kibaBG 22 Posted June 3, 2022 Hi, there. I am trying to make two "factories" in my mission - one producing fuel and the other vehicle ammo points. Both factories should produce a box filled with fuel and "ammo points" respectively. The fuel and ammo points use ACE3 framework. For the fuel factory I made these script and it works perfectly (executed via initServer) : while {true} do { sleep 1800; _fuel = "CargoNet_01_barrels_F" createVehicle [4694.33,9483.27,0]; [_fuel, 1000] call ace_refuel_fnc_makeSource; _marker = createMarker ["Fuel Produced!", [4697.51,9475.91,0]]; _marker setMarkerType "loc_Truck"; sleep 300; deleteMarker "Fuel Produced!" }; Every half hour it produces one barrel with 1000 fuel (ACE). I tried to make the same thing with ammo points for vehicle rearming but no success. I am trying to implement ACE3 Rearm framework code (taken from https://ace3.acemod.org/wiki/framework/rearm-framework.html) : while {true} do { sleep 600; _ammobox = "CargoNet_01_box_F" createVehicle [5058.03,6888.37,0]; _ammobox = setVariable ["ace_rearm_isSupplyVehicle",true]; [_ammobox, 1200] call ace_rearm_fnc_setSupplyCount; _marker = createMarker ["Ammo Produced!", [5056.13,6886.58,0]]; _marker setMarkerType "loc_Truck"; sleep 300; deleteMarker "Ammo Produced!" }; But it doesn't spawn anything, it doesn't show any error and I have no clue why isn't working. Big thanks to everyone who wants to help a big script nOOb like myself. Share this post Link to post Share on other sites
kibaBG 22 Posted June 5, 2022 Ok, it spawns a crate but without any rearming points. Share this post Link to post Share on other sites
Harzach 2193 Posted June 5, 2022 There was a corrupted character in the code you pasted: Watch for those red dots - pasting into a code block here is an easy way to check for them. Try this clean code (or just remove the red dot yourself): while {true} do { sleep 600; _ammobox = "CargoNet_01_box_F" createVehicle [5058.03,6888.37,0]; _ammobox = setVariable ["ace_rearm_isSupplyVehicle",true]; [_ammobox, 1200] call ace_rearm_fnc_setSupplyCount; _marker = createMarker ["Ammo Produced!", [5056.13,6886.58,0]]; _marker setMarkerType "loc_Truck"; sleep 300; deleteMarker "Ammo Produced!" }; Share this post Link to post Share on other sites
kibaBG 22 Posted June 5, 2022 Thank you for trying to help me! I deleted my sqf, made a new one and pasted your code ... still no luck. 😢 It is strange because if I make a crate in the editor and paste this in the init field it's working like a charm: this setVariable ["ace_rearm_isSupplyVehicle", true]; ace_rearm_defaultSupply=6000; But obviously I need to implement pure script version of this. Share this post Link to post Share on other sites
RCA3 510 Posted June 5, 2022 On 6/3/2022 at 5:13 PM, kibaBG said: _ammobox = setVariable ["ace_rearm_isSupplyVehicle",true]; This is not a thing. Wrong syntax. https://community.bistudio.com/wiki/setVariable 2 Share this post Link to post Share on other sites
Harzach 2193 Posted June 5, 2022 1 hour ago, RCA3 said: Wrong syntax. Ah, good eye. I need new glasses! Lose the "=": _ammobox setVariable ["ace_rearm_isSupplyVehicle", true]; 1 1 Share this post Link to post Share on other sites
kibaBG 22 Posted June 7, 2022 I corrected the syntax but still no avail. 😪 Can someone help me to integrate this : this setVariable ["ace_rearm_isSupplyVehicle", true]; ace_rearm_defaultSupply=6000; with this : while {true} do { sleep 600; _ammobox = "CargoNet_01_box_F" CreateVehicle [5052.76,6887.21,0]; //?? _marker = createMarker ["Ammo Produced!", [5050.66,6886.46,0]]; _marker setMarkerType "loc_Truck"; sleep 300; deleteMarker "Ammo Produced!"; }; Share this post Link to post Share on other sites
Harzach 2193 Posted June 7, 2022 The box you are using can be configured as a rearm station in the editor and works fine in-game. However, spawning that box in-game and calling ace_rearm_isSupplyVehicle on it does not work. Apparently, in order for this to work, the vehicle must have an ace_rearm_defaultSupply config entry. So, you have a few options, in order of simplicity: Find and use a box that works Create a composition using the box you want and spawn that using @larrow's Eden Composition Spawning system. Make an addon editing the config of the box you want Understand that options 2 and 3 are far more complicated than option 1. Now, the code you posted above is periodically spawning a new crate and marker on top of the old ones. This is ... inefficient. Perhaps you should describe exactly what it is you want to accomplish. 1 Share this post Link to post Share on other sites
kibaBG 22 Posted June 7, 2022 Thank you for pointing out I am not using the properly configurated box. I just changed the classname to proper one -> "Box_NATO_AmmoVeh_F" and now "the factory" is producing one crate filled with 1200 vehicle rearming points as intended. Problem is solved, thanks to you. ☺️ Quote Now, the code you posted above is periodically spawning a new crate and marker on top of the old ones. This is ... inefficient. Perhaps you should describe exactly what it is you want to accomplish. Actually it spawns a crate, marks it on the map for 5 min, then deletes the marker. Its just a reminder for the player that a new crate with rearming points is produced. No markers or crates are spawning on top of each other as you can see on this screenshot: https://drive.google.com/file/d/1CZGhw7NjzXD9A21XZZJU8pMJRnkCX5UR/view?usp=sharing 1 Share this post Link to post Share on other sites
Harzach 2193 Posted June 8, 2022 8 hours ago, kibaBG said: No markers or crates are spawning on top of each other as you can see on this screenshot: Oh, sorry, you are indeed deleting the markers. But each iteration does spawn a new crate without deleting the previous one. If that's fine for your needs then disregard! Share this post Link to post Share on other sites
kibaBG 22 Posted June 8, 2022 Yes, this was my intent. I added addAction so the player can delete the crate manually after they use all fuel or vehicle rearming points. while {true} do { sleep 1800; _ammobox = "Box_NATO_AmmoVeh_F" CreateVehicle [5052.76,6887.21,0]; _ammobox addAction ["Destroy crate.", {deleteVehicle (_this select 0)}]; _marker = createMarker ["Ammo Produced!", [5050.66,6886.46,0]]; _marker setMarkerType "loc_Truck"; sleep 300; deleteMarker "Ammo Produced!"; }; But it will be interesting if I can read about editing objects config somewhere. @Larrow script for composition spawning is very interesting and I definitely try to use it in my mission. Share this post Link to post Share on other sites