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lawman_actual

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About lawman_actual

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  1. Quite right, though I feel that isn't my main concern 😋
  2. Some further developments: I fashioned the following to try and capture the unit name from where the unit is local and return it to the client. This is only part of the script, but it fired on the server as you will see later: if (isServer) then { ["[TAG] Found to be running on server."] remoteExec ["diag_log",0,false]; if (local _unit) then { ["[TAG] Unit found to be local."] remoteExec ["diag_log",0,false]; _name = name _unit; _groupName = groupID _unit; [format ["[TAG] Details found: %1 | %2.",_name,_groupName]] remoteExec ["diag_log",0,false]; [[_unit,_name,_groupName,_origin],"framework\interface\returnUnitDetails.sqf"] remoteExec ["execVM",_origin,false]; } else { ["[TAG] Unit not found to be local."] remoteExec ["diag_log",0,false]; [[_unit,"","",_origin],"framework\interface\returnUnitDetails.sqf"] remoteExec ["execVM",owner _unit,false]; }; } In the .rpt file, the following was logged after mission launch: 18:08:43 Mission id: 92c917f23f9a94172f0dba2621e7bbf594af1c3c 18:08:43 Setting invalid pitch -0.0000 for B Alpha 3-1:1 REMOTE 18:08:43 Setting invalid pitch -0.0000 for B Alpha 3-1:2 REMOTE 18:08:43 Setting invalid pitch -0.0000 for B Alpha 3-1:3 REMOTE 18:08:45 You are missing the following mod: cba_main 18:09:08 WARNING: Function 'name' - 1ade4ccf700# 2900532: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9914 18:09:08 - person 18:09:08 "[TAG] Confirmed not currently checking for unit name." 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 "[TAG] Confirmed not currently checking for unit name." 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 "[TAG] Launched return unit name for B Misfit 1 Alpha:9." 18:09:08 "[TAG] Origin not set." 18:09:08 "[TAG] Setting origin to: 9." 18:09:08 "[TAG] Found to be running on server." 18:09:08 "[TAG] Unit found to be local." 18:09:08 "[TAG] Launched return unit name for B Misfit 1 Alpha:10." 18:09:08 "[TAG] Origin not set." 18:09:08 "[TAG] Setting origin to: 9." 18:09:08 "[TAG] Found to be running on server." 18:09:08 "[TAG] Unit found to be local." 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:10 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:10 - network id 2:9919 18:09:10 - person 18:09:10 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:10 - network id 2:9919 18:09:10 - person 18:09:10 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:10 - network id 2:9919 18:09:10 - person 18:09:10 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:10 - network id 2:9919 18:09:10 - person 18:09:10 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:10 - network id 2:9919 18:09:10 - person 18:09:10 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:10 - network id 2:9919 18:09:10 - person The script successfully entered the scope wherein the unit is local and it tries to obtain unit name and groupId, however does execute the next diag_log function where it reports back with "details found", indicating that the script terminated in some form despite no script error being shown.
  3. Point I forgot to test: The units DO have names on the server, though the server still says they are in <Null-group>
  4. Hey all I've been putting together a scenario and am getting significant issues with units not belonging to a group, or having a name. Some key observations; 1) Attempting to switch to a known AI unit does nothing. No script error, no .rpt log. For example: select player engineers_1 2) Testing for nil variable for a known unit returns false. For example, the following returned "unit is not nil": if (isNil "engineers_1") then {systemChat "Unit is Nil";} else {systemChat "Unit is not Nil";}; 3) Testing for isNull unit returns false. For example, the following returned "unit is not null": if (isNull engineers_1) then {systemChat "Unit is Null";} else {systemChat "Unit is not Null";}; 4) Bugged units do register as alive. The following returns as "unit is alive"; if (alive engineers_1) then {systemChat "Unit is alive";} else {systemChat "Unit is not alive";}; 5) Bugged units do not belong to any group. For example, the following returned "<NULL-group>"; systemChat str group engineers_1; 6) Bugged units do not have a name. For example, the following returned "Error: No Unit". systemChat str name engineers_1; This is leading to various issues when checking whether certain actions can be shown, and is meaning a function which draws unit name tags for AI is not working. Sample from mission init: //Make sure player is initialised properly waitUntil {!(isNull player);}; waitUntil {alive player;}; //Specifics _pilotUnits = [ "us_inf_valliant_1", "us_inf_valliant_2" ]; _rpt = format ["[LAW] Assessing unit name to add helo service. Name: %1",str player]; [_rpt] remoteExec ["diag_log",0,false]; if ((str player) in _pilotUnits) then {execVM "scenario\addHeloService.sqf";}; if ((str player) == "us_inf_fallow1_1") then {player execVM "scenario\addEndex.sqf";}; //Name tags _0 = [] spawn { sleep 3; execVM "framework\interface\unitLabelsInit.sqf"; }; Samples of errors: 15:41:39 Cannot create object 2:2 with type[AIUnit], param[unit], NMT code[112]: 15:41:44 Cannot create object 2:1282 with type[AISubgroup], param[subgroup], NMT code[107]: 15:41:44 Cannot create object 2:1283 with type[AISubgroup], param[subgroup], NMT code[107]: 15:41:44 Cannot create object 2:1338 with type[AIUnit], param[unit], NMT code[112]: 15:41:44 Cannot create object 2:1339 with type[AIUnit], param[unit], NMT code[112]: 15:41:44 Cannot create object 2:1340 with type[AIUnit], param[unit], NMT code[112]: 15:41:45 SetFace error: class CfgFaces.Man_A3.gm_face_whiteHead_01 not found 15:41:45 Error: Error during SetFace - class CfgFaces.Man_A3.gm_face_whiteHead_01 not found 15:41:45 Setting invalid pitch -0.0000 for L Alpha 1-1:1 REMOTE 15:41:45 Setting invalid pitch 0.0000 for L Alpha 1-3:1 REMOTE 15:41:45 Setting invalid pitch 0.0000 for L Alpha 1-3:2 REMOTE 15:41:49 Client: Object 2:1337 (type Type_114) not found. 15:41:49 Client: Object 2:1282 (type Type_108) not found. 15:41:49 Client: Object 2:1338 (type Type_113) not found. 15:42:21 WARNING: Function 'name' - 211c6fd0480# 2900537: b_soldier_01.p3d REMOTE has no unit 15:42:21 - network id 2:1269 15:42:21 - person 15:42:21 WARNING: Function 'name' - 211c6fd0480# 2900537: b_soldier_01.p3d REMOTE has no unit 15:42:21 - network id 2:1269 15:42:21 - person 15:42:21 WARNING: Function 'name' - 211c6fd0480# 2900537: b_soldier_01.p3d REMOTE has no unit 15:42:21 - network id 2:1269 15:42:21 - person Important to note that these type of errors continue well after mission init, while the others seem limited to mission start. 16:35:25 Client: Object 2:4993 (type Type_113) not found. 16:35:26 Client: Object 2:4779 (type Type_108) not found. 16:35:27 Client: Object 2:4990 (type Type_114) not found. 16:35:27 WARNING: Function 'name' - engineers_1 has no unit 16:35:27 - network id 2:4727 16:35:27 - person 16:35:28 Client: Object 2:4998 (type Type_114) not found. 16:35:28 Client: Object 2:4992 (type Type_114) not found. 16:35:29 Client: Object 2:4783 (type Type_108) not found. 16:35:29 Client: Object 2:4784 (type Type_108) not found. I would like to know if anyone knows more about this kind of issue, what's causing it and how to avoid it if possible. No matter what I do right now, the groups never seems to initialise and the units never get names, even many minutes into testing. In a weird setup...the issue only seems to be occuring for AI on the WEST side at the moment...those on EAST are appearing fine on the spectator cam. Cheers, -Law
  5. lawman_actual

    setVariable for JIP - Queue or overwrite?

    Much obliged!
  6. Hi Folks I'm just wondering if anyone has had experience with setVariable using the global parameter, which it says also works for JIPs. Is this being added to a JIP queue each time setVariable is used, or will the latest instance overwrite previous commands? For example; let's assume that throughout the course of a scenario the following occurs: at 09:30: _man setVariable ["someVariable",1,True]; at 09:32: _man setVariable ["someVariable",2,True]; at 09:40: _man setVariable ["someVariable",3,True]; at 09:42: *_JIPman joins game* Does JIPman's computer process all three values in sequence, first setting the variable to 1, then 2, then 3, or does it jump straight to 3? Sadly I don't have the means to test JIP'ing at the moment. Many thanks. Law
  7. Post can be taken down; I found a workaround shortly after posting about it. (Typical)
  8. lawman_actual

    Elements missing from profile

    It's like everything is now being directed at C:\Program Files (x86)\Steam\steamapps\common\Arma 3 If i save a new mission, it appears there. If I make a new profile, it appears there. I can create a new folder under "Arma 3 - Other profiles" and it will load as long as I copy profile files into it, but no mission files from it will show up. Is this a bug or am I now expected to centralise all data under common\Arma 3? Seems like a weird change
  9. A week or so ago I saw my key bindings reset. I was a bit annoyed but it had happened before so I just re-did them and carried on. However, I have just now gone into the editor and seen that none of the missions under my user profile are shown. I have checked the launcher, and I am definitely loading the "Lawman" profile, of which there is only one. I have also checked the Arma 3 - Other profiles / Lawman / missions folder to confirm my mission files are still there, which they are. Not sure what to do from here on. I tried saving a new mission file to see where it ended up, and It appears to have been placed in the following directory: C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Missions Have BIS changed something so mission files are no longer local to profile? Cheers, Law
  10. So...in a related issue, it would appear that if I have a curator initialised (preinit) with all addons successfully activated, and then create a highCommand module for myself using the debug console, certain units are no longer accessible through the curator. In testing I have seen this issue in a blank editor scenario with VME's PLA mod installed. I also have a feeling I have seen this issue with one or two other mods, including a British Armed Forces one. Here is the code I use to make myself a HC leader: createCenter sideLogic; _group = createGroup sideLogic; _logicCmd = _group createUnit ["HighCommand", [0, 0, 0], [], 0, "NONE"]; _logicCmd synchronizeObjectsAdd [player]; And here is the hc.sqf file which runs when the module is created. scriptName "HC\data\scripts\HC.sqf"; /* File: HC.sqf Author: Karel Moricky Description: Init script - High Command Parameter(s): _this: the HC logic unit which triggered this script. */ if (is3DEN) exitwith {}; textLogFormat["HC-PRELOAD_ HC.sqf start..."]; _logic = _this select 0; _logic setpos [1000,10,0]; _group = group _logic; //--- HC main is laready running _isMain = if (_logic == BIS_HC_mainscope) then {true} else {false}; //if (_isMain) then {startLoadingScreen ['High Command']}; //--- Code executed only on first HC scope if (_isMain) then { //SPACE selects last unit that reported, variables: HC_lastUnitReporting = []; //hc unit - array of groups HC_lastUnitReportingTime = 0; HC_lastUnitReportingMarkerName = ""; HC_lastUnitReportingTimeMax = 45; //no older reports than this from teams are considered _logic setvariable ["sound",false]; //--- Execute MARTA if (isNil "BIS_MARTA_mainScope") then {//create MARTA only once, avoid creating too much groups activateaddons ["A3_Modules_F_Marta"]; _logicMARTA =(group _logic) createunit ["MartaManager",position player,[],0,"none"]; //BIS_MARTA_mainScope = _logicMARTA; //TODO: look at this (it is here because init handler of marta (setting BIS_MARTA_mainScope) runs maybe too late (after initialization of whole WF) }; //waituntil {count (BIS_marta_mainscope getvariable "allgroups") > 0}; //_logicMARTA = BIS_marta_mainscope; }; //--- Scope name for "_i" from 0 to 1000 do { _name = format ["BIS_HC_%1",_i]; if (isnil _name) exitwith {call compile format ["%1 = _logic",_name]}; }; //--- Synchronization waituntil {{typeof _x != "HighCommandSubordinate"} count (synchronizedObjects _logic) > 0 || _logic == bis_hc_mainscope}; _possibleLeaders = synchronizedObjects _logic; _groupColors = ["teammain","teamgreen","teamblue","teamyellow"]; _sublogics = []; for "_i" from 0 to (count _possibleLeaders - 1) do { _element = _possibleLeaders select _i; if (typeof _element == "HighCommandSubordinate") then { _sublogics = _sublogics + [_element]; if (isnil {_element getvariable "color"}) then { _color = if (_i >= count _groupColors) then {"teammain"} else {_groupColors select _i}; _element setvariable ["color",_color]; }; }; }; _possibleLeaders = _possibleLeaders - _sublogics; _logic setvariable ["sublogics",_sublogics]; if (count _possibleLeaders > 1) then {textLogFormat ["Log: [High Command] WARNING! More than one commanders assigned - %1",_possibleleaders]}; _leader = _possibleLeaders select 0; _leader setvariable ["BIS_HC_scope",_logic,true]; //--- Default leader //_leader setvariable ["hcdefaultcommander",true]; //--- Functions are loaded waituntil {!isnil "BIS_fnc_init"}; //--- Get custom params ---------------------------------------------------------------------------------- /* //--- Commanders _commanders = if (isnil {_logic getvariable "commanders"}) then { if (_leader != _logic) then {[_leader]} else {[]}; } else { _logic getvariable "commanders"; }; _logic setvariable ["commanders",_commanders,true]; */ //--- Detect all (obsolete) _addAllGroups = if (isnil {_logic getvariable "addAllGroups"}) then { if (count _sublogics > 0) then {false} else {true} } else {_logic getvariable "addAllGroups"}; _logic setvariable ["addAllGroups",_addAllGroups,true]; //--- Radio activations _radios = if (isnil {_logic getvariable "radios"}) then {[]} else {_logic getvariable "radios"}; _logic setvariable ["radios",_radios,true]; //--- Chain of Command _coc = if (isnil {_logic getvariable "chainofcommand"}) then {false} else {_logic getvariable "chainofcommand"}; _logic setvariable ["chainofcommand",_coc,true]; //--- Task created _onTaskCreated = if (isnil {_logic getvariable "onTaskCreated"}) then {{}} else {_logic getvariable "onTaskCreated"}; _logic setvariable ["onTaskCreated",_onTaskCreated,true]; //--- Task assigned _onTaskAssigned = if (isnil {_logic getvariable "onTaskAssigned"}) then {{}} else {_logic getvariable "onTaskAssigned"}; _logic setvariable ["onTaskAssigned",_onTaskAssigned,true]; //--- RMBmenu /* _RMBmenu = if (isnil {_logic getvariable "RMBmenu"}) then {""} else {_logic getvariable "RMBmenu"}; _logic setvariable ["RMBmenu",_RMBmenu,true]; */ //--- Automatic group assigning - Synchronized if (count _sublogics > 0 && !_addAllGroups) then { //if (isnull(hcleader group _leader)) then {_leader HCsetgroup [group _leader,""]}; _linkedLogic = synchronizedObjects _logic; if (count _linkedLogic > 1) then { { if (typeof _x == "HighCommandSubordinate") then { _subordinate = _x; _linkedSubordinate = synchronizedObjects _subordinate; { if !(_x iskindof "logic") then { _group = group _x; _groupColor = _subordinate getvariable "color"; [_leader,"MARTA_REVEAL",[_group],false,true] call BIS_fnc_variableSpaceAdd; _leader HCsetgroup [_group,"",_groupColor]; }; } foreach _linkedSubordinate; }; } foreach _linkedlogic; }; } else { //--- Automatic group assigning - All //if (isnull(hcleader group _leader)) then {_leader HCsetgroup [group _leader,""]}; _groups = allgroups;//_logicMARTA getvariable "allgroups"; { //--- No HCO defined yet _grp = _x; if (isnull hcleader _grp) then { if (side player == side _grp && _addAllGroups) then { [player,"MARTA_REVEAL",[_x],false,true] call BIS_fnc_variableSpaceAdd; player HCsetgroup [_grp,""]; }; }; } foreach _groups; }; //--- Local script --------------------------------------------------------------------------------------- //waitUntil{!isNil {BIS_MPF_initDone}}; if (_isMain) then { //[nil, nil, "per", rEXECVM, "A3\modules_f\HC\data\scripts\HC_local.sqf"] call RE [["A3\modules_f\HC\data\scripts\HC_local.sqf"],"BIS_fnc_execVM",nil,true] call BIS_fnc_MP; }; //--- No proper Chain of Command if !(_coc) exitwith {}; while {true} do { _allgroups = allgroups; { _group = _x; if (isnil {_group getvariable "BIS_HC_fsmcoc"}) then { _fsm = _group execfsm ("\A3\modules_f\hc\data\scripts\HC_COC.fsm"); _group setvariable ["BIS_HC_fsmcoc",_fsm]; }; sleep 0.05; } foreach _allgroups; sleep 1; }; I don't see anything that would immediately suggest why hc.sqf is causing assets to not appear in curator.
  11. As requested, the hotfix has been removed. Thanks for the update hcpookie - it's good for rumors to be dispelled. I hope I have not caused offence and would like to reiterate my offer to help. The hotfix was only ever meant to be a temporary and clearly unofficial fix while we waited for the official update. I guess my aim was to help people continue to enjoy the original mod until the next release. In any case, keep up the good work. Cheers, Law
  12. Through ongoing discussion between myself and @Larrow, we have found that the root of the issue within VME's PLA mod relates to the crew of affected vehicles not having an associated cfgPatch entry. The original mod maker can fix this by going back into their cfgPatches entry and ensuring the crew member is properly included. Alternatively replace the crewman with a different and working entity: crew = "newAndWorkingCrewman"; Hopefully other mods exhibiting similar symptoms are also experiencing this issue. Many thanks to Larrow for his help on this one, Lawman
  13. Fixed the SPOTTER issue. No longer seeing error messages for this particular mod, however still some assets remain inaccessible. For example; none of the helicopters within the VME PLA mod appear. And yet, as far as I can see, these assets have scopeCurator = 2, are defined in the mod's cfgPatches under units = { }, and have the correct requriedAddons. I'm pretty stumped at the moment.
  14. I believe I have successfully created a mod to create the module preInit. However I am still seeing issues with the mod I am trying to fix (though the mod has now saved me 30 seconds or so per scenario playthrough, which is nice). Now, however, I am seeing an error message when I open the zeus interface: This is similar to an error I had been seeing previous, which I (rather painstakingly) managed to find and fix: It turned out to be a line referenced in a group composition for a vehicle class that did not exist. Since fixing this error I had seen tank units successfully appearing sometimes, whereas before I had not. I surmised that this error was causing the process to hang when adding assets. Curious that I had not seen the SPOTTER error before, but I will investigate further and see if I can find the source. Cheers, Law
  15. Should probably have been a bit more careful with my wording. There appear to be some groups which work every time, and some which I have never seen added. There are a small minority that I have seen work sometimes but not others. I haven't yet worked out a way of reproducing this, though I haven't tried very hard for this exact issue yet. I will investigate your advice regarding creating the module with attributes set in the init, simply out of curiosity. But I will also explore a curator-giving mod that handles things pre-init, since this sounds like the most efficient and reliable way to meet my needs. Thanks again Larrow, I'll report back if I find anything interesting or confuse myself. Cheers, Law
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