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easyeb

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Posts posted by easyeb


  1. Hello!

    I have a script that adds custom ACRE racks to a vehicle. It works well when previewing the mission from Eden, but when I run it on my dedicated server, with ALiVE persistance activated, the custom racks will not be added for some reason.

    I suspect it's a timing issue, since I'm running the script from the vehicles init fields. But I did not write this script, nor do I know how I could try to run the script somewhere else.

    So my questions are:

     

    1. Any idea why it won't work with ALiVE?

     

    2. How do I convert this script to work on the vehicle, named VEHICLE1, from for instance a trigger in the mission or something of that kind?

    Here is the script:

     

    if (isServer) then {  
        [  
            {  
                params ["_vehicle"];  
      
               [_vehicle, "ODIN"] call acre_api_fnc_setVehicleRacksPreset;  
                [_vehicle, {}] call acre_api_fnc_initVehicleRacks;  
      
                [  
                    {  
                        params ["_vehicle"];  
                        !alive _vehicle || {[_vehicle] call acre_api_fnc_areVehicleRacksInitialized}  
                    },  
                    {  
                        params ["_vehicle"];  
                        if (!alive _vehicle) exitWith {};  
      
                        private _vehicleRacks = [_vehicle] call acre_api_fnc_getVehicleRacks;  
                        for "_i" from (count _vehicleRacks) - 1 to 0 step -1 do {  
                            [_vehicle, _vehicleRacks select _i] call acre_api_fnc_removeRackFromVehicle;  
                        };  
      
                        [_vehicle, ["ACRE_VRC103", "Lower Dash", "Dash", false, ["inside","external"], [], "ACRE_PRC117F", [], []], true] call acre_api_fnc_addRackToVehicle;  
      
                        _vehicle setVariable ["Dro_customRacksAdded", true, true];  
                    },  
                    [_vehicle]  
                ] call CBA_fnc_waitUntilAndExecute;  
            },  
            [this],  
            0.1  
        ] call CBA_fnc_waitAndExecute;  
      
        [  
            {  
                params ["_vehicle"];  
                !alive _vehicle || {_vehicle getVariable ["Dro_customRacksAdded", false]}  
            },  
            {  
                params ["_vehicle"];  
                if (!alive _vehicle) exitWith {};  
                [_vehicle, {}] call acre_api_fnc_initVehicleRacks  
            },  
            [this]  
        ] call CBA_fnc_waitUntilAndExecute;  
    };

     

    Thanks in advance.


  2. I appreciate the input guys!

     

    But this:

     

    Quote

    _markerName = createMarker ["markername", player]; _markerName setMarkerType "hd_dot";

     

    is only good for one marker. That marker is named "markername" and since that name is taken by the first marker created, no further markers will be created. 

     

    I guess what I need is a counter and to insert that to "markername" so that the first one will be "markername1" and the second "markername2" for instance.


  3. 22 hours ago, Mr H. said:

    What you ask is literally the example from the biki https://community.bistudio.com/wiki/createMarker

    a little searching before asking wouldn't hurt 😉
     

    
    _markerName = createMarker ["markername", player];
    _markerName setMarkerType "hd_dot";

     


    Well, no that's not what I want. That example is for making one marker once. I want to make a new marker every time.

     

    A little reading before replying wouldn't hurt 😉


  4. Hi! Is there a way to create a marker on a players current position and leave it where it was created?

     

    I want to make the dot marker on my current location to mark out a house I've searched, and then make another marker on another house I've searched to keep track on which buildings in a city I've looked through.

     

    Note, I do not want to move one and the same marker to my current position, I want to create a new one each time.


  5. Love the new update, especially the new M1238 and M1239. The deployment versions look absolutely killer and I’d love to see that kind of stuff on more vehicles sith cargo and bits and bobs added! 

     

    Is it possible to have the ammo cans on the roof show on the versions that don’t have it? The empty racks look like it’s low on ammo.

     

    anyway, great update. Can’t thank you guys enough.


  6. 3 hours ago, wogz187 said:

    @johnnyboy, @easyeb,

    As long as you're super-sure.

    BIS_fnc_attachToRelative is fine that's what I used in the video above. Disable the fuel can simulation by the checkbox instead of script and also remove damage from the cans. Try removing damage from the vehicle, too.

    Here's the file from the video above for reference.


    I'm super-duper-sure. I tried disabling simulation and damage in the checkboxes for each item, no change.

     

    Here's a clip of the problem:

     

     

    • Like 1

  7. Thanks alot for the help guys. None of it works unfortunately.

    The AI driver is compliant for a couple of minutes in but after a while he refuses to move after a given order. If I get in the vehicle (that has a commander spot) and orders him to move forward he will, and when he's already started rolling I can give him map click orders which he will obey, but when he stops again he won't move any more.

     

    The vehicle is a UK3CB Maxxpro (MRAP1), and the items attached to it are four fuel cans (FUELCAN1 through 4) and a stretcher (STRETCHER1). 

    MRAP1 init:

    [this, FUELCAN1] remoteExecCall ["disableCollisionWith", 0, FUELCAN1];
    [this, FUELCAN2] remoteExecCall ["disableCollisionWith", 0, FUELCAN2];
    [this, FUELCAN3] remoteExecCall ["disableCollisionWith", 0, FUELCAN3];
    [this, FUELCAN4] remoteExecCall ["disableCollisionWith", 0, FUELCAN4];
    [this, STRETCHER1] remoteExecCall ["disableCollisionWith", 0, STRETCHER1];


    FUELCAN1 init (same for all other items except different names):

    this enablesimulation false; [FUELCAN1, MRAP1] call BIS_fnc_attachToRelative;

     


  8. So I’ve got a decked out vehicle with items attached to it using attachtorelative, but I’m having problems with my AI driver. When the vehicle is off road he’ll follow his orders and drive where I want him, but when he’s on a road, and when he’s stopped and turned off his engine he’ll not drive any more.

    looking at his status in the group status bar it goes to ”moving” when I give him an order to move, and after a couple of seconds his status will change to ”Ready” without him moving.

     

    has anyone of you encountered this? How did you solve it? 


  9. On 1/9/2018 at 7:56 PM, Steve 161st said:

    Hi Neddles,

    Would you mind if I made a small 'compatibility' mod for your ATVs? Our unit absolutely LOVES your ATVs! The only slight issue we have is that for the levels of mobility we want, it's a touch slow, especially up hills. If, like you say, your mod is based on the Polaris, as this only has about 45 bhp, I think what you've done is extremely realistic. So my 'compatibility' mod would basically be an addon that added additional classes of the ATV that had a bit more power. (E.g. something along the lines of dropping the SPORTSMAN TOURING XP 1000 motor into the 6x6.)

    I fully accept this is it less realistic but to make it fit the style of play we'd like to use it in for our unit, this would be ideal.

    Let me know what you think - and outstanding work on the mod - incredible that this is your first attempt at ARMA3 mod making!

     

     

    I’d love this.


  10. 38 minutes ago, evrik said:

    Not yet. I am hoping to produce a full list with the next update. However, you can do the following which was posted earlier in the thread.

     

    You can find group classnames by:

     

    Start a blank editor mission

    Press escape --> hit function on the debug console

    Navigate to CfgGroups and double-click

     

    From there you can navigate the different groups for different factions


    Sorry I missed the question had been asked so recently. 

    Using the above method I'm drawing blanks. I can't find CfgGroups anywhere, and all the 3CB content seems scribbled, binarized?

    I have a feeling I'm missing something though, as I can't find CfgGroups, so I'm sure I'm doing something wrong.

    EDIT: Got it! You hit "Config" on the debug console, not "Function".


  11. Enjoying this mod quite alot with Alive! Thanks for taking the time and making in!

     

    I'm trying to find the group class names to blacklist the AA teams of the Taki insurgents: Fire Team (AA) and Section (AA). Are the groups class names available anywhere so I can take a look at them?

     

    Cheers!

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