAS_01_F"]; BASE_Ship = ["B_Boat_Armed_01_minigun_F","B_Boat_Transport_01_F","I_Boat_Armed_01_minigun_F","I_Boat_Transport_01_F","C_Boat_Civil_01_F"]; BASE_Submarine = ["B_SDV_01_F","I_SDV_01_F"]; BASE_Ground = ["B_Quadbike_01_F", "B_MRAP_01_F", "B_MRAP_01_hmg_F", "B_MRAP_01_gmg_F", "B_G_Offroad_01_armed_F", "B_APC_Wheeled_01_cannon_F", "B_Truck_01_covered_F", "B_Truck_01_transport_F", "B_Truck_01_medical_F", "B_Truck_01_ammo_F", "B_Truck_01_Repair_F", "B_Truck_01_fuel_F", "B_APC_Tracked_01_rcws_F", "B_APC_Tracked_01_CRV_F", "B_APC_Tracked_01_AA_F", "B_MBT_01_cannon_F", "B_MBT_01_TUSK_F", "B_MBT_01_arty_F", "B_MBT_01_mlrs_F"]; Edited October 24, 2014 by JAndrews1 Share this post Link to post Share on other sites
jandrews 116 Posted October 25, 2014 IDK, I have the markers set up the same as others and both are over water. Not too sure what else to do. Ok i got this one. I had to update the fn_filtertype.sqf with updated names. ha. figured that out. 1 down 99,999 other scripting problems to go. lol Share this post Link to post Share on other sites
BL1P 35 Posted November 17, 2014 (edited) To use pre defined lists in the functions/fn_buildCfg.sqf Change :- //Skim over and make sure VVS_x isn't built for a pre-made vehicle list. if(count VVS_Car > 0) then {VVS_pre_Car = VVS_Car;}; if(count VVS_Air > 0) then {VVS_pre_Car = VVS_Air;}; if(count VVS_Ship > 0) then {VVS_pre_Car = VVS_Ship;}; if(count VVS_Submarine > 0) then {VVS_pre_Car = VVS_Submarine;}; if(count VVS_Armored > 0) then {VVS_pre_Car = VVS_Armored;}; if(count VVS_Autonomous > 0) then {VVS_pre_Autonomous = VVS_Autonomous;}; if(count VVS_Support > 0) then {VVS_pre_Support = VVS_Support;}; to //Skim over and make sure VVS_x isn't built for a pre-made vehicle list. if(count VVS_Car > 0) then {VVS_pre_Car = VVS_Car;}; if(count VVS_Air > 0) then {VVS_pre_Air = VVS_Air;}; if(count VVS_Ship > 0) then {VVS_pre_Ship = VVS_Ship;}; if(count VVS_Submarine > 0) then {VVS_pre_Submarine = VVS_Submarine;}; if(count VVS_Armored > 0) then {VVS_pre_Armored = VVS_Armored;}; if(count VVS_Autonomous > 0) then {VVS_pre_Autonomous = VVS_Autonomous;}; if(count VVS_Support > 0) then {VVS_pre_Support = VVS_Support;}; Hope this helps. I hope it was ok for me to post this tonic ? Edited November 17, 2014 by BL1P Share this post Link to post Share on other sites
tubby_mclovin 10 Posted December 6, 2014 I can't seem to install this right. I get the option to use the VVS in the editor but nothing happens when I select it. Maybe I did it wrong? Can someone explain in detail on how to install this or redirect me to a video on how to install and use it? I cant get the sample mission to load either. Share this post Link to post Share on other sites
dark_spectre 2 Posted December 12, 2014 I am having a peculiar problem trying to load from a predefined list from the configuration.sqf. I have three types of units calling VVS from laptops with these lines in there respective init's. this addAction["Vehicles",VVS_fnc_openVVS,["VVS_ARMOR","Car"]]; MARKER NAME=VVS_ARMOR this addAction["Drones",VVS_fnc_openVVS,["VVS_Autonomous","Autonomous"]]; MARKER NAME=VVS_Autonomous this addAction["Air",VVS_fnc_openVVS,["VVS_AIR","Air"]]; MARKER NAME=VVS_AIR ====================================================== VVS_Premade_List = true; VVS_Car = []; VVS_Air = ["B_Heli_Transport_01_camo_F","B_Heli_Transport_03_F","B_Heli_Transport_03_unarmed_F","B_Heli_Attack_01_F","B_Heli_Light_01_F","C_Heli_Light_01_civil_F","B_Heli_Light_01_armed_F","JNS_Skycrane","JNS_Skycrane_Bench","JNS_Skycrane_Transport"]; VVS_Ship = []; VVS_Armored = ["B_MBT_01_TUSK_F","B_MBT_01_cannon_F","B_APC_Wheeled_01_cannon_F","B_APC_Tracked_01_AA_F","B_APC_Tracked_01_rcws_F","B_MBT_01_TUSK_F","M1128_MGS_DG1_NOSLATDES","M1126_ICV_M134_DG1_NOSLATDES","EWK_m1151_m2_deployment_Bumper","EWK_m1151_TOW_deployment","B_Truck_01_mover_F","B_Truck_01_transport_F","B_MRAP_01_hmg_F","B_MRAP_01_gmg_F","B_MRAP_01_F","EWK_M998A2_sov","EWK_M998A2_sov_M2","B_G_Offroad_01_armed_F"]; VVS_Submarine = []; VVS_Autonomous = ["B_UAV_01_F","B_UGV_01_F","B_UGV_01_rcws_F"]; VVS_Support = []; ============================================= I am able to load my predefined units from the Armor array through my "Vehicles" laptop, as well as all the predefined UAV's from the "Drones" laptop. However, any attempt to load units from the "Air" laptop results in an error stating it "cannot fetch vehicles". JNS_Skycrane is listed as an addon in the mission.sqm, and I have tried it both with and without them, so that vector is out. I'm at a loss as to what exactly is happening, especially since 2/3's of it works and could really use some help getting out of this time sink. thanks all :) Share this post Link to post Share on other sites
npmproductions13 14 Posted December 13, 2014 Anyone know a quick way i can execute the VVS script from a sqf file ? Share this post Link to post Share on other sites
jshock 513 Posted December 13, 2014 (edited) Anyone know a quick way i can execute the VVS script from a sqf file ? I would assume this: ["spawnMarkerName","All"] call VVS_fnc_openVVS; Edited December 13, 2014 by JShock Share this post Link to post Share on other sites
kahna 13 Posted December 13, 2014 I am having a peculiar problem trying to load from a predefined list from the configuration.sqf.I have three types of units calling VVS from laptops with these lines in there respective init's. Something's going on with the code, I have the same issue. If you don't mind not being able to use the filters, a quick and dirty work around is to just place all of the vehicles under the same array. I have all of my Cars, Air, etc under VVS_Air personally. Works just fine. Share this post Link to post Share on other sites
dark_spectre 2 Posted December 13, 2014 (edited) Something's going on with the code, I have the same issue. If you don't mind not being able to use the filters, a quick and dirty work around is to just place all of the vehicles under the same array. I have all of my Cars, Air, etc under VVS_Air personally. Works just fine. its really odd, Ive placed everything with 4 wheels under VVS_Armored (that includes civillian coaxials, which don't even fall under the armor class), but I have to call VVS_Cars (which is completely empty in the .cfg ironically!) to get it to pull any list of vehicles! Vehicles this addAction["Vehicles",VVS_fnc_openVVS,["VVS_ARMOR","Car"]]; marker- VVS_ARMOR VVS_Armored = ["B_MBT_01_TUSK_F","B_MBT_01_cannon_F","B_APC_Wheeled_01_cannon_F","B_APC_Tracked_01_AA_F","B_APC_Tracked_01_rcws_F","B_MBT_01_TUSK_F","M1128_MGS_DG1_NOSLATDES","M1126_ICV_M134_DG1_NOSLATDES","EWK_m1151_m2_deployment_Bumper","EWK_m1151_TOW_deployment","B_Truck_01_mover_F","B_Truck_01_transport_F","B_MRAP_01_hmg_F","B_MRAP_01_gmg_F","B_MRAP_01_F","EWK_M998A2_sov","EWK_M998A2_sov_M2"]; Autonomous vehicles placed under VVS_Autonomous work fine. this addAction["Drones",VVS_fnc_openVVS,["VVS_Autonomous","Autonomous"]]; marker- VVS_Autonomous VVS_Autonomous = ["B_UAV_01_F","B_UGV_01_F","B_UGV_01_rcws_F"]; Air units though I'm never able to call.. However! I DO know my syntax is correct because if I stuff the helo classNames list i created into VVS_Armor on top of the rest of the 4 wheeled vehicles ones, the helos come up fine in that list when called under VVS_Cars! Go figure) maybe you could help me to use filters, as I am simply not familiar, that way I can still have three discreet boxes while stuffing everything into my VVS_Armored list? Edited December 13, 2014 by Dark_Spectre Share this post Link to post Share on other sites
dark_spectre 2 Posted December 15, 2014 its really odd, Ive placed everything with 4 wheels under VVS_Armored (that includes civillian coaxials, which don't even fall under the armor class), but I have to call VVS_Cars (which is completely empty in the .cfg ironically!) to get it to pull any list of vehicles!Vehicles this addAction["Vehicles",VVS_fnc_openVVS,["VVS_ARMOR","Car"]]; marker- VVS_ARMOR VVS_Armored = ["B_MBT_01_TUSK_F","B_MBT_01_cannon_F","B_APC_Wheeled_01_cannon_F","B_APC_Tracked_01_AA_F","B_APC_Tracked_01_rcws_F","B_MBT_01_TUSK_F","M1128_MGS_DG1_NOSLATDES","M1126_ICV_M134_DG1_NOSLATDES","EWK_m1151_m2_deployment_Bumper","EWK_m1151_TOW_deployment","B_Truck_01_mover_F","B_Truck_01_transport_F","B_MRAP_01_hmg_F","B_MRAP_01_gmg_F","B_MRAP_01_F","EWK_M998A2_sov","EWK_M998A2_sov_M2"]; Autonomous vehicles placed under VVS_Autonomous work fine. this addAction["Drones",VVS_fnc_openVVS,["VVS_Autonomous","Autonomous"]]; marker- VVS_Autonomous VVS_Autonomous = ["B_UAV_01_F","B_UGV_01_F","B_UGV_01_rcws_F"]; Air units though I'm never able to call.. However! I DO know my syntax is correct because if I stuff the helo classNames list i created into VVS_Armor on top of the rest of the 4 wheeled vehicles ones, the helos come up fine in that list when called under VVS_Cars! Go figure) maybe you could help me to use filters, as I am simply not familiar, that way I can still have three discreet boxes while stuffing everything into my VVS_Armored list? For anyone whom may be encountering the same issue, i simply stuffed all the items I needed into the two class arrays that I knew did work and used them. Not a very elegant solution, but better than wasting more time on it than necessary. In the end I simply lumped the Stompers in with the rest of the vehicles, eliminating the need for a third VVS box. Share this post Link to post Share on other sites
denzelw 10 Posted December 23, 2014 Modify VVS\functions\fn_spawnVehicle.sqf I am a noob to scripting so I have to ask this :) What do I modify in this sqf ? And I want to spawn for example planes on deck and vehicles in the hangar bay, how do I do that ? thanks very much for any help Share this post Link to post Share on other sites
hg2012trigger 13 Posted January 4, 2015 has somebody an idea to fix this: http://feedback.rhsmods.org/view.php?id=102 I would like to use RHS- Vehicles with VVS Share this post Link to post Share on other sites
cruoriss 12 Posted January 4, 2015 has somebody an idea to fix this: http://feedback.rhsmods.org/view.php?id=102I would like to use RHS- Vehicles with VVS Since tonic never answered me about this issue i fixed it myself some time ago . Replace the content of fn_buildCfg.sqf inside functions by this : /* File: fn_buildCfg.sqf Author: Bryan "Tonic" Boardwine , edited by Cruoriss Description: Builds our configuration arrays for vehicles to display. 0: classname 1: scope 2: picture 3: displayname 4: vehicleclass 5: side 6: faction */ private["_CfgCar","_CfgAir","_CfgShip","_CfgSub","_CfgArmor"]; _Cfg = configFile >> "CfgVehicles"; //Setup our final arrays. VVS_pre_Car = []; VVS_pre_Air = []; VVS_pre_Ship = []; VVS_pre_Armored = []; VVS_pre_Submarine = []; VVS_pre_Autonomous = []; VVS_pre_Support = []; //Skim over and make sure VVS_x isn't built for a pre-made vehicle list. if(count VVS_Car > 0) then {VVS_pre_Car = VVS_Car;}; if(count VVS_Air > 0) then {VVS_pre_Car = VVS_Air;}; if(count VVS_Ship > 0) then {VVS_pre_Car = VVS_Ship;}; if(count VVS_Submarine > 0) then {VVS_pre_Car = VVS_Submarine;}; if(count VVS_Armored > 0) then {VVS_pre_Car = VVS_Armored;}; if(count VVS_Autonomous > 0) then {VVS_pre_Autonomous = VVS_Autonomous;}; if(count VVS_Support > 0) then {VVS_pre_Support = VVS_Support;}; if(VVS_Premade_List) exitWith {}; //No need to waste CPU processing time as the mission designer already setup a list. for "_i" from 0 to (count _Cfg)-1 do { _class = _Cfg select _i; if(isClass _class) then { _className = configName _class; if(_className != "") then { // systemChat _className; _cfgInfo = [_className] call VVS_fnc_cfgInfo; //systemChat str(_cfgInfo); if(count _cfgInfo > 0) then { _scope = _cfgInfo select 1; _picture = _cfgInfo select 2; _displayName = _cfgInfo select 3; _vehicleClass = _cfgInfo select 4; _side = _cfgInfo select 5; _superClass = _cfgInfo select 7; if(_scope >= 2 && _picture != "" && _displayName != "" ) then { if( (_vehicleClass == "Car" && count VVS_Car == 0) || (count VVS_Car == 0 && _className isKindOf "Car" && _vehicleClass != "Armored" && _vehicleClass != "Support" && _vehicleClass != "Autonomous") ) then { VVS_pre_Car set[count VVS_pre_Car,_className]; }; if(count VVS_Air == 0 && _className isKindOf "Air" && _vehicleClass != "Autonomous") then { VVS_pre_Air set[count VVS_pre_Air,_className]; }; if(count VVS_Ship == 0 && _className isKindOf "Ship") then { VVS_pre_Ship set[count VVS_pre_Ship,_className]; }; if( (_vehicleClass == "Armored" && count VVS_Armored == 0) || (count VVS_Armored == 0 && _className isKindOf "Tank") ) then { VVS_pre_Armored set[count VVS_pre_Armored,_className]; }; if(count VVS_Autonomous == 0 && _vehicleClass == "Autonomous") then { VVS_pre_Autonomous set[count VVS_pre_Autonomous,_className]; }; if(count VVS_Support == 0 && (_vehicleClass == "Support")) then { VVS_pre_Support set[count VVS_pre_Support,_className]; }; }; }; }; }; }; The only problem with my edit is that light armored like rhs bmp are inside Car spawner and not Armored one . Share this post Link to post Share on other sites
hg2012trigger 13 Posted January 4, 2015 Many thanks for your solution. works beautifully Share this post Link to post Share on other sites
Erwin23p 34 Posted January 20, 2015 Hello, can anyone tell me please how to spawn a vehicle at 17m? I need it for an LHD. I have tried that: init.sqf "VVS1" setMarkerPosLocal [markerPos "VVS1" select 0, markerPos "VVS1" select 1, 17]; But it don't work.:( Share this post Link to post Share on other sites
SENSEII 104 Posted January 21, 2015 I believe the z coordinate is always 0 for markers. You'd need to change the position in fn_spawnVehicle.sqf. Keep in mind that this will affect the position of all vehicles spawned through VVS. Share this post Link to post Share on other sites
Erwin23p 34 Posted January 21, 2015 I believe the z coordinate is always 0 for markers.You'd need to change the position in fn_spawnVehicle.sqf. Keep in mind that this will affect the position of all vehicles spawned through VVS. Markers have Z coordinate, because if you put a marker named Respawn_west and in your init.sqf you put that: "Respawn_west" setMarkerPosLocal [markerPos "Respawn_west" select 0, markerPos "Respawn_west" select 1, 17]; You'll respawn at 17m. Share this post Link to post Share on other sites
SENSEII 104 Posted January 21, 2015 I was going off of the information listed here. Either way, it doesn't really matter. In fn_spawnVehicle.sqf ... _className = lnbData[38101,[(lnbCurSelRow 38101),0]]; _displayName = lnbData[38101,[(lnbCurSelRow 38101),1]]; _position = getMarkerPos VVS_SP; _position set [2, 17]; // add this line _direction = markerDir VVS_SP; Untested, but that should work. Share this post Link to post Share on other sites
jandrews 116 Posted January 22, 2015 I am getting a bug where a vehicle left on the spawn marker too long blows up. Anyone else? is there a fix. I do use some mod vehicles but wasn't sure why this would happen. Share this post Link to post Share on other sites
gobi42 15 Posted March 3, 2015 hey man i've been using your vvs scripts for a while now. but just recently i've been getting an error. The error reads "Can not inculde VVS\menu.h" now i checked and it's in the mission folder everything is there. I'm using pbo project to build it. respawn="BASE"; respawnDelay=10; disabledAI=1; //changed from 1 to 0 disableChannels[] = {}; // {0} to disable global joinUnassigned = 0; enableItemsDropping = 0; weaponPool = 0; saving = 0; corpseRemovalMinTime = 5*60; corpseRemovalMaxTime = 15*60; wreckRemovalMinTime = 5*60; wreckRemovalMaxTime = 10*60; author="Gobi"; onLoadMission = "Death Squad Gaming"; onLoadName = "Mercs playground"; class Header { gameType=Sandbox; minPlayers=1; maxPlayers=32; }; #include "VVS\menu.h" class CfgFunctions { #include "VVS\Functions.h" }; #include "brs\defines.hpp" #include "brs\dialogs.hpp" the above code is my description.ext file, pbo project finishes with no errors but arma 3 throws the above error when ever i place the mission in the mpmission folder. Share this post Link to post Share on other sites
Gunter Severloh 4065 Posted March 22, 2015 Anyone getting an issue where you can barely see the vehicles, planes, ect,. in the list I mean their all black icons and when i want to choose which plane or vehicle I want i mostly have to look at the names listed, or does this have to do with my game's color setup which I looked at but never messed with as I was unsure if it would change that. Share this post Link to post Share on other sites
Jackson Snow 10 Posted March 23, 2015 Same problem here. A similar thing happened with VAS, but we stopped using it and went over the the Arsenal instead. No idea how to fix it - perhaps it is looking for the wrong icons or something? Share this post Link to post Share on other sites
sergeziegler 10 Posted June 22, 2015 Hi! I liked it! mount it fashion RHS, please! Share this post Link to post Share on other sites
Senshi 10 Posted June 22, 2015 http://forums.bistudio.com/showthread.php?189670-Listbox-amp-ListNBox-black-picture&p=2896515&viewfull=1#post2896515 Solution for black pictures/icons is in this thread. BI changed some class attribute names a couple of patches ago. Any old GUI stuff will have that issue. Short version: Change "picturecolor" to "colorpicture" in the UI dialog definition. Share this post Link to post Share on other sites