GEORGE FLOROS GR 4207 Posted March 29, 2020 11 hours ago, Husker-71 said: I need to assign a load out to a named unit class to represent a poorly equipped civilian and bandit NPC class ("O_HOUSEGUESTS_P2_01"), this makes up the majority of units spawned and for this I use the standard GF_Set_Custom_Loadout.SQF. To represent a much better equipped Military/Police/PMC class I use another load out scheme to another named unit class ("O_HOUSEGUESTS_P3_01"), for this I use the GF_Set_Custom_Loadout_CUP.SQF . The load out cannot be defined by side as this is randomised. The mission is a chaotic environment and I don't want to be able to identify friend or for from their load out. First , this mission uses different sides and classnames ? We can control this using a certain class and then add a loadout selection. Share this post Link to post Share on other sites
Husker-71 25 Posted March 30, 2020 10 hours ago, GEORGE FLOROS GR said: First , this mission uses different sides and classnames ? We can control this using a certain class and then add a loadout selection. Yea basically. I use Vandamesons Apocalypse for the spawner and this allows the same class name to spawn on a RANDOM side. So I want to create a Civilian load out (who may or may not spawn hostile), a Millitary/Police Load out (who may or may not spawn hostile) and a bandit load out Who will always be hostile. Van's Appoc takes care of the side spawning. I just need to assign a particular GF load out parameters to a particular class name. Thats it. I cant seem to make it work. It will only do 1 in a mission. I need to 3 in a mission. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 1, 2020 On 3/30/2020 at 12:00 PM, Husker-71 said: Van's Appoc takes care of the side spawning. This is prety easy , but you should tell to Vandeanson about it , because , once the unit is created its better to call a script for a loadout instead of running a loop to find what unit is not spawned with the certain loadout. I don't really know if you understand this but is way better to tell him and don't worry , if there is a problem , i'm here. Share this post Link to post Share on other sites
Husker-71 25 Posted April 2, 2020 14 hours ago, GEORGE FLOROS GR said: This is prety easy , but you should tell to Vandeanson about it , because , once the unit is created its better to call a script for a loadout instead of running a loop to find what unit is not spawned with the certain loadout. I don't really know if you understand this but is way better to tell him and don't worry , if there is a problem , i'm here. ...OK so again, how do I assign a specific load out to a specific unit....really thats my question. I need to assign 3 load out arrays to 3 different class names 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 2, 2020 10 hours ago, Husker-71 said: how check here : Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 18, 2020 Hello there to everyone ! Here is a simple script to replace certain buildings , part from the original 7 hours ago, GEORGE FLOROS GR said: Thank you very much @outlaw2101! Stay safe and play arma ! _centerPosition = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"); _building_array = nearestObjects [_centerPosition, ["House"], worldsize]; waituntil{time>4}; _debug = true; //________________ _list _____________ _list = [ "Land_i_Shed_Ind_F", "Land_i_House_Small_03_V1_F" ]; _a = 0; { if(typeOf _x in _list)then{ private _pos = getPosATL _x; private _dir = getDir _x; private _vectorDirUp = [vectorDir _x, vectorUp _x]; hideObjectGlobal _x; private _new = ""; //________________ _new , add your desired buildings _____________ switch true do{ case(typeOf _x isEqualTo "Land_i_Shed_Ind_Old_F") : {_new = "Land_i_Shed_Ind_F";}; case(typeOf _x isEqualTo "Land_i_House_Small_03_V1_F") : {_new = "Land_Unfinished_Building_01_F";}; }; if!(_new isEqualTo "")then{ _a = _a + 1; _createVehicle = createVehicle [_new, _pos, [], 0, "CAN_COLLIDE"]; _createVehicle setDir _dir; _createVehicle setVectorDirAndUp _vectorDirUp; //________________ _debug _____________ if(_debug)then{ _Number = format ["%1",_pos]; _Marker = createMarker [_Number,getpos _createVehicle]; _Marker setMarkerShape "ICON"; _Marker setMarkerType "mil_dot"; _Marker setMarkerColor "Default"; //_Text = str [getModelInfo _x]; // to get the model _Text = str [typeOf _x]; _Marker setMarkerText _Text; _Marker setMarkerSize [0.6,0.6]; }; }; }; hintsilent format["Replaced Buildings : %1 ",_a]; }forEach _building_array; systemchat "GF Building Replacement Script initialized"; 3 Share this post Link to post Share on other sites
Rockapes 103 Posted April 19, 2020 ^^ Nice work as always @GEORGE FLOROS GR 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 19, 2020 7 hours ago, Rockapes said: ^^ Nice work as always @GEORGE FLOROS GR Thank you very much ! I'm not doing anything with arma nowdays to be honest , but i try to share what i can ! Happy Easter from Athens ! καλο πασχα ! 1 Share this post Link to post Share on other sites
Rockapes 103 Posted April 20, 2020 I can relate, RL stuff really messing with my Arma time lately. Hope all is well 1 Share this post Link to post Share on other sites
14ps081 2 Posted April 23, 2020 hi, with recommandation i post here. i want just with a shortcut activate or desactivate picture .paa when a start playing no give error but nothing appear i try to replace position too on a specific position. ty if you can help me 2 days i'm on. i have try this code is ok works great but objecte disapear after little bit time, i reply the code for 2 object but just one appear. ty all the help welcome GF_key = 0x06; // key 5 []spawn{ disableSerialization; waitUntil{!(isNull (findDisplay 46))}; (findDisplay 46)displayAddEventHandler["KeyDown", { params ["_displayorcontrol", "_key", "_shift", "_ctrl", "_alt"]; _handled = false; if(!alive player) exitWith{_handled}; if((_key isEqualto GF_key)&&(!(player getVariable ["GF_Var_key",true])))then{ player setVariable ["GF_Var_key",true]; GF_cutText = cutText ['<img size = "4" image="spread.Paa"></t>', "PLAIN", -1, true, true safeZoneX+1.14, //+0.02 safeZoneY+safeZoneH-0.98,//-0.18 99999, 0, 0, 3090 ]; systemchat"KeyDown"; }; _handled; }]; waitUntil{!(isNull (findDisplay 46))}; (findDisplay 46) displayAddEventHandler ["KeyUp", { private ["_handled","_key","_shift","_ctrl","_alt"]; _key = (_this select 1); _shift = (_this select 2); _ctrl = (_this select 3); _alt = (_this select 4); if(_key isEqualto GF_key)then{ player setVariable ["GF_Var_key",false]; GF_cutText = cutText ["","PLAIN"]; systemchat"KeyUp"; }; _handled; }]; GF_key = 0x06; // key 5 []spawn{ disableSerialization; waitUntil{!(isNull (findDisplay 46))}; (findDisplay 46)displayAddEventHandler["KeyDown", { params ["_displayorcontrol", "_key", "_shift", "_ctrl", "_alt"]; _handled = false; if(!alive player) exitWith{_handled}; if((_key isEqualto GF_key)&&(!(player getVariable ["GF_Var_key",true])))then{ player setVariable ["GF_Var_key",true]; GF_cutText = cutText ['<img size = "4" image="Target.Paa"></t>', "PLAIN", -1, true, true safeZoneX+1.14, //+0.02 safeZoneY+safeZoneH-0.98,//-0.18 99999, 0, 0, 3090 ]; systemchat"KeyDown"; }; _handled; }]; waitUntil{!(isNull (findDisplay 46))}; (findDisplay 46) displayAddEventHandler ["KeyUp", { private ["_handled","_key","_shift","_ctrl","_alt"]; _key = (_this select 1); _shift = (_this select 2); _ctrl = (_this select 3); _alt = (_this select 4); if(_key isEqualto GF_key)then{ player setVariable ["GF_Var_key",false]; GF_cutText = cutText ["","PLAIN"]; systemchat"KeyUp"; }; _handled; }]; }; }; 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 23, 2020 2 hours ago, 14ps081 said: hi, with recommandation i post here. 2 hours ago, 14ps081 said: i have try this code is ok works great but objecte disapear after little bit time, i reply the code for 2 object but just one appear. ty all the help welcome Hello there @14ps081 ! Welcome also to BI Forums ! Thanks for the post , everyone can get benefit from the informations since is public and more people can see this in order to give a correct answer and oppose their opinions. Can you write generally what exacly you want to succed , in order to understand better ? PS: you can add your code with the ""<>"" button and if it's large you can use a ""spoiler"" too. Share this post Link to post Share on other sites
14ps081 2 Posted April 24, 2020 thank you, I would like to be able to display an image on the screen, it would be to replace the crossair, with 2 other different ones that I can choose what I would like is to be able to activate or deactivate it with a keyboard shortcut. so far with the help of GF, I can see it on the screen but it disappears after a few seconds. I also try to center it so that it is in the desired position. thank you all GF_key = 0x06; // key 5 []spawn{ disableSerialization; waitUntil{!(isNull (findDisplay 46))}; (findDisplay 46)displayAddEventHandler["KeyDown", { params ["_displayorcontrol", "_key", "_shift", "_ctrl", "_alt"]; _handled = false; if(!alive player) exitWith{_handled}; if((_key isEqualto GF_key)&&(!(player getVariable ["GF_Var_key",true])))then{ player setVariable ["GF_Var_key",true]; GF_cutText = cutText ['<img size = "4" image="spread.Paa"></t>', "PLAIN", -1, true, true safeZoneX+1.14, //+0.02 safeZoneY+safeZoneH-0.98,//-0.18 99999, 0, 0, 3090 ]; systemchat"KeyDown"; }; _handled; }]; waitUntil{!(isNull (findDisplay 46))}; (findDisplay 46) displayAddEventHandler ["KeyUp", { private ["_handled","_key","_shift","_ctrl","_alt"]; _key = (_this select 1); _shift = (_this select 2); _ctrl = (_this select 3); _alt = (_this select 4); if(_key isEqualto GF_key)then{ player setVariable ["GF_Var_key",false]; GF_cutText = cutText ["","PLAIN"]; systemchat"KeyUp"; }; _handled; }]; GF_key = 0x06; // key 5 []spawn{ disableSerialization; waitUntil{!(isNull (findDisplay 46))}; (findDisplay 46)displayAddEventHandler["KeyDown", { params ["_displayorcontrol", "_key", "_shift", "_ctrl", "_alt"]; _handled = false; if(!alive player) exitWith{_handled}; if((_key isEqualto GF_key)&&(!(player getVariable ["GF_Var_key",true])))then{ player setVariable ["GF_Var_key",true]; GF_cutText = cutText ['<img size = "4" image="Target.Paa"></t>', "PLAIN", -1, true, true safeZoneX+1.14, //+0.02 safeZoneY+safeZoneH-0.98,//-0.18 99999, 0, 0, 3090 ]; systemchat"KeyDown"; }; _handled; }]; waitUntil{!(isNull (findDisplay 46))}; (findDisplay 46) displayAddEventHandler ["KeyUp", { private ["_handled","_key","_shift","_ctrl","_alt"]; _key = (_this select 1); _shift = (_this select 2); _ctrl = (_this select 3); _alt = (_this select 4); if(_key isEqualto GF_key)then{ player setVariable ["GF_Var_key",false]; GF_cutText = cutText ["","PLAIN"]; systemchat"KeyUp"; }; _handled; }]; }; }; 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 24, 2020 Ok so the first code is fine , but you can dublicate the global Variables , like "GF_cutText" , also i was thinking that you want the picture to appear only when the key is pressed , this is why it stays in the screen , only when the certain key is pressed. I would recommend though that you should use the "cutRsc" https://community.bistudio.com/wiki/cutRsc You can check a similar code that i have in my : whould you like to give it a try ? 1 Share this post Link to post Share on other sites
Mildly_Interested 5 Posted May 2, 2020 Quite bummed the waitUntil update broke these scripts! Tried fixing them by just adding a "false" to the end of the waituntil loops. That didn't work and thats pretty much all the scripting skill I have. EDIT: Tried adding a "true" at the end of every waitUntil loop but that just stops the spawning completely. 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 3, 2020 Hello there @Mildly_Interested and welcome also to BI Forums ! The waituntil broke the most of the scripts generally and everything needs update! In order to fix this , you can just use while true instead with a uisleep for mp or sleep for sp. https://community.bistudio.com/wiki/while Share this post Link to post Share on other sites
Mildly_Interested 5 Posted May 4, 2020 (edited) Thanks a lot! Is that all I need to do? I replaced every "waitUntil" with "while {true} do" . It only loads the debug markers and stops after this. Testing atm with the zombie auto population script. Awesome scripts by the way. EDIT: I replaced "waitUntil" with "while {true} do" in the following scripts: GF_Auto_Population_Zombie - GF_APZ_DynamicSimulation..sqf [only waitUntil in script] - GF_Auto_Population_Zombie_Cleaner.sqf [Lines 51+110] - Server_info.sqf [Line 42] GF_Auto_Population - GF_AP_DynamicSimulation.sqf [only waitUntil in script] - GF_Auto_Population_Cleaner.sqf [Lines 51+110] - Server_info.sqf [Line 42] Seems to be working well, no error messages and units spawn. Ryans Zombies and Demons needs an ACE compat file tho (Steam ID: 1606871585) to work with the new medical system. Edited May 4, 2020 by Mildly_Interested Update 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 5, 2020 On 5/4/2020 at 5:48 PM, Mildly_Interested said: Awesome scripts by the way. Thank you very much but everything generally is outdated- broken and i'm not doing anything with arma generally. So i won't do for now any updates. On 5/4/2020 at 5:48 PM, Mildly_Interested said: GF_Auto_Population_Zombie This is the latest version , maybe if i remember not published : +GF_Zombie_Spawner.Stratis.zip Size: 20.87 KB | Expires: 29 Days | Uploaded: 06 May 2020 | Public It should work. The most of the code is rewoked. 1 Share this post Link to post Share on other sites
Mildly_Interested 5 Posted May 6, 2020 Great! Yeah I saw that link earlier in this thread but the link was expired. Seems to be the same apart from the "Find_Positon" folder missing so I guess you did that some other way. I'll test them now. Would you mind if post the updated version onto my github? All credit will got to you obviously, I'll only change the few lines with "waitUntil" and won't change anything else. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 6, 2020 Sure no problem and add a link here for everyone ! Share this post Link to post Share on other sites
Mildly_Interested 5 Posted May 7, 2020 Alright, all posted! https://github.com/MildlyInterested/GF_Autp_Population https://github.com/MildlyInterested/GF_Autopopulation_Zombie (ignore the typing errors, whooops) 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 7, 2020 3 hours ago, Mildly_Interested said: Alright, all posted! Thank you very much ! Share this post Link to post Share on other sites
Gunter Severloh 4053 Posted September 16, 2020 Want to post something here to let everyone know about George, he hasn't been on since June 12th. Im saying this as its not like him to not be active, he was always involved and active with everything creating scripts and such, im bringing this up because last year we had a short conversation through pm, i forget exactly about what, i think i had a question about a script and then we started talking about stuff but i do recall him mentioning that he had a serious illness, and i had given him some advice on some things which he was thankful for. But im bringing this up because well im just concerned because not seeing him around for some time and as active as he was, im just wondering if something happened or he had take a leave if you will to get some things sorted or possibly hes in the hospital cant say. If anyone has an email address please let me know. I know we could probably say something similar for quite a number of members that frequent the forums, and ya i miss them too, but lets just say im rather familiar with Georg's activity and its not like him to just go off the radar so to speak. Anyone have any insights on his situation? 3 1 Share this post Link to post Share on other sites
Tankbuster 1746 Posted September 16, 2020 No more info than you, @Gunter Severloh. You seem to have spoken with him more recently than me. He's a lovely fella. I remember him saying he's been ill and that he's been irregularly checking up here. So there's a great chance he'll be back. You might want to remove the bit of your post where you name the illness. I know some sufferers prefer not to name it and when I spoke with him, it was in confidence. 2 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted September 16, 2020 Hello there to everyone ! First off all , i would like to thank everyone in this forum. I can't really name all the people who helped me and they were here for me with a lot of private messages as @Gunter Severloh back in time that i was ill , having testicular cancer for two times actually , in both testicles. It was a bad experience , but everything is going well so far and i managed also to have a child after the first time ( removal surgeon and chemo-therapies ). I'm now back to work and the time is limited in order to follow the forum. I'm really happy in my life and it's a great feeling to grow up a child. I could really write a lot of stuff for being absent and also to say bye , but i wish to get back again someday , maybe in arma 4 ! Thanks for everything ! See you Guys ! 19 1 2 Share this post Link to post Share on other sites
Valken 622 Posted September 17, 2020 Hello George, I want to thank you for all of your work and contribution. Stay strong my friend and let us know if you need anything. I hear natural medicines fights cancer... The "Squad" will be on standby for your return! 2 1 Share this post Link to post Share on other sites