-XFIRE- 4 Posted January 4, 2018 hello M1ke_SK How to use Bis Set task state Completed when Defuse the bomb and Task Field When Bomb Explode Thanks. Share this post Link to post Share on other sites
M1ke_SK 230 Posted January 4, 2018 1 hour ago, -XFIRE- said: hello M1ke_SK How to use Bis Set task state Completed when Defuse the bomb and Task Field When Bomb Explode Thanks. use trigger to set task state as I explained two posts above Share this post Link to post Share on other sites
goko-- 147 Posted January 4, 2018 is CBA necessary? can't see info on that, aaah I see, it works without CBA/ace but fancy HUD isn't visible. great work! Share this post Link to post Share on other sites
M1ke_SK 230 Posted January 4, 2018 2 minutes ago, goko-- said: is CBA necessary? can't see info on that No mods required. It supports ACE3, so if you are using ace, cba is requirement. Share this post Link to post Share on other sites
MarceloBoZo 10 Posted January 4, 2018 13 hours ago, M1ke_SK said: condition should return BOOL value, that means true or false. In your case it return null/nil as you add code with " ; " at end. Also you are using LOCAL variables (_bomb, _status) in global condition. Try to name bomb object with global name, as "bomb1" (without "") and then in condition: ! (bomb1 getVariable ["a3f_bomb_active", true]) bomb1 - is name of your bomb object true - is default condition in idle status of bomb ! - negation of status ( true is false and false is true ) - because we are waiting for bomb to have FALSE value, so when it does, condition in trigger will be TRUE and activate trigger Work as intended thank you. Share this post Link to post Share on other sites
Owling 1 Posted May 14, 2019 So I ran this script with ACE3 and the interaction menu for defusing bomb does not show up in dedicate server hosted mission, any idea why ? Yes, I have a defusing kit. Share this post Link to post Share on other sites
highwave 1 Posted May 16, 2019 On 5/14/2019 at 8:57 AM, Owling said: So I ran this script with ACE3 and the interaction menu for defusing bomb does not show up in dedicate server hosted mission, any idea why ? Yes, I have a defusing kit. The same here, works in Eden local multiplayer, but not in dedicated Trying to debug atm Share this post Link to post Share on other sites
M1ke_SK 230 Posted May 16, 2019 5 hours ago, highwave said: The same here, works in Eden local multiplayer, but not in dedicated Trying to debug atm can you share your mission for debugging ? Or did you ran mission in zip file? Share this post Link to post Share on other sites
highwave 1 Posted May 18, 2019 On 5/16/2019 at 9:33 PM, M1ke_SK said: can you share your mission for debugging ? Or did you ran mission in zip file? Thanks for reply M1ke_SK, its an heavy modified KP Liberation mission, i send you in mp with modset Share this post Link to post Share on other sites
highwave 1 Posted May 23, 2019 Hi Mike, I sent you all files in pm Ive run your demo mission in dedicated and i've this error in RPT : "fn_init | _object: 1f37ace8080# 38: device_slingloadable_f.p3d | _needKit: true | _debug: false" "fn_getCondition | _needKit: true" "fn_attachObjects | _object: 1f37ace8080# 38: device_slingloadable_f.p3d" "fn_soundLoop | _object: 1f37ace8080# 38: device_slingloadable_f.p3d" Error: Object(4 : 16) not found BTW the result is the same as in Liberation mission : interaction doesnt works neither bomb bip sound Share this post Link to post Share on other sites
M1ke_SK 230 Posted June 23, 2019 On 5/23/2019 at 11:39 AM, highwave said: Hi Mike, I sent you all files in pm Ive run your demo mission in dedicated and i've this error in RPT : "fn_init | _object: 1f37ace8080# 38: device_slingloadable_f.p3d | _needKit: true | _debug: false" "fn_getCondition | _needKit: true" "fn_attachObjects | _object: 1f37ace8080# 38: device_slingloadable_f.p3d" "fn_soundLoop | _object: 1f37ace8080# 38: device_slingloadable_f.p3d" Error: Object(4 : 16) not found BTW the result is the same as in Liberation mission : interaction doesnt works neither bomb bip sound Object you are using for bomb should be "metalbarrel_f.p3d", not "device_slingloadable_f.p3d". In that case explosives are not placed correctly. You should comment line in bomb.sqf //null = [_object] spawn bomb_fnc_attachObjects; From error message it clearly appears that you modified my demo. Please run it without changes and see if runs. Share this post Link to post Share on other sites
M1ke_SK 230 Posted June 23, 2019 On 5/14/2019 at 8:57 AM, Owling said: So I ran this script with ACE3 and the interaction menu for defusing bomb does not show up in dedicate server hosted mission, any idea why ? Yes, I have a defusing kit. Can you post what version of ACE3 / CBA_A3 you are using ? Do you have ace_main.pbo enabled ? Did you test with my demo mission or your custom mission? Do you have whitelist for remoteExec functions? Share this post Link to post Share on other sites
R0bster 2 Posted June 23, 2019 wow, what a great and super simple script. Works right away, thanks! 🙂 just download the file, unzip and put it into the mission folder, there you go. 👌 Share this post Link to post Share on other sites
Captain Apple 12 Posted August 7, 2019 Works in editor MP but doesnt work on dedicated for me. EDIT: Could contact have anything to do with it? Share this post Link to post Share on other sites
ricoarma 5 Posted August 12, 2019 On 5/14/2019 at 8:57 AM, Owling said: So I ran this script with ACE3 and the interaction menu for defusing bomb does not show up in dedicate server hosted mission, any idea why ? Yes, I have a defusing kit. On 8/7/2019 at 9:41 AM, Captain Apple said: Works in editor MP but doesnt work on dedicated for me. EDIT: Could contact have anything to do with it? Hi guys. Did you try to put this in the INIT of your player: this setVariable ["ACE_isEOD",1,true]; And you need to put "_this" and not "this" for the init of the barel (without quote), like that: null = [_this, 10, true, false] execVM "bomb\bomb.sqf"; Share this post Link to post Share on other sites
Captain Apple 12 Posted August 17, 2019 On 8/12/2019 at 10:44 PM, ricoarma said: Hi guys. Did you try to put this in the INIT of your player: this setVariable ["ACE_isEOD",1,true]; And you need to put "_this" and not "this" for the init of the barel (without quote), like that: null = [_this, 10, true, false] execVM "bomb\bomb.sqf"; Tried, no luck. No beeping sound, no interaction options. Share this post Link to post Share on other sites
Captain Apple 12 Posted August 20, 2019 If anyone has this script working on dedicated with ACE interactions, lemme know. I'd appreciate every bit of info on how you made it work. I get no beeping sound and no ace interactions. Barrel is there with the bombs and flashing light tho. Everything's fine on editor MP. Share this post Link to post Share on other sites
M1ke_SK 230 Posted August 20, 2019 There is change/error in ACE function. Need to check those changes, I guess there is already bug report on that on their github. I will check it and probably try to FIX it or add some kind of config to use only VANILLA interaction. Share this post Link to post Share on other sites
M1ke_SK 230 Posted August 20, 2019 Updated to version 1.2.1 Changelog: v1.2.1 - added new config parameter "_disableAce3" to disable ACE3 interaction menu in settings.sqf you can find new config parameter _disableAce3 I set it by default to true, untill issue with ACE mod will be resolved Share this post Link to post Share on other sites
Dedmen 2703 Posted August 21, 2019 14 hours ago, M1ke_SK said: There is change/error in ACE function. Last ACE Update was in May, and the error there says it's the callers fault, not the ACE functions fault. Share this post Link to post Share on other sites
M1ke_SK 230 Posted August 21, 2019 5 minutes ago, Dedmen said: Last ACE Update was in May, and the error there says it's the callers fault, not the ACE functions fault. First error reported was in the May. So something in ACE changed that broke functionality of the script ¯\(°_o)/¯ Share this post Link to post Share on other sites
Captain Apple 12 Posted August 21, 2019 14 hours ago, M1ke_SK said: Updated to version 1.2.1 Changelog: v1.2.1 - added new config parameter "_disableAce3" to disable ACE3 interaction menu in settings.sqf you can find new config parameter _disableAce3 I set it by default to true, untill issue with ACE mod will be resolved Lovely man, it is now working, the actions appeared for me on dedi, i greatly appreciate it! On another note, the beeping sound didnt come up, except in editor MP, just so you know. Share this post Link to post Share on other sites
Shosa Nik Wolf 0 Posted May 4, 2020 hi i need help, i want to include this script in a Hearts and Minds mission (IEDs spawn randomly an dynamic) so i want to set a classname from a object how the script is attached on when the object spawn example: null = [IEDLandSmall_F, 10, true, false] execVM "bomb\bomb.sqf"; but this dont running can you help me please to modify the script so that it is attached to every object with a specific classname p.s. sorry for bad english Nik Share this post Link to post Share on other sites
M1ke_SK 230 Posted May 4, 2020 From what I understand you need to create random bombs with different object (classes) - place some markers on map where you want your bombs to spawn and name them "marker_0", "marker_1", ... - write names of markers into _markers array - define your class names of objects in _classes array - put this script into initServer.sqf file in root of your mission. if it does not exits, create it //initServer.sqf [] spawn { // your defined classes of object _classes = ["IEDLandSmall_F", "Land_MetalBarrel_F"]; // create markers on map where you want bomb to spawn _markers = ["marker_0", "marker_1", "marker_2"]; // create bomb object _bomb = createVehicle [selectRandom _classes, getMarkerPos (selectRandom _markers), [], 0, "NONE"]; // assign bomb functionality to object _b = [_bomb, 10, true, false] execVM "bomb\bomb.sqf"; }; - don't forget to comment line #9 in file bomb.sqf //null = [_object] spawn bomb_fnc_attachObjects; otherwise script will attach C4 to object and you don't want to have them on your IEDs Share this post Link to post Share on other sites
M1ke_SK 230 Posted May 4, 2020 Updated to version 1.2.2 Changelog: v1.2.2 - prevent attaching objects and sounds to object if class is not Land_MetalBarrel_F Share this post Link to post Share on other sites