darthdan@live.com.au 1 Posted May 21, 2017 Yep just changed that but it's not spawning in at all Share this post Link to post Share on other sites
darthdan@live.com.au 1 Posted May 21, 2017 Standby testing, had two init.sqf open in notepad++ and was updating wrong one Share this post Link to post Share on other sites
roy86 367 Posted May 21, 2017 I've tested this and it spawned with actions: if (isServer) then { USS_FREEDOM_CARRIER = createVehicle ["Land_Carrier_01_base_F",[7577.91,2066.26,0],[],0,"None"]; USS_FREEDOM_CARRIER setPosWorld [7577.91,2066.26,0]; USS_FREEDOM_CARRIER setDir 270; [USS_FREEDOM_CARRIER] call BIS_fnc_Carrier01PosUpdate; publicVariable "USS_FREEDOM_CARRIER"; } else { [] spawn { waitUntil {!(isNull (missionNamespace getVariable ["USS_FREEDOM_CARRIER",objNull]))}; [USS_FREEDOM_CARRIER] call BIS_fnc_Carrier01Init; }; }; Share this post Link to post Share on other sites
darthdan@live.com.au 1 Posted May 21, 2017 ACC spawns and can land but still no catapults if (isServer) then { USS_FREEDOM_CARRIER = createVehicle ["Land_Carrier_01_base_F",[7577.91,2066.26,0],[],0,"None"]; USS_FREEDOM_CARRIER setPosWorld [7577.91,2066.26,0]; USS_FREEDOM_CARRIER setDir 270; [USS_FREEDOM_CARRIER] call BIS_fnc_Carrier01PosUpdate; publicVariable "USS_FREEDOM_CARRIER"; } else { [] spawn { waitUntil {!(isNull (missionNamespace getVariable ["USS_FREEDOM_CARRIER",objNull]))}; [USS_FREEDOM_CARRIER] call BIS_fnc_Carrier01Init; }; }; Share this post Link to post Share on other sites
darthdan@live.com.au 1 Posted May 21, 2017 only thin i see in the rpt to do with the jet/carrier is this B_Plane_Fighter_01_Stealth_F: gear_f_hook_down - unknown animation source hook Share this post Link to post Share on other sites
roy86 367 Posted May 21, 2017 I've worked out the problem. now just have to build a scripted work around Share this post Link to post Share on other sites
roy86 367 Posted May 21, 2017 Ok.. after a bit of test, fix and learn, this now seems to work. Try this.... Init.sqf if (isServer) then { private _carrier = createVehicle ["Land_Carrier_01_base_F",getMarkerPos "marker_0",[],0,"None"]; _carrier setPosWorld getMarkerPos "marker_0"; _carrier setDir 270; [_carrier] call BIS_fnc_Carrier01PosUpdate; ["Carrier %1 Found. Server Initilising.",_carrier] call BIS_fnc_logFormatServer; missionNamespace setVariable ["USS_FREEDOM_CARRIER",_carrier]; publicVariable "USS_FREEDOM_CARRIER"; } else { [] spawn { waitUntil { !(isNull (missionNamespace getVariable ["USS_FREEDOM_CARRIER",objNull])) }; ["Carrier %1 Found. Client Initilising.",USS_FREEDOM_CARRIER] call BIS_fnc_logFormatServer; if (count (USS_FREEDOM_CARRIER getVariable ["bis_carrierParts", []]) == 0) then { ["Carrier %1 is empty. Client Fixing.",str "bis_carrierParts"] call BIS_fnc_logFormatServer; private _carrierPartsArray = (configFile >> "CfgVehicles" >> typeOf USS_FREEDOM_CARRIER >> "multiStructureParts") call BIS_fnc_getCfgDataArray; private _partClasses = _carrierPartsArray apply {_x select 0}; private _nearbyCarrierParts = nearestObjects [USS_FREEDOM_CARRIER,_partClasses,500]; { private _carrierPart = _x; private _index = _forEachIndex; { if ((_carrierPart select 0) isEqualTo typeOf _x) exitWith { _carrierPart set [0,_x]; }; } forEach _nearbyCarrierParts; _carrierPartsArray set [_index,_carrierPart]; } forEach _carrierPartsArray; USS_FREEDOM_CARRIER setVariable ["bis_carrierParts",_nearbyCarrierParts]; ["Carrier %1 was empty. Now contains %2.",str "bis_carrierParts",USS_FREEDOM_CARRIER getVariable ["bis_carrierParts", []]] call BIS_fnc_logFormatServer; }; [USS_FREEDOM_CARRIER] spawn { sleep 1; _this call BIS_fnc_Carrier01Init}; }; }; 1 Share this post Link to post Share on other sites
darthdan@live.com.au 1 Posted May 21, 2017 Trying this now, I assume this would be our correct init.sqf with wps if (isServer) then { private _carrier = createVehicle ["Land_Carrier_01_base_F",[7577.91,2066.26,0] "marker_0",[],0,"None"]; _carrier setPosWorld [7577.91,2066.26,0] "marker_0"; _carrier setDir 270; [_carrier] call BIS_fnc_Carrier01PosUpdate; ["Carrier %1 Found. Server Initilising.",_carrier] call BIS_fnc_logFormatServer; missionNamespace setVariable ["USS_FREEDOM_CARRIER",_carrier]; publicVariable "USS_FREEDOM_CARRIER"; } else { [] spawn { waitUntil { !(isNull (missionNamespace getVariable ["USS_FREEDOM_CARRIER",objNull])) }; ["Carrier %1 Found. Client Initilising.",USS_FREEDOM_CARRIER] call BIS_fnc_logFormatServer; if (count (USS_FREEDOM_CARRIER getVariable ["bis_carrierParts", []]) == 0) then { ["Carrier %1 is empty. Client Fixing.",str "bis_carrierParts"] call BIS_fnc_logFormatServer; private _carrierPartsArray = (configFile >> "CfgVehicles" >> typeOf USS_FREEDOM_CARRIER >> "multiStructureParts") call BIS_fnc_getCfgDataArray; private _partClasses = _carrierPartsArray apply {_x select 0}; private _nearbyCarrierParts = nearestObjects [USS_FREEDOM_CARRIER,_partClasses,500]; { private _carrierPart = _x; private _index = _forEachIndex; { if ((_carrierPart select 0) isEqualTo typeOf _x) exitWith { _carrierPart set [0,_x]; }; } forEach _nearbyCarrierParts; _carrierPartsArray set [_index,_carrierPart]; } forEach _carrierPartsArray; USS_FREEDOM_CARRIER setVariable ["bis_carrierParts",_nearbyCarrierParts]; ["Carrier %1 was empty. Now contains %2.",str "bis_carrierParts",USS_FREEDOM_CARRIER getVariable ["bis_carrierParts", []]] call BIS_fnc_logFormatServer; }; [USS_FREEDOM_CARRIER] spawn { sleep 1; _this call BIS_fnc_Carrier01Init}; }; }; Share this post Link to post Share on other sites
roy86 367 Posted May 21, 2017 Get rid of the "marker_0" it breaks the command syntax. 1 Share this post Link to post Share on other sites
darthdan@live.com.au 1 Posted May 21, 2017 okay so no i was wrong lol, working on it Share this post Link to post Share on other sites
darthdan@live.com.au 1 Posted May 21, 2017 roy86 I can confirm that this is working on our server, thanks for your time and help man. Greatly appreciate it. For the record this is our exact init.sqf if (isServer) then { private _carrier = createVehicle ["Land_Carrier_01_base_F",[7577.91,2066.26,0],[],0,"None"]; _carrier setPosWorld [7577.91,2066.26,0]; _carrier setDir 270; [_carrier] call BIS_fnc_Carrier01PosUpdate; ["Carrier %1 Found. Server Initilising.",_carrier] call BIS_fnc_logFormatServer; missionNamespace setVariable ["USS_FREEDOM_CARRIER",_carrier]; publicVariable "USS_FREEDOM_CARRIER"; } else { [] spawn { waitUntil { !(isNull (missionNamespace getVariable ["USS_FREEDOM_CARRIER",objNull])) }; ["Carrier %1 Found. Client Initilising.",USS_FREEDOM_CARRIER] call BIS_fnc_logFormatServer; if (count (USS_FREEDOM_CARRIER getVariable ["bis_carrierParts", []]) == 0) then { ["Carrier %1 is empty. Client Fixing.",str "bis_carrierParts"] call BIS_fnc_logFormatServer; private _carrierPartsArray = (configFile >> "CfgVehicles" >> typeOf USS_FREEDOM_CARRIER >> "multiStructureParts") call BIS_fnc_getCfgDataArray; private _partClasses = _carrierPartsArray apply {_x select 0}; private _nearbyCarrierParts = nearestObjects [USS_FREEDOM_CARRIER,_partClasses,500]; { private _carrierPart = _x; private _index = _forEachIndex; { if ((_carrierPart select 0) isEqualTo typeOf _x) exitWith { _carrierPart set [0,_x]; }; } forEach _nearbyCarrierParts; _carrierPartsArray set [_index,_carrierPart]; } forEach _carrierPartsArray; USS_FREEDOM_CARRIER setVariable ["bis_carrierParts",_nearbyCarrierParts]; ["Carrier %1 was empty. Now contains %2.",str "bis_carrierParts",USS_FREEDOM_CARRIER getVariable ["bis_carrierParts", []]] call BIS_fnc_logFormatServer; }; [USS_FREEDOM_CARRIER] spawn { sleep 1; _this call BIS_fnc_Carrier01Init}; }; }; Share this post Link to post Share on other sites
roy86 367 Posted May 21, 2017 No worries. Glad we got it in the end. 1 Share this post Link to post Share on other sites
darthdan@live.com.au 1 Posted May 21, 2017 Yeah thats what Jawa always says too.... though I think he means it differently :p Share this post Link to post Share on other sites
roy86 367 Posted May 21, 2017 Updated first post with working version!! 2 Share this post Link to post Share on other sites
darthdan@live.com.au 1 Posted May 21, 2017 Great stuff man. Now I'm going to research adding custom missions. Wish me luck lol. Always good to meet another helpful person who lives in my area. 1 Share this post Link to post Share on other sites
pazuzu 21 Posted May 21, 2017 8 hours ago, roy86 said: Updated first post with working version!! Works great roy86 I appreciate the work you've done. Share this post Link to post Share on other sites
drunkenjawa 11 Posted May 22, 2017 Thanks a lot Roy, you're a legend! Share this post Link to post Share on other sites
gszeus 1 Posted May 28, 2017 Sorry Roy was away for a few days. I too would like to say thanks for the work you did on this. Updated the server code as above and Catapults now working perfectly. Thanks again for your help Zeus Share this post Link to post Share on other sites
gszeus 1 Posted May 28, 2017 Hi all. A quick one on the AAA and SAM batteries for the ship. How can I spawn them to make them usable ? I have them in the mission file atm but they do nothing and you cannot take ownership etc.. Any advice appreciated. I am wondering if it's the type of objects I am loading. Maybe they are not usable or something.. type="B_SAM_System_01_F"; type="B_SAM_System_02_F"; type="B_AAA_System_01_F"; Zeus Share this post Link to post Share on other sites
roy86 367 Posted May 28, 2017 I have a function I wrote for PO4, I'll post it up soon ;) 1 Share this post Link to post Share on other sites
mcgough 11 Posted June 8, 2017 Is there any way to hide the runway outline on the ingame map? or spawn it in without the DynamicAirport_01_F so the carrier isn't actually treated as a runway? i'd like players to have to try and find the carrier's location but the rectangle on the map gives away its position :/ Share this post Link to post Share on other sites
MidaZ IDG 1 Posted March 14, 2018 Hey Roy86! Thanks for the script man! But unfortunately I'm having some issues. Maybe you can help me out. The code I used is the server one: private _carrier = createVehicle ["Land_Carrier_01_base_F",[9202.701,25039.354,59.762],[],0,"None"]; _carrier setPosWorld getMarkerPos "marker_0"; _carrier setDir 0; The problem is: If I input position on line 1 (createVehicle), it spawns half in the water, half outside of it. The left side of the carrier is sinking. the right one is ok. If I input in the SetPosWorld. It spawns flying. And if I use it on both lines, it spawns 2 carrier, one on top of each other xD It's really funny, but, not what I intend haha I've changed the setDir to 0, in order to keep it facing north. No problem with that. Share this post Link to post Share on other sites
roy86 367 Posted March 15, 2018 On 14/03/2018 at 12:16 PM, MidaZ IDG said: Hey Roy86! Thanks for the script man! But unfortunately I'm having some issues. Maybe you can help me out. The code I used is the server one: private _carrier = createVehicle ["Land_Carrier_01_base_F",[9202.701,25039.354,59.762],[],0,"None"]; _carrier setPosWorld getMarkerPos "marker_0"; _carrier setDir 0; The problem is: If I input position on line 1 (createVehicle), it spawns half in the water, half outside of it. The left side of the carrier is sinking. the right one is ok. If I input in the SetPosWorld. It spawns flying. And if I use it on both lines, it spawns 2 carrier, one on top of each other xD It's really funny, but, not what I intend haha I've changed the setDir to 0, in order to keep it facing north. No problem with that. Are you using the singleplayer part on a server? Try the multiplayer script. Share this post Link to post Share on other sites
Thorimus 2 Posted August 24, 2018 Is there a variant of this script that works with the new destroyer? Share this post Link to post Share on other sites