Guest Posted April 3, 2015 Release frontpaged on the Armaholic homepage. CH Mobile Headquarters v0.91 ================================================ We have also "connected" these pages to your account on Armaholic. This means soon you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
NullaDIes 10 Posted April 3, 2015 Hi Champ-1, Like the script you made since it creates a way to get into range of the action quicker. I make my own missions to be map wide and this is something that can get you back in action quickly or add another dynamic. (Prepare before actually engaging) However, I am new to the whole functions thing and I have yet to find the way to use your function for getting my own compositions from a vehicle. Does anyone have a small and simple step to execute the composition function? Till then, I will keep reading on how to make/use it. Thank you in advance, NullaDies Share this post Link to post Share on other sites
champ-1 40 Posted April 3, 2015 1. Create new mission on VR map, place playable unit. 2. Place truck that gonna be your HQ and some objects around. 3. Start mission, Get in your HQ vehicle. 4. Hit Esc. To the right of the regular menu should be a debug console. Copy and paste this code in big field of that console: CHHQ_fnc_getComposition = { _radius = _this select 0; _veh = if (vehicle player isEqualTo player) then {objNull} else {vehicle player}; if (isNull _veh) exitWith {systemChat "You need to be inside the vehicle to grab object composition around it."}; _objArray = []; _vehPos = getPosASL _veh; _vehDir = getDir _veh; { if (_x != _veh && !(_x isKindOf "Man")) then { _pos = getPosASL _x; _dir = getDir _x; _type = typeOf _x; _offset = [ (_vehPos select 0) - (_pos select 0), (_vehPos select 1) - (_pos select 1), (_pos select 2) - (_vehPos select 2) ]; _diroffset = _dir - _vehDir; _objArray pushBack [_type,_offset,_diroffset]; }; } forEach nearestObjects [_veh, ["all"], _radius]; copyToClipboard str _objArray; }; [15] call CHHQ_fnc_getComposition; 5. Hit "Local" button. 6. Minimize Arma, open any Notepad. Press Ctrl + V. Done Share this post Link to post Share on other sites
NullaDIes 10 Posted April 3, 2015 Hi Champ-1, Thank you for prompt reaction. I already did that but it did not work, however I just looked at the code you note before and it ends with: [15] call CHHQ_fnc_getComposition; // radius in meters from vehicle to grab objects That does not work, I needed to remove the comment: [15] call CHHQ_fnc_getComposition; Strange but true :-) Thanks, NullaDies Share this post Link to post Share on other sites
champ-1 40 Posted April 3, 2015 Debug console a bit finicky and restrictive sometimes. You can execute functions from files too. Share this post Link to post Share on other sites
NullaDIes 10 Posted April 3, 2015 Noted! Several ideas came to mind when seeing this script. - Fly a helicopter and land just out of range of a far objective, put up camouflage en setup basic FOB stuff. Afterwards start the actual operation and on death respawn and jump to chopper. (To keep it fun instead of fly 20 minutes again) - Get in a Panther with your team, drive to location of objective, put up camouflage en setup basic FOB stuff. Then start scouting the area, setup small FOP's only risking loss of person instead of vehicle. Plan ahead and start the actual operation and on death respawn and jump to Panther. (To keep it fun instead of driving 40 minutes again) This also incorporates some realism since you are not charging into a village or armed force with your unit packed inside the back of your panther, worst case you are going all on 1 line and vehicle only have driver commander and gunner and the rest out of harms way on your flanks. Hopefully I can create some nice things with Zeus and build some nice FOB's :-) Thanks again, NullaDies Share this post Link to post Share on other sites
champ-1 40 Posted April 3, 2015 Yeah... I need to look into customizing what seats are available for HQ vehicle. For now only driver and first cargo position are open, everything else is locked. Although I think you can work around this by adding unlock code to the execution of the cargo object. But it needs to be customizable. Share this post Link to post Share on other sites
NullaDIes 10 Posted April 3, 2015 I did not meant the seats when deploying an HQ, I was talking about a Panther actually driving with the infantry whilst advancing to a direction full of enemies. (Would be nice to open up the gunner position for vehicles with guns to defend FOB) After playing around with the function in think I get the same result as noted before. All my objects are spawned in a mirrored position, I did not see any difference between codes however so wondering what to do. I can change the coordinates myself until found correct ones but not the easiest method :) Or I did not read a crucial part in these posts. Kind regards, NullaDies Share this post Link to post Share on other sites
champ-1 40 Posted April 3, 2015 If you using the code I posted in the OP post or the last post it should be fine. I tested it myself on _MaSSive's FOB and it works perfectly. Everything in it's place including graffiti on the wall. So yeah, you probably doing something wrong. If you wan't to open all seats in Panther or whatever, add this to the back of the _cargoInfo: {_target lock 0} Not tested but should work for now. Share this post Link to post Share on other sites
NullaDIes 10 Posted April 3, 2015 I am using this code: CHHQ_fnc_getComposition = { _radius = _this select 0; _veh = if (vehicle player isEqualTo player) then {objNull} else {vehicle player}; if (isNull _veh) exitWith {systemChat "You need to be inside the vehicle to grab object composition around it."}; _objArray = []; _vehPos = getPosASL _veh; _vehDir = getDir _veh; { if (_x != _veh && !(_x isKindOf "Man")) then { _pos = getPosASL _x; _dir = getDir _x; _type = typeOf _x; _offset = [ (_vehPos select 0) - (_pos select 0), (_vehPos select 1) - (_pos select 1), (_pos select 2) - (_vehPos select 2) ]; _diroffset = _dir - _vehDir; _objArray pushBack [_type,_offset,_diroffset]; }; } forEach nearestObjects [_veh, ["all"], _radius]; copyToClipboard str _objArray; }; [15] call CHHQ_fnc_getComposition; But it gets all of my objects in the wrong direction. I am however using a skycrane and I am not sure if they did anything weird to its dynamics. Share this post Link to post Share on other sites
champ-1 40 Posted April 3, 2015 If you can post mission.sqm here with all your objects. I'll see what's the problem. Share this post Link to post Share on other sites
NullaDIes 10 Posted April 3, 2015 (edited) I can only post the mission without objects since I placed them using zeus, saved the composition and now looking at a reversed composition. I am using a mod for the vehicle: http://www.armaholic.com/page.php?id=27583 (They should add a chat option to these forums where you can chat to each other when both agree to do it, makes conversations quicker) version=12; class Mission { addOns[]= { "A3_Characters_F_BLUFOR", "a3_characters_f", "JNS_Skycranes_BLU_Green", "map_vr", "A3_Modules_F_Curator_Curator" }; addOnsAuto[]= { "A3_Characters_F_BLUFOR", "a3_characters_f", "A3_Modules_F_Curator_Curator", "JNS_Skycranes_BLU_Green", "map_vr" }; randomSeed=1078871; class Intel { timeOfChanges=1800.0002; startWeather=0; startWind=0.1; startWaves=0.1; forecastWeather=0; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; day=28; hour=13; minute=37; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; class Groups { items=2; class Item0 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={3849.2266,5,4581.4985}; azimut=246.14995; id=0; side="WEST"; vehicle="B_Soldier_F"; player="PLAYER COMMANDER"; leader=1; skill=0.60000002; }; }; }; class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={3822.0454,5,4593.686}; class args { items=4; class Item0 { value=""; parentCls="ModuleCurator_F"; typeName="Owner"; }; class Item1 { value=""; parentCls="ModuleCurator_F"; typeName="Name"; }; class Item2 { value="3"; parentCls="ModuleCurator_F"; typeName="Addons"; }; class Item3 { value="0"; parentCls="ModuleCurator_F"; typeName="Forced"; }; }; id=1; side="LOGIC"; vehicle="ModuleCurator_F"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; }; class Vehicles { items=1; class Item0 { position[]={3837.3103,5,4577.9556}; azimut=0.14091747; id=2; side="EMPTY"; vehicle="JNS_Skycrane_BLU_Green"; skill=0.60000002; init="null = [this, west] execVM ""CHHQ.sqf"""; }; }; }; class Intro { addOns[]= { "map_vr" }; addOnsAuto[]= { "map_vr" }; randomSeed=3343716; class Intel { timeOfChanges=1800.0002; startWeather=0; startWind=0.1; startWaves=0.1; forecastWeather=0; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; day=28; hour=13; minute=37; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; }; class OutroWin { addOns[]= { "map_vr" }; addOnsAuto[]= { "map_vr" }; randomSeed=8556611; class Intel { timeOfChanges=1800.0002; startWeather=0; startWind=0.1; startWaves=0.1; forecastWeather=0; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; day=28; hour=13; minute=37; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; }; class OutroLoose { addOns[]= { "map_vr" }; addOnsAuto[]= { "map_vr" }; randomSeed=10514754; class Intel { timeOfChanges=1800.0002; startWeather=0; startWind=0.1; startWaves=0.1; forecastWeather=0; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; day=28; hour=13; minute=37; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; }; This was the composition that I got from the script and input based on the basic vehicle script, had to adjust positions of cargo to be in the right position but I did not change any composition values: case (toLower "JNS_Skycrane_BLU_Green"): { _composition = [["CamoNet_BLUFOR_big_Curator_F",[0.758057,0.0668945,-0.00827074],-2.85328, {_this addEventHandler ["HandleDamage", {false}]}],["Vest_V_TacVestCamo_khk",[-0.718506,1.43506,-0.00827074],-2.85328],["Land_Camping_Light_off_F",[-0.717041,-1.45264,-0.00858927],-2.81456],["Land_TinContainer_F",[-1.40723,-0.880371,-0.00615215],356.905],["Land_SatellitePhone_F",[-1.08911,-1.2583,-0.00827122],49.7775],["Land_Camping_Light_off_F",[1.47607,-1.17334,-0.00858259],-2.66412],["MapBoard_altis_F",[0.135254,-1.92871,-0.0104737],-2.72469],["Land_PaperBox_open_full_F",[-1.73315,1.12988,-0.00827074],-2.85328],["Weapon_arifle_MXM_F",[-0.353271,2.12646,-0.00827074],242.38],["Land_ExtensionCord_F",[2.03516,-1.06104,-0.00826979],357.119],["Land_Magazine_rifle_F",[-1.22607,2.05371,-0.00827074],197.471],["Weapon_arifle_MX_GL_F",[2.42969,-0.105469,-0.00827074],-2.85328],["Land_Magazine_rifle_F",[-0.941162,2.31445,-0.00827122],197.531],["Land_Magazine_rifle_F",[-1.24194,2.26367,-0.00827074],-2.75243],["Land_Magazine_rifle_F",[-1.61182,2.10645,-0.00827074],197.51],["Land_Magazine_rifle_F",[-1.38477,2.2749,-0.00827074],-2.83056],["Land_Magazine_rifle_F",[-1.55249,2.26172,-0.00827074],-2.74671],["Land_Magazine_rifle_F",[-1.22852,2.49316,-0.00827074],197.51],["Vest_V_Rangemaster_belt",[2.53711,1.19873,-0.00827074],-2.85328],["Land_Magazine_rifle_F",[-1.85986,2.11865,-0.00827074],197.523],["Land_Magazine_rifle_F",[-1.0376,2.63379,-0.00827074],197.52],["Land_Magazine_rifle_F",[-1.36548,2.4834,-0.00827074],-2.74761],["Land_Magazine_rifle_F",[-1.36548,2.4834,-0.00827074],197.505],["Land_Magazine_rifle_F",[-1.69531,2.27295,-0.00827074],-2.73593],["Land_Magazine_rifle_F",[-1.60864,2.36279,-0.00827074],197.514],["Land_Magazine_rifle_F",[-1.5083,2.49463,-0.00827074],197.501],["Land_Magazine_rifle_F",[-1.5083,2.49463,-0.00827074],-2.73662],["Land_Magazine_rifle_F",[-1.91138,2.25488,-0.00827074],-2.75194],["Land_Magazine_rifle_F",[-1.63428,2.49316,-0.00827074],-2.82702],["Land_Magazine_rifle_F",[-1.27295,2.7417,-0.00827074],197.531],["Land_Magazine_rifle_F",[-2.0542,2.26611,-0.00827074],-2.74125],["Land_Magazine_rifle_F",[-1.7771,2.50439,-0.00827074],-2.73604],["Land_Magazine_rifle_F",[-1.83154,2.50732,-0.00827074],-2.74934],["Land_Magazine_rifle_F",[-1.55396,2.71729,-0.00827074],197.513],["Land_Magazine_rifle_F",[-1.97437,2.51855,-0.00827074],-2.73875],["Land_MetalWire_F",[2.42798,2.13477,-0.00827074],-2.85328],["Land_Magazine_rifle_F",[-1.73511,2.74414,-0.00827074],197.525],["Land_Portable_generator_F",[2.79883,-1.85889,-0.00905848],353.735],["Land_Map_altis_F",[-0.0473633,4.68457,-0.00827074],283.197],["Land_Camping_Light_off_F",[3.49146,3.38086,-0.00856209],357.119],["Land_Ammobox_rounds_F",[0.892578,5.18799,-0.0084343],356.95],["Land_SurvivalRadio_F",[-0.926025,5.26758,-0.00827026],357.138],["Land_Tableware_01_stackOfNapkins_F",[1.49731,5.2832,-0.00827074],357.117],["Item_ItemGPS",[0.343018,5.64258,-0.00827074],-2.85328],["JNS_Skycrane_Pod_Cargo_BLU_Green",[5.57153,1.28271,0.013649],356.838],["Land_Antibiotic_F",[-0.909912,5.72461,-0.00827074],357.132],["Land_BloodBag_F",[-0.915771,5.99072,-0.0158381],-2.30694],["Land_DuctTape_F",[2.7561,5.56152,-0.00827074],-2.83818],["Land_Sleeping_bag_F",[-0.293213,6.37793,0.0170026],-2.85328],["Land_Sleeping_bag_F",[0.914795,6.32129,0.0170026],-2.85328],["Land_Sleeping_bag_F",[-1.53198,6.51367,0.0170026],-2.85328],["Land_Sleeping_bag_F",[2.03198,6.39014,0.0170026],-2.85328],["Land_RiceBox_F",[1.46631,6.86182,-0.00821495],-1.17154],["Item_ItemRadio",[0.378662,7.2583,-0.00827074],-2.85328],["Land_Bandage_F",[-0.306152,7.48779,-0.00827074],-2.79547],["Item_ItemWatch",[2.53418,7.05566,-0.00827074],-2.85328],["Item_U_I_CombatUniform_shortsleeve",[2.49292,7.4043,0.0186591],-2.85328],["Land_Can_V3_F",[0.289795,9.00977,-0.00822926],-1.5344],["Land_Can_Dented_F",[0.497803,9.00293,-0.00846577],-2.77521],["Land_Camping_Light_off_F",[-0.461426,9.01318,-0.00858259],-2.51262],["Land_Tableware_01_spoon_F",[0.801758,9.01123,-0.00827074],107.224],["Land_GasCooker_F",[0.0913086,9.08057,-0.00826645],356.957],["Land_CanOpener_F",[0.4021,9.11279,-0.00827074],-2.58605],["Land_Matches_F",[0.556885,9.13867,-0.00827026],356.949],["Land_Tableware_01_knife_F",[0.790039,9.13232,-0.00827026],-2.82393],["Land_BakedBeans_F",[0.217041,9.21631,-0.00825024],348.443],["Land_Tableware_01_fork_F",[0.869141,9.21094,-0.00827122],47.3606],["Land_ButaneTorch_F",[0.0065918,9.38379,-0.00822496],351.373],["Land_BakedBeans_F",[0.786865,9.44336,-0.00825024],348.443],["Land_CampingChair_V1_F",[-0.982422,9.49707,-0.0051465],71.0311],["Land_CampingChair_V1_F",[1.91772,9.41602,-0.00514555],279.743],["Land_CanisterFuel_F",[3.28149,9.09424,-0.00821733],355.138],["Land_FirePlace_F",[0.400146,9.79395,-0.00827074],-2.85328],["Land_WoodPile_F",[-2.45361,10.2778,-0.00827074],170.496],["Land_WoodPile_F",[3.17114,10.333,-0.00827074],170.496],["Land_CampingChair_V1_folded_F",[1.64648,10.8096,-0.00827074],160.911],["Land_CampingChair_V1_F",[-0.659424,11.1011,-0.00514698],121.544],["Land_Axe_F",[2.97681,11.4663,-0.0116315],357.146]]; _cargoInfo = ["JNS_Skycrane_Pod_Cargo_BLU_Green",[0.045,-1,-1],0]; [_obj, _side, _cargoInfo, _composition] call CHHQ_fnc_startingSetup; }; Don't know if any other "armaholic" (Or "Arma Addict" if it is not recognized here) recognizes the same behaviour but I am putting more time in modding/scripting/testing features than I am actually playing the game. (Not a issue at all, I like it) Edited April 3, 2015 by NullaDIes Share this post Link to post Share on other sites
champ-1 40 Posted April 3, 2015 No dude, I can't help you without mission. I double checked function and it's a right one. I used it yesterday and it works fine for me. Share this post Link to post Share on other sites
NullaDIes 10 Posted April 3, 2015 Ok, not a problem. Might turn into a sneaky solution and turn the vehicle 180 degrees on setup. Will figur it out somehow. Thanks anyway. Kind Regards, NullaDies Share this post Link to post Share on other sites
highlander_xwg 10 Posted April 5, 2015 Nice job on this mobile HQ script. Ok so I am trying to add some scripts to a ammo box but, I am having no luck. Could some one point me to what I have wrong here. _composition = [["Box_NATO_Support_F",[-2.99756,2.07959,0.0971174],180.556, {this allowDamage false; clearWeaponCargoGlobal this; clearMagazineCargoGlobal this; clearItemCargoGlobal this; this addAction["<t color='#ff22ff'>Gear Select</t>", "execvm 'ASORGS\open.sqf'"]; nul =[this] execVM "scripts\medbox.sqf";}], Share this post Link to post Share on other sites
NullaDIes 10 Posted April 5, 2015 (edited) Nice job on this mobile HQ script.Ok so I am trying to add some scripts to a ammo box but, I am having no luck. Could some one point me to what I have wrong here. _composition = [["Box_NATO_Support_F",[-2.99756,2.07959,0.0971174],180.556, {this allowDamage false; clearWeaponCargoGlobal this; clearMagazineCargoGlobal this; clearItemCargoGlobal this; this addAction["<t color='#ff22ff'>Gear Select</t>", "execvm 'ASORGS\open.sqf'"]; nul =[this] execVM "scripts\medbox.sqf";}], I dont have my laptop on a.t.m. But first thing I would say is check the syntax, since you open up with 3 ['s and close with 1 ]'s at the end. So might be simple fix. When i have my system on i will look which code i used for vas and arsenal. And post it for you if i cant find the difference. Try this line for composition: _composition = [["Box_NATO_Support_F",[-2.99756,2.07959,0.0971174],180.556,{_this allowDamage false; clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; clearItemCargoGlobal _this; _this addAction["<t color='#ff22ff'>Gear Select</t>", "ASORGS\open.sqf"]; null = [_this] execVM "scripts\medbox.sqf";}]]; Had to use blank scripts to see if they get called otherwhise I would need your scipts, but I got the "hint" messages I put in them so I should work. Kind Regards, NullaDies ---------- Post added at 23:10 ---------- Previous post was at 23:09 ---------- Sorry to completely neglect your actual question, what you did wrong on the code: _composition = [["Box_NATO_Support_F",[-2.99756,2.07959,0.0971174],180.556, {this allowDamage false; clearWeaponCargoGlobal this; clearMagazineCargoGlobal this; clearItemCargoGlobal this;<added a _ here> this addAction["<t color=#ff22ff'>Gear Select</t>", "execvm 'ASORGS\open.sqf']; <changed nul into null> nul =[this] execVM "scripts\medbox.sqf";}],<changed end from ;}], to ;}]];> So the things that did not work: - The addAction needed a local _this variable (just did not work without it) - You missed an L in null - The end of your composition was not correct, look at the brackets etc... easy to remember: if you open something with a [ you need to close it with a ] You can spot that by putting enters everything on a new line and tabbing it a bit. Example: This is my [something with {something in it}]; Break it down: This is my [ something with { something in it } ]; Doing that always makes me see if I made a mistake in the opening and closing of this. Kind Regards, NullaDies ---------- Post added at 23:30 ---------- Previous post was at 23:10 ---------- Hi Champ-1. Here is a test mission with a object in front of my vehicle. You will need this mod for the vehicle: http://www.armaholic.com/page.php?id=27583 I place the object in front of the chopper and loaded your function, afterwards when loading the same I picked up the radio (because of item check) and deployed. The radio appeared at the back of the chopper. Mission with objects: version=12; class Mission { addOns[]= { "A3_Characters_F_BLUFOR", "a3_characters_f", "JNS_Skycranes_BLU_Green", "map_vr", "A3_Modules_F_Curator_Curator", "A3_Weapons_F_ItemHolders", "a3_weapons_f" }; addOnsAuto[]= { "A3_Characters_F_BLUFOR", "a3_characters_f", "A3_Modules_F_Curator_Curator", "JNS_Skycranes_BLU_Green", "A3_Weapons_F_ItemHolders", "a3_weapons_f", "map_vr" }; randomSeed=1078871; class Intel { timeOfChanges=1800.0002; startWeather=0; startWind=0.1; startWaves=0.1; forecastWeather=0; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; day=28; hour=13; minute=37; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; class Groups { items=2; class Item0 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={3849.2266,5,4581.4985}; azimut=246.14995; id=0; side="WEST"; vehicle="B_Soldier_F"; player="PLAYER COMMANDER"; leader=1; skill=0.60000002; }; }; }; class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={3822.0454,5,4593.686}; class args { items=4; class Item0 { value=""; parentCls="ModuleCurator_F"; typeName="Owner"; }; class Item1 { value=""; parentCls="ModuleCurator_F"; typeName="Name"; }; class Item2 { value="3"; parentCls="ModuleCurator_F"; typeName="Addons"; }; class Item3 { value="0"; parentCls="ModuleCurator_F"; typeName="Forced"; }; }; id=1; side="LOGIC"; vehicle="ModuleCurator_F"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; }; class Vehicles { items=2; class Item0 { position[]={3837.3103,5,4577.9556}; azimut=0.14091747; id=2; side="EMPTY"; vehicle="JNS_Skycrane_BLU_Green"; skill=0.60000002; init="null = [this, west] execVM ""CHHQ.sqf"""; }; class Item1 { position[]={3837.1147,5,4587.2813}; id=3; side="EMPTY"; vehicle="Item_ItemRadio"; skill=0.60000002; }; }; }; class Intro { addOns[]= { "map_vr" }; addOnsAuto[]= { "map_vr" }; randomSeed=3343716; class Intel { timeOfChanges=1800.0002; startWeather=0; startWind=0.1; startWaves=0.1; forecastWeather=0; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; day=28; hour=13; minute=37; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; }; class OutroWin { addOns[]= { "map_vr" }; addOnsAuto[]= { "map_vr" }; randomSeed=8556611; class Intel { timeOfChanges=1800.0002; startWeather=0; startWind=0.1; startWaves=0.1; forecastWeather=0; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; day=28; hour=13; minute=37; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; }; class OutroLoose { addOns[]= { "map_vr" }; addOnsAuto[]= { "map_vr" }; randomSeed=10514754; class Intel { timeOfChanges=1800.0002; startWeather=0; startWind=0.1; startWaves=0.1; forecastWeather=0; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; day=28; hour=13; minute=37; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; }; Kind Regards, NullaDies Edited April 5, 2015 by NullaDIes Share this post Link to post Share on other sites
champ-1 40 Posted April 6, 2015 To NullaDIes, "null" is only needed when you executing something in editor. And it's doesn't have to be stricktly "null", it can be "nul" or "yomama". It doesn't matter most of the time. I'll check your mission. Share this post Link to post Share on other sites
champ-1 40 Posted April 6, 2015 (edited) NullaDIes, there is a flaw in my function. Temporary solution: point your HQ vehicle to 180 degrees. I'll try to fix it, but i'm a f**king scrub in geometry. So I may need help with that :| Edited April 6, 2015 by Champ-1 Share this post Link to post Share on other sites
champ-1 40 Posted April 6, 2015 This crappy function gave me more trouble than whole script itself. Anyway, here's updated function: CHHQ_fnc_getComposition = { _radius = _this select 0; _veh = if (vehicle player isEqualTo player) then {objNull} else {vehicle player}; if (isNull _veh) exitWith {systemChat "You need to be inside the vehicle to grab object composition around it."}; _objArray = []; _vehPos = getPosASL _veh; _vehDir = getDir _veh; { if (_x != _veh && !(_x isKindOf "Man")) then { _type = typeOf _x; _offset = [_vehPos, getPosASL _x] call BIS_fnc_vectorDiff; _rotVector = [_offset, _vehDir] call BIS_fnc_rotateVector2D; _dirOffset = (getDir _x) - _vehDir; _objArray pushBack [_type, _rotVector, _dirOffset]; }; } forEach nearestObjects [_veh, ["all"], _radius]; copyToClipboard str _objArray; }; Not even going to say that it's working. Just check it and tell me :D Share this post Link to post Share on other sites
highlander_xwg 10 Posted April 7, 2015 (edited) @NullaDIes Hay thanks that did the trick. Edited April 7, 2015 by Highlander_XWG Share this post Link to post Share on other sites
PolyG 69 Posted April 8, 2015 Hey Champ, I love the function and such, but for some reason when it deploys I can't respawn on it? Share this post Link to post Share on other sites
champ-1 40 Posted April 8, 2015 Hey Champ, I love the function and such, but for some reason when it deploys I can't respawn on it?Because it's not for respawn but for teleport. Although this is something I should look into. Seems kinda logical. Share this post Link to post Share on other sites
PolyG 69 Posted April 8, 2015 Because it's not for respawn but for teleport. Although this is something I should look into. Seems kinda logical. I was pulling my hair out, it kept telling me respawn point available and nothing would show up. Share this post Link to post Share on other sites
cruoriss 12 Posted April 8, 2015 There's a vanilla function to create/get objects composition : BIS_fnc_ObjectsGrabber With info on it here : Dynamic_Object_Compositions I don't know if you tried it but i'm using it and it works perfectly (just doesn't support elevation) . Share this post Link to post Share on other sites
champ-1 40 Posted April 8, 2015 There's a vanilla function to create/get objects composition : BIS_fnc_ObjectsGrabberWith info on it here : Dynamic_Object_Compositions I don't know if you tried it but i'm using it and it works perfectly (just doesn't support elevation) . It's too late now :D---------- Post added at 00:11 ---------- Previous post was at 00:10 ---------- I was pulling my hair out, it kept telling me respawn point available and nothing would show up.It shouldn't say that. It says "deployment point". Share this post Link to post Share on other sites