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  2. Raider_18

    How to turn init code in to a script?

    Holy smokes, event handlers... of course. It was one of those situations where you stare at the same code/script for 2 days and it just melts your brain and you forget about simple things. Thanks for the wake up pierremgi! Still not working though. I have the set up like yours as I agree that an EH is better for the goal, but it still changes all units whenever an entity is created. Should I use _x setVariable on them somehow? Although I tried that many ways already with no luck inint.sqf private _mapUnits = allUnits select {!isPlayer _x}; {[_x] call CB_fnc_factionConfig;} forEach _mapUnits; uiSleep 1; addMissionEventHandler ["EntityCreated", { params ["_entity"]; if (_entity isKindOf "CAManBase") then {[_entity] call CB_fnc_factionConfig;}; }]; When I spawn a unit(s) every one of them gets the function applied again, except player and dead bodies. How would I exclude these units? fn_factionConfig.sqf // handles private _unit = _this select 0; if (isPlayer _unit) exitWith {}; // all get naked removeAllWeapons _unit; removeAllItems _unit; removeAllAssignedItems _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; removeHeadgear _unit; removeGoggles _unit; _unit unlinkItem hmd _unit; /* Factions can be one of the following West: "BLU_F" (NATO), "BLU_G_F" (FIA), "BLU_CTRG_F" (NATO CTRG), BLU_GEN_F (POLICE) East: "OPF_F" (CSAT), "OPF_G_F" (FIA), "OPF_T_F" (CSAT Tanoa) Guer: "IND_F" (AAF), "IND_G_F" (FIA), "IND_C_F" (SYNDIKAT Tanoa) Civ: "CIV_F" (Civilians) */ { if (faction _x isEqualTo 'BLU_F' && _x IsKindof 'Man') then {[_x] execVM 'scripts\loadouts\BLUFOR\NATO.sqf';} else {if (faction _x isEqualTo 'BLU_F') then {{[_x] execVM 'scripts\loadouts\BLUFOR\NATO.sqf'} forEach crew _x};}; } forEach allUnits; Im thinking I need to add these into some exclusion array that I could use instead of allUnits at the end but I am not sure of how.
  3. Today
  4. rewan

    Arma 3 Creator DLC: Reaction Forces

    Nitpick central here but I just noticed that the LDF version of the AH-11F actually had the same denomination as the WY-55. i.e. : for NATO AH-11F is "Hellcat" vs AAF WY-55 "Wildcat" but for the LDF both AH-11F and WY-55 are "Czapla". Maybe find it another polish bird name ? Also on the topic of the Air Control, I was a bit unlucky and got nicked by two/three 20mm rounds in the first day, of course I was like "well my chopper is fine" (as I didn't seem to have taken any damage to any critical area) but apparently the hit still managed severed the fuel tank (it was still showing white aka low damage) and I was forced to emergency land near Galati. And frankly once I did that, I was legit out of fuel and without a clue as to what I should be doing... what should I have done ?
  5. EricJ

    EricJ Release thread

    Thanks, but after some mucking around, no luck Maybe they will get enough complaints and fix it. Then again I should submit a ticket for it though.
  6. Since the Arma 3 AI pilots tend to flare more than RuPaul when landing, even when in stealth mode, I decided to use unitCapture and unitPlay for the insertion in one of my scenarios. After a very smooth, low-approach landing by me, if I may say so 😊, I kept the recording of me touching ground going for about 5-6 seconds before ending it. When the recording is over, I want to pass control back to the AI and have him fly away after every player inside has disembarked. This has proven difficult to achieve. Setup: heli1 is its variable My heli has this setFuel 0; this flyInHeight 0; in its init field to 100% prevent engine start in MP It has a Hold waypoint in front of it as its first waypoint A Skip Waypoint trigger is set as Waypoint Activation UnitPlay is triggered when all playable units present in the scenario are inside the heli via (AI is disabled in description.ext) this setFuel 1; is part of the trigger to have engine turned on when AI is supposed to take over. flyInHeight is still 0; pilot disableAI "ALL" in pilot's init field Methods attempted: Place a second Hold waypoint close to where the heli lands in unitPlay A Skip Waypoint trigger is set as Waypoint Activation { _x in heli1 } count allPlayers == 0 in Condition field pilot enableAI "ALL" in On Act field in second Hold waypoint trigger. Next waypoint is MOVE, then LAND for AI to land back at the ship. Attached an invisible helipad to the heli I tried using a Land waypoint as the second waypoint, as I had a helipad close to where I landed in unitPlay that the AI pilot insisted on landing on after assuming control again when testing
  7. We will see. Or to say with it Kozlowski's words: "Yeah, right. I've heard that before..." 🙂
  8. Old thread, but hard to find stuff online about similar questions. Regarding this script. It looks and seems simple enough, but seems to throw an error. Now I know this from 2018, so maybe some funcs changed or such? But would I be able to expect results in local MP, or must It be dedicated MP?
  9. W0lle

    Cold War Rearmed III

    No plans to make the campaigns playable in COOP. Too much work with too less time. Also there are missions where you are alone, which then makes no sense when all of the sudden there is more than one player. With Mikero's tools you should be able to extract the files.
  10. CUP Hotfix released CUP Units, Vehicles and Weapons have been updated to 1.18.1. We have fixed over 40 issues that cropped up in the 1.18 release. Get it now.
  11. Recently added stuff: - racetrack in the main town - trailer camps (new caravans Euro style) - shiny monument to those who sacrificed their time to bring Yulakia to life - tourist sightseeing place Victorin Caves near Bobrowka - bunkers & missile silos etc. Release: April 2024.
  12. this is CSAT for Tanoa! this is made with stuff inside the vanilla game ( a part the camoface, for strange reason BI has excluded asian characters) I had wanted something closer to the Indonesian kopassus (not to mention the Berets that don't fit for asian heads there is a texture glicth easily solvable )
  13. pierremgi

    How to turn init code in to a script?

    _newUnits is just allUnits - _checkedUnits ... but _checkedUnits is also allUnits ... further more, your variable _units seems to be useless. If I'm right you want to treat edited units and the spawned ones. An event handler is usually better than a loop. Here, the easy way is to treat in two parts, in init.sqf: { _x spawn ...} forEach allUnits; // or add a filter: ... forEach (allUnits select {!isplayer _x}) (alive _x is useless with allUnits) addMissionEventHandler ["EntityCreated", { params ["_entity"]; if (_entity isKindOf "CAManBase") then { do something on _entity}; }];
  14. Hi I use customized keys, the cursor keys to move and Sup and Pg Down instead of "q" & "e" for example. For this reason, I would also like to customize the keys that the menu has, they are apparently not customizable. Does anyone know how to do that?
  15. Strange, I have just tested it on my dedicated with no issues. Are you seeing any errors in the server or clients RPT? Is it maybe a copy and paste issue from the forum inserting hidden characters?
  16. We already discussed about that in an other thread. I mentioned this code with MEH "entityRespawned" when I thought you tried to REspawn some playable units. After discussion, if I'm right, you are trying to REspawn spawned AI units. This MEH doesn't work for simple AI (spawned or edited) because they are not playable so not eligible for the respawn system. Usually, moders and scripters use a code for re-creating an AI replacing the dead one, with more or less traits and behaviors (face, waypoints if single unit in group, loadout,...), with options like position (at start, at death...). You can also find some codes/modules for triggering a new AI unit/AI wave with same path(s), under conditions or timers. It's something near from your goal. The fact is your demand for same face and speaker is not usual, and probably need specific lines about that, on existing codes. I understand and respect your choice for Jebus system. Tell me if you are interested in MGI modules.
  17. Ok thank you! I was not aware. I've change the line to match KK's example if(!isNil "_shooter" && {!isNull _shooter}) then { lorea doTarget _shooter; lorea fireAtTarget [_shooter, handgunWeapon lorea]; };
  18. Lazy evaluation, part in curly braces is only done if the previous statement is true/satisfies the overall statement. Yes, if _shooter isNil then isNull _shooter makes no sense. If isNull _shooter is in braces then isNil returns true which satisfies the OR statement so isNull will never be evaluated.
  19. Why the curly braces around the !alive part of the clause? I have a similar statement in a HitPart eventhandler that throws an "Undefined variable in expression" error if the _target was hit by a falling inanimate object (no shooter I guess). Is this because of the missing braces? Even though I am testing for the condition that there is no shooter. if(not(isNil "_shooter" || isNull _shooter)) then { lorea doTarget _shooter; lorea fireAtTarget [_shooter, handgunWeapon lorea]; };
  20. Rogozarski

    Cold War Rearmed III

    Thank you for making this once again! CWR has been a source of countless hours of fun for me both in Arma 3 and 2! 🙂 Is there a COOP version / are you planning to make one soon? Similar to this for the original OFP: If you have no plans for it, can you help me edit the missions myself? I tried to unPBO the cwr3_1985.pbo to get the missions out and modify them for my friends and I to play, but I keep getting an error that says "Out of memory while expanding memory stream"... :c
  21. Hi i need help with god mode not work and need help with editing script i have mod modded script workshop and how to enable in enfusion thnak you 🙂 class God { static void OnPlayerSpawned(EntityAI player) { godMode(player); } static void godMode(EntityAI player) { player.SetHealth(1000000) } }; "OnPlayerSpawned" addPublicVariableEventHandler { params ["_unit"]; God.OnPlayerSpawned(_unit); };
  22. DnA

    Experimental Ports Release Announcements

    The experimental Mac ports have been updated to version 2.16. They now also include Reaction Forces Creator DLC, and are cross-play compatible with Windows at time of writing. Visit the updated overview page, Community Wiki known issues and tips, and let us know your feedback (also via Discord's ARMA #linux_mac_branch channel)!
  23. stburr91

    Reaction Forces Issues

    The devs are very active in their Discord, you may want to try there. https://discord.com/channels/700262636096323634/1215300159521427458
  24. Hello to the entire Arma Reforger community, I would like to open this discussion thread to gather feedback and bug reports regarding the mods available on the Arma Reforger Workshop. As an avid player of this immersive experience, I've noticed some technical issues in some mods that could benefit from some attention from the developers. The goal of this topic is to provide a centralized space where players can share their experiences and observations regarding specific bugs encountered in mods, as well as to facilitate communication with content creators to allow them to fix these issues. Here is some useful information to include in your bug reports : • Affected mod name • Detailed description of the bug encountered • Steps to reproduce the bug (if possible) • Screenshots or videos illustrating the problem • Other relevant details By working together, we can help improve the quality and stability of Arma Reforger mods, which will enrich the gaming experience for all players. I therefore encourage you to share your observations and participate in this community initiative. Thank you in advance for your contribution and commitment to the Arma Reforger community. Best regards,
  25. I am the only disturbed by the camera when holding a gun in reforger compared to other fps like arma 3? The hands and gun feels very small. Obviously this depends of the the fov but I tried different configurations and it always feels kinda weird. Also will we have gloves? .
  26. Hello jebus user or perhaps dreadpirate himself. I'm trying to get editor custom voice and face models to carry over on respawns using jebus. Init function option. This is a code that spawns in A group 0= [this,"DELAY=",300,"PAUSE=",50,"EXIT=", myExitTrigger1] spawn jebus_fnc_main; This is a code that spawns in A group with code i init function 0= [this,"DELAY=",300,"PAUSE=",50,"EXIT=", myExitTrigger1,"INIT=", "(group _ProxyThis) setVariable ['Vcm_Disable',true]"] spawn jebus_ fnc_main; This is a code that spawns in A group with two other code lines merged 0 = [this,"DELAY=",300,"PAUSE=",100,"EXIT=", myExitTrigger1,"INIT=", "{dostop _x} forEach (units _ProxyThis);(group _ProxyThis) setVariable ['Vcm_Disable', true]"] spawn jebus_fnc_main; I am trying to add this to code to one of the above codes that works. addMissionEventHandler ["entityRespawned",{ params ["_new","_old"]; if (_new isKindOf "CAManBase") then { [_new,face _old] remoteExec ["setFace"];[_new,speaker _old] remoteExec ["setSpeaker"]; } }]; Can"t get the right setup getting errors with ] } ect to see if it will work. Can somebody just get the codes merged so i can see if it will work. Avibird.
  27. I know I'm kinda necromancing a very old post, but the solution for me was that you had to put the module's name into the units[] array in CfgPatches
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