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  2. The quick and the dead around these parts.
  3. sarogahtyp

    Recursive Script Questions

    this is not really recursive because not the script starts the script again but the waypoint will start it if the waypoint gets activated. the prior script instance should have ended long before. no problems here i guess
  4. No worries. Thank you for keeping Jebus afloat, even in small ways.
  5. _building = cursortarget; _name = getText (configFile >> "CfgVehicles" >> (typeof _building) >> "displayName"); copytoclipboard str _name; Returns: "House (Large, Pink)" Edit:Ninja'ed!
  6. Ulmann

    ORBAT in Config

    The problem was on my side, because I was sleepy I save config file in .cfg format, not in .cpp. What about second question concerning the hierarchy here is example for my ORBAT config file: class CfgPatches { class ATF_Missions_Data { units[]={}; weapons[]={}; requiredVersion=1; requiredAddons[]={"A3_Characters_F"}; }; }; class CfgORBAT { class ATF_SOR { class TFPaladin { id = 1; idType = 0; side = "West"; size = "Troop"; type = "HQ"; insignia = "\ATF_Missions_Data\Storm\Insignia\TFP.paa"; colorInsignia[] = {1,1,1,1}; commander = "Kaiser"; commanderRank = "GENERAL"; tags[] = {BIS,USArmy,Kerry,Hutchison,Larkin}; text = "Task Force Paladin"; textShort = "Task Force Paladin"; description= "Оперативная группа Паладин была сформирована для уничтожения ''Халифата Паладина'', поиска и ликвидации его руководителей."; subordinates[] = {"RedSquadron", "160thSOAR", "101stARB"}; }; class RedSquadron { id = 1; idType = 0; side = "West"; size = "Squadron"; type = "Recon"; commander = "Ulman"; commanderRank = "Captain"; insignia = "\ATF_Missions_Data\Storm\Insignia\RS.paa"; text = "Red Squadron"; textShort = "NSWDG"; description= "Красный эскадрон является основным силовым компонентом ОГ Паладин, именно ему поручается физическое проведение всех операций."; subordinates[] = {"APlatoon", "BPlatoon", "CPlatoon"}; }; class APlatoon { id = 1; idType = 0; side = "West"; size = "Platoon"; type = "Recon"; commander = "Ulman"; commanderRank = "Captain"; text = "Callsign ''Dagger''"; textShort = "A Platoon"; description= "Взвод ''А'' состоит из 16 человек разделённых на две группы по 8 человек, позывные ''Dagger-1'' и ''Dagger-2''."; }; class BPlatoon { id = 1; idType = 0; side = "West"; size = "Platoon"; type = "Recon"; commander = "Twente"; commanderRank = "Lieutenant"; text = "Callsign ''Razor''"; textShort = "B Platoon"; description= "Взвод ''B'' состоит из 16 человек разделённых на две группы по 8 человек, позывные ''Razor-1'' и ''Razor-2''."; }; class CPlatoon { id = 1; idType = 0; side = "West"; size = "Platoon"; type = "Recon"; commander = "Turist"; commanderRank = "Lieutenant"; text = "Callsign ''Blade''"; textShort = "C Platoon"; description= "Взвод ''C'' состоит из 16 человек разделённых на две группы по 8 человек, позывные ''Blade-1'' и ''Blade-2''."; }; class 160thSOAR { id = 1; idType = 0; side = "West"; size = "Battalion"; type = "Helicopter"; commander = "Degravis"; commanderRank = "Captain"; insignia = "\ATF_Missions_Data\Storm\Insignia\SOAR.paa"; text = "1st Battalion"; textShort = "160th SOAR"; description= "Батальон осуществляет транспортные перевозки красного эскадрона, проводит воздушную разведку, а также оказывает огневую поддержку в случае необходимости и по мере своих возможностей."; subordinates[] = {"HeliA", "HeliB", "HeliC", "HeliD", "HeliE", "UAV"}; }; class HeliA { id = 1; idType = 0; side = "West"; size = "Troop"; type = "Helicopter"; commander = "Degravis - 1"; commanderRank = "Lieutenant"; insignia = "\ATF_Missions_Data\Storm\Vehicles\MH6M.paa"; text = "Callsign ''Zephyr''"; textShort = "MH-6M"; description= "Группа лёгких разведывательных и транспортных вертолётов MH-6M, позывные ''Zephyr-1'' и ''Zephyr-2''."; assets[] = {{"RHS_MELB_MH6M",1,0},{"RHS_MELB_MH6M",1,0}}; }; class HeliB { id = 1; idType = 0; side = "West"; size = "Troop"; type = "Helicopter"; commander = "Degravis - 2"; commanderRank = "Lieutenant"; insignia = "\ATF_Missions_Data\Storm\Vehicles\AH6M.paa"; text = "Callsign ''Meatball''"; textShort = "AH-6M"; description= "Группа лёгких разведывательных и ударных вертолётов AH-6M, позывные ''Meatball-1'' и ''Meatball-2''."; assets[] = {{"RHS_MELB_AH6M",1,0}, {"RHS_MELB_AH6M",1,0}}; }; class HeliC { id = 1; idType = 0; side = "West"; size = "Troop"; type = "Helicopter"; commander = "Degravis - 3"; commanderRank = "Lieutenant"; insignia = "\ATF_Missions_Data\Storm\Vehicles\MH60M.paa"; text = "Callsign ''Blackstar''"; textShort = "MH-60M"; description= "Группа транспортных вертолётов MH-60M, позывные ''Blackstar-1'' и ''Blackstar-2''."; assets[] = {{"B_Heli_Transport_01_F",1,0},{"B_Heli_Transport_01_F",1,0}}; }; class HeliD { id = 1; idType = 0; side = "West"; size = "Troop"; type = "Helicopter"; commander = "Degravis - 4"; commanderRank = "Lieutenant"; insignia = "\ATF_Missions_Data\Storm\Vehicles\MH60M.paa"; text = "Callsign ''Stake''"; textShort = "MH-60M DAP"; description= "Группа ударных вертолётов MH-60M DAP, позывные ''Stake-1'' и ''Stake-2''."; assets[] = {{"B_Heli_Transport_01_F",1,0},{"B_Heli_Transport_01_F",1,0}}; }; class HeliE { id = 1; idType = 0; side = "West"; size = "Troop"; type = "Helicopter"; commander = "Degravis - 5"; commanderRank = "Lieutenant"; insignia = "\ATF_Missions_Data\Storm\Vehicles\MH47E.paa"; text = "Callsign ''Hot Dog''"; textShort = "MH-47E"; description= "Группа тяжелых транспортных вертолётов MH-47F, позывные ''Hot Dog-1'' и ''Hot Dog-2''."; assets[] = {{"CUP_B_CH47F_VIV_USA",1,0},{"CUP_B_CH47F_VIV_USA",1,0}}; }; class UAV { id = 1; idType = 0; side = "West"; size = "Troop"; type = "UAV"; commander = "Degravis - 6"; commanderRank = "Lieutenant"; insignia = "\ATF_Missions_Data\Storm\Vehicles\MQ1C.paa"; text = "Callsign ''Skyhawk''"; textShort = "MQ-1C"; description= "Звено многоцелевых беспилотных летательных аппаратов MQ-1C, позывные ''Skyhawk-1'', ''Skyhawk-2'' и ''Skyhawk-3''."; assets[] = {{"B_UAV_02_dynamicLoadout_F",1,0},{"B_UAV_02_dynamicLoadout_F",1,0},{"B_UAV_02_dynamicLoadout_F",1,0}}; }; class 101stARB { id = 1; idType = 0; side = "West"; size = "Company"; type = "Airborne"; commander = "Nekonis"; commanderRank = "Captain"; text = "327th Infantry Regiment, 1st Battalion"; textShort = "101st Airborne Division"; }; }; };
  7. Today
  8. A little tool? A touch of class module here. (see 3rd video)
  9. dalber24

    Fallujah 1.2

    that is strange, I have many active mods, many islands, units, vehicles, etc, etc, and fallujah works great, maybe the pbo is damaged? or are you unlucky that there are some mod that just bothering you, have you tried to put just one unit in the editor and try the map or have you just tried that mission? You could look inside the RPT file to see if it says something about the error. The problem could be some script in the mission. Image1 Image2
  10. getText (configfile >> "CfgVehicles" >> _building >> "DisplayName") So, getText (configfile >> "CfgVehicles" >> "Land_i_House_Big_02_V1_F" >> "DisplayName") is returning "House (Big, White)".
  11. pierremgi

    Vehicles command - Aaaaaaaagh!

    In fact, vehicles also returns crates and weapon holders. For example, when you kill a man (armed) , you create a weapon holder which host the primary weapon. So, you have plenty of unwanted "vehicles" which are not drivable vehicle at all. Welcome to ARMA! So, depending on what the crew becomes, you can have weapon holder(s) or not (the dummyweapon.p3d count = dead crew count outside of the vehicle). Sometimes, crew has enough time to jump out before explosion, sometimes they die on board, sometimes they vanish as the vehicle becomes a wreck (when you blow a Hunter with a single Titan missile) ... Note 1: the blown vehicle remains a count vehicle, but the designation changed for the p3d wreck model. An empty vehicle returns also the p3d model. Note 2: an edited (on map) wreck (as is) are not vehicles, but objects. So the vehicles command is weird as hell but you can filter the mess with: (vehicles select {(_x isKindOf "landVehicle" or _x isKindOf "air" or _x iskindOf "ship")}) for example. As there are plenty of weapon Holders, simulated or not, ammo crates... use landVehicle, air, ship. Note3: parachutes and ejected seats and canopies (since Jet DLC) are also vehicles... air . If you are purist you can add in filter: && !(_x isKindOf "Ejection_Seat_Base_F") && !(_x isKindOf "ParachuteBase") && !(_x isKindOf "Plane_Canopy_Base_F") Note4: if you don't want anymore destroyed vehicle, just add: && alive _x So: (vehicles select {alive _x && {(_x isKindOf "landVehicle" or _x isKindOf "air" or _x iskindOf "ship")} && { !(_x isKindOf "ParachuteBase")} && {!(_x isKindOf "Ejection_Seat_Base_F")} &&{ !(_x isKindOf "Plane_Canopy_Base_F")} }) To treat all useful vehicles, even spawned ones, in a loop: 0 = [] spawn { while {true} do { _allVehicles = (vehicles select { isNil {_x getVariable "passedVehicle"} && {alive _x} && {(_x isKindOf "landVehicle" or _x isKindOf "air" or _x iskindOf "ship")} && { !(_x isKindOf "ParachuteBase")} && {!(_x isKindOf "Ejection_Seat_Base_F")} &&{ !(_x isKindOf "Plane_Canopy_Base_F")} }); { // do what you want here for vehicles, for example: _x lock 0; _x setFuel random 1; // (for spawned vehicles on server) _x setVariable ["passedVehicle",true] } forEach _allVehicles; sleep 2; } };
  12. Regarding the Mi17, I just wanted to share my input, nothing more - when I added the Mi17 family to the PLA VME mod, I decided to add an armed and unarmed transport version, and added the VIV section in the rear so that a quad bike and other small things could be added. My reasoning is that it won't carry anything bigger than that, only quad-bike sized VIV packages. So the seats are forward, and the VIV cargo area is in the rear (partially in the area where the doors close). For the armed version, I've seen pics of real Mi17 and Mi171 heli's with the rear doors missing, and so I decided to make the armed version have FFV seats in the back... you can hang your feet off the back and FFV. Also added the CUP rappelling mem point to that one too 🙂 Again, just my thoughts on the Mi17 and Mi171 heli's.
  13. I would like to get the name for buildings shown in object selection tool in editor. Example: This building object type: "Land_i_House_Big_01_V1_F" has a clean name shown in editor as "House (Large,White)". How do I get the clean text name for any building? This will allow creation of situation specific chat messages for my AI CQB Move script: "Clear building "House (Large,White)" 100m to the south."
  14. warden_1

    US 75th Rangers

    So don't come here then...
  15. aussie battler

    GF Auto Population Zombie Script - Mod

    Great work on this script @GEORGE FLOROS GR, I can see you have put allot of time & effort into it. Is it just me or do @maxjoiner 's zombies not really work with this script? I find that the fast zombies are the only ones you need to be aware of. The others (slow / medium zombies) don't move (they seem stuck on one spot). They will still do the zombie animation & deal damage if you get close. I have removed Vcom just in case that was messing with them. Ryan Zombies & Demons work fine. Maybe they are on a smoko break? EDIT: Maybe its because I am adding GF loot to the Zombies that is stuffing up Max Zombie behavior. Ill try it without & see if that gets them going.
  16. alex507025

    Fallujah 1.2

    yes: ACE 2 and ACEX, warfare, and isla duala whit african buildings(because duala needs them), some more mods but are irrelevant (units and vehicles like exa RG 31)
  17. Viper 2017

    GF Police and Siren Script

    How would you change the siren sound to a custom one? I've made the Sounds file and description.ext file with the class name defined, its just not making noise
  18. Voronwe

    Copyright Laws

    Yeah, sorry about that. I was asking for peoples opinions on the legal side of it. It was really late when I wrote that, editing it now.
  19. Great news @warlord554 can't wait for release!
  20. I'm doing some work on a script which shows vehicle icons on the map, it works but I get a problem once vehicles start getting destroyed. The problem is that the array returned by the vehicles command changes its form depending on whether destroyed vehicles are present. So for example if I have a number of vehicles placed , crewed or uncrewed at the start then I can use vehicleslist = vehicles and I get this form of array returned - [O Alpha 1-3:1,O Alpha 1-4:1,O Alpha 1-5:1,O Alpha 1-6:1,B Alpha 1-6:6,B Alpha 2-1:1] However when a vehicle gets destroyed the array produced by the same command changes [O Alpha 1-3:1,O Alpha 1-4:1,O Alpha 1-5:1,O Alpha 1-6:1,B Alpha 1-6:6,B Alpha 2-1:1,249d56118c0# 1780326: dummyweapon.p3d] Notice that initially I have a nice array with each vehicle as a distinct entry. This means that the array can be looped through and appropriate action taken for each entry - nothing superfluous and the array is predictable. Now look at the end of the second one with the destroyed vehicle in it, the last entry B-Alpha 2-1:1 Now, instead of one entry we have two , the first one as before identifying the vehicle but then followed by some numbers and a p3d reference. But note that these are included as an additional array item. My original array contained 11 clearly distinct array items each representing a vehicle, now I have an extra item because the engine decided to chuck in stuff about the damaged vehicle model or something. The problem gets worse, not only does this destroyed vehicle now have two distinct entries in the array but from what I've seen some destroyed vehicles may generate an extra two ( or more?) entries of a similar type.. all comma separated of course so as to f up your array handling. So we are left dealing with an array which varies up and down not only in size but in format depending on the status of the actual things we are trying to get a list of in the first place!. Who the f thought that was a good idea? Anyway, my problem is - how would I handle the array when its changing unpredictably like this when I simply want to cycle through all vehicles applying code to each one? Im sure there will be some kind of alive test I can do but the problem is I wont know how many array entries always to skip etc . Driving me nuts. Surely a more sensible approach would have been a command that simply returned all vehicles regardless of condition then allow for checks and this other info to be returned by a distinct separate command. Anyway that's the beef but Im really interested in how to cope with unpredictable arrays like this.
  21. Marc13Bautista

    OFP Addon request thread

    Thanks Rozek. No more ricky rolls
  22. RozekPoland

    OFP Addon request thread

    @Marc13Bautista DMA Libya 1.0 (final) ftp://ftp.armedassault.info/ofpd/unofaddons4/DMALIBYA1.0.rar
  23. MODS: CUP, Anizay, Duda's Advanced Rappelling
  24. Yesterday
  25. warlord554

    1stBN/160th SOAR Mod ArmA III WIP

    I'll absolutely try to include as much immersive content as possible. However I will be right onto mh47g's after these are stable. Then my GMV's
  26. pirkleawesome

    Radio Activated A.I Detection (RAAID)

    @Dedmen Yeah, the guy in my unit who did the coding said as much, but it seemed just different enough imo that it would be useful to people.
  27. BLACKOUT...

    US 75th Rangers

    This section of the forums is for mod developers to give updates on their WIP mods. If you don't like seeing those, you don't have to look. I don't know why you're making assumptions about USP not releasing either, do you have some insider info? They're obviously planning to release it if they're giving updates here and made their own subreddit for the community. Just sit and wait like the rest of us and stop complaining.
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