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Ulfgaar

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Everything posted by Ulfgaar

  1. Thanks man - i'll explore this tomorrow or so i think. Wish i had your know-how 🙂
  2. Well, im no codewizz - and this was the only code i found which was doing what i wanted - however, from Armaholic regarding Arma 2. @Larrow I copypasted the code you made into a ghosthawk in the editor and tested it with everyone in the chopper being grouped, as well as ungrouped, and even tho i see your fancy addaction change as i click it - there is no result. The AI keep blasting the hostile AI no matter. I assume it has something to do with your Relies on "door gunner" being in the string of the turrets config entry "gunnerName" part, but i must admint i dont understand what that means. I did however check up on what you said about disable parts of the AI which obviously is a much better sollution, and i cant imagine why i didnt think of that - but I am again hitting the wall with my apparent faulty code from armaholic - getting an error. this addAction ["<t color='#ff1111'>WEAPONS FREE</t>","H1 enableAI "All";",[1],0,false,true,""," driver _target == _this"]; this addAction ["<t color='#FFFF00'>WEAPONS HOLD</t>","H1 disableAI "All";",[1],0,false,true,""," driver _target == _this"]; Is it possible to make your fancy "enable/disable" changing addaction with just disabling the AI parts as you said? I just need an addAction which is only available from the pilots/Driver seat, which can be used to enable/disable the doorgrunners ability to engage exterior targets. The AI dont have to look good as such. We're a fairly small/medium sized group so we're only using 1 pilot per helicopter - rarely if ever any co-pilots. Also, thanks a bunch for your help so far guys - but im afraid im not at the level to really understand what your doing with that page long code 😛
  3. Any clues on why the error appears on the latter code?
  4. What i have so far is this: this addAction ["<t color='#ff1111'>WEAPONS FREE</t>","H1 setVehicleAmmo 1;",[1],0,false,true,""," driver _target == _this"]; this addAction ["<t color='#FFFF00'>WEAPONS HOLD</t>","H1 setVehicleAmmo 0;",[1],0,false,true,""," driver _target == _this"]; However, the problem here is that the pilot also loses his chaff/flares, which is unfortunate. I've also experimented with the following: H1 removeWeaponTurret ["LMG_Minigun_Transport",[1]]; H1 removeWeaponTurret ["LMG_Minigun_Transport2",[2]]; On its own, placed in the vehicle H1's init field, it diables the turrets ability to fire by all appearanes - however, when i try impliment said codes into my addaction like this: this addAction ["<t color='#ff1111'>WEAPONS FREE</t>","H1 addWeaponTurret ["LMG_Minigun_Transport",[1]]; H1 addWeaponTurret ["LMG_Minigun_Transport2",[2]];",[1],0,false,true,""," driver _target == _this"]; this addAction ["<t color='#FFFF00'>WEAPONS HOLD</t>","H1 removeWeaponTurret ["LMG_Minigun_Transport",[1]]; H1 removeWeaponTurret ["LMG_Minigun_Transport2",[2]];",[1],0,false,true,""," driver _target == _this"]; I get an error. I dont get it, so if anyone here can help me out - as said, it'll be extremely helpful 😄
  5. This is true, tho im not entierly sure how the code would look. Also, is it possible to make an "if" code of sorts to check if doorgunners are simulated or not? So that when you press the addaction once, the doorgunners will be simulated and start engaging targets - but if they are already simulated, they would have their simulation turned off, effectively turning them "off"?
  6. So last night me and my buds where playing on my server. We did so for several hours, when some other freinds poked us and said they could not connect. This was odd, because as they told us this - we were on the server playing. I checked the server and i saw a message repeat itself in the .rpt. Server error: Player without identity <player> (id XXXXXXXXX) So we disconnected and rebooted the server to see if that helped, resulting in that now no one could actually connect again - and the same server error appearing on whoever was the first to try connect again. On the side of the player, they got stuck endlessly on the loading screen, nothing changing. I've tried to scour the web for a solution for this, but didnt get much wiser on the subject as many of the similar problems were from back in 2013. Checking this forum, i saw this guy post about more or less the same problem occuring at the same time as mine, in the perspective of the players - getting stuck on the loading screen trying to connect. However, not entierly sure its the same problem after looking at his .RPT. I thought it might be caused by the mods we were using, so i tried today to start the server just in vanilla mode - but the same problem appeared, see my .RPT (pastebin). Im running my server with the Tophe's Server Tool. Really hoping someone can help me solve this! Thanks in advance! // Ulfgaar
  7. Hello everyone. I am the mission creator of a medium sized Arma 3 group. Our group is organized into 3 divisions, doing "their" kind of gameplay - being Spec.Ops, regular grunts and combined arms, and the air division. I am looking for a way to let the combined arms group be able to utilize vehicles to a much larger exctent than what they currently can do, as any vehicle requires minimum 2, preferably 3 people to operate. If we want it to be an IFV, we're quickly looking at needing 9 people to fully man 1 IFV. This is currently leaving us with basicly just using 1 vehicle - where we would like to operate at least 2 or 3 in a group. Now, BI has apparently made it so that in singleplayer or in locally hosted games - that you can operate any vehicle from a gunner/commander position in the vehicle, as long as there is an AI in the driver seat (i.e. controlling the driver). As long as you do this in singleplayer/locally hosted games - the control of the vehicle is smoth and precise. Almost like driving a tank in the Battlefield series. However, when doing the same on a dedicated server the controls gets really wonky and the AI driver just simply cannot compute the same detail of control it seems. Where in singleplayer its basicly like driving any other vehicle yourself - while on the dedicated they can only make 40+ degree turns - which makes it impossible to even stay on a simple road. Now, i fully understand that many people play this game for its realism - so do i - but the reason why i love this game is that it is first and foremost a sandbox, where you can form the game to fit your own needs and desires. My group is a MilSim group, but a casual one at that, and far from anything resembling "realsim". But that is our choice, and how we like to play Arma. We also only play vs AI's, having a Zeus controlling them for us during missions, which is set in an ongoing narrative and story which unfolds over several campaigns. Any reservations or opinions about the "overpoweredness" of being able to fill two roles of a tank as a single player is sort of void, because we're not looking at balance or pure realism in this sense - we're looking for a solution which enables more people of our group to have fun in our games (lets face it, if your stuck as the driver the entire game...you need to be a special kind of interested in driving, else it will be one long and boring mission, and we end up in a situation where "who needs to fall on the sword this mission to let everyone else have fun with a vehicle backing them up" kind of thing). For regular unarmored vehicles this is not going to be used, as those are for the most part just filling the role of transports - taking our players into the missions, being ditched at a safe place, upon where the mission begins. Often they need to go back to said vehicle to get out of the mission - but as said, im looking for this primarily to free up player slots from the most unpopular role to have in any mission where armored vehicles are going to be used - the driver seat. Im not looking for opinions, im looking for solutions, tips or tricks. Im glad BI has sorted this for singleplayer as such, but it seemingly does not work the same way on a dedicated server, which is what i need it to do. Thanks for any advice, help or solutions you may provide me with! //Ulfgaar
  8. Alright - i can confirm that this works as intended. Placing down an empty vehicle, then adding an AI driver to it - then copy pating this code into the vehicle init line, does the trick! Just a note to you @sarogahtyp - no matter what role i get into, i can control the tank, either as gunner or as commander. Or is it so that when multiple players are inside, that it gives control of the driving to the gunner as priority?
  9. That certainly did the trick - no errors! Thank you so much for your work and effort - very kind of you, and most helpful if it works as intended. Will make some tweaks to my mission, adding this - and then test it on my dedicated. Will check back to give the greenlight if all works as we hope 🙂. Quite sure many others will be interested in this as well!
  10. Did you edit it? As i cant see any "then"'? If "then" is a term within coding, you must excuse me as im not speaking code very well.
  11. Still getting an error, seemingly the same, in spite of your edits 😞 .
  12. Thank you so much! However, when trying to place this in the vehicles init field, i get an error 🤔. https://imgur.com/3E2L3M3
  13. I would like the control of the vehicle to be tied with the gunner, as they are the ones who need to have detailed control of the vehicle as such - so that they can "sneak above a hill" with their turret and know when to stop. The commander role will be preoccupied giving orders and keeping an eye on the surroundings, keeping in touch with HQ and the other vehicle commanders - while the gunner will be the executing part - both driving and gunning, if possible. Do i need to place the vehicles in the editor having an AI driver placed, with gunner and commander slots vacant? Or does it requrie the vehicle to be "empty"? As i am also building up a database for myself over all the things i've learned over the years in this game, commands wise - i would be very much appreciate if you could show me the different codes you would use to accomplish the things you've staded above. Such as: AI controlled by Commander/Gunner. AI controlled by last person in the vehicle. Having the codes to edit for these two functions - will provide me with a powerful tool for content making in the future 🙂 Also, thank you so much for your help and effort! //Ulfgaar
  14. Alright, i guess this is what happens then when you remote control a unit using Zeus on a dedicated server. Because when i control AI vehicles as Zeus - you are placed as the gunner of said vehicles, but have detailed controls of the driver just like in singleplayer. I'll explore the "setOwner" command, but could you provide me of an Example of how it would look, and where to place it? As in, is it placed in the AI drivers init, or in the vehicle Init? Also, thank you for the very rapid response to this! //Ulfgaar
  15. As the title says, im having a problem, and i have not the faintest idea on what. Im a mission creator for my group. Im experiencing that in missions i've made with player slots that has custom loadout i've made through the virtual arsenal in the eden editor, end up being naked when they spawn into the game. It was not always like this, but suddenly a few weeks back - it started. No idea why. This is really annoying, and somewhat game breaking for my missions at the current time - so if anyone has an idea on whats going on here, please help! Its somewhat urgent timewise - we're playing a mission this saturday, and if I dont have a fix till then i'll have to make some really unconvenient workarounds. This is the modlist we're using (steam collection): https://steamcommunity.com/sharedfiles/filedetails/?id=1627983524
  16. Im using two respawn scripts for retaining and reapplying gear upon player death. onPlayerKilled.sqf player setVariable["Saved_Loadout",getUnitLoadout player]; and onPlayerRespawn.sqf removeAllWeapons player; removeGoggles player; removeHeadgear player; removeVest player; removeUniform player; removeAllAssignedItems player; clearAllItemsFromBackpack player; removeBackpack player; player setUnitLoadout(player getVariable["Saved_Loadout",[]]); Removing these files seemingly solved the problem - and i've gone back to using the inbuilt script by ACE3 that does the same. Im no scriptwizz, and these are only something i've downloaded from the interwebz and used in my vanilla workshop missions for steam (as the vanilla game does not have this ability - for what i know at least). I've added them to the clan missions of late - but i have no idea why they are causing this tho. On all missions i usually use the respawnOnStart = 0; in the description.ext file, where players should not be respawning into the game - and as such, the script should not activate as they were. But i dont know for sure. Guess i can change it to respawnOnStart = -1; instead and see if that helps. Removing the scripts did solve the issue however.
  17. Im not using a script for giving the equipment, i've in the editor customized each roles gear through the loadout options when right clicking them (aka virtual arsenal). No idea how to "delay" that tbh.
  18. Hello! Yes, I had problems figuring out where this should be placed - and i didnt see where to delete my old threads, and since this is a problem with a deadline i was getting bit "panicy". Sorry for that. Well, the mission itself i dont believe is the problem - and trying the mission without the mods wont help much, as the gear i've added are from mods. Thing is, its not just single items not being there - its that im completely stripped of ALL items. No map, clock, compass even. Completely stripped. This is a headache, as in the mission im making i want the players to deal with the challenges in the mission with a preset loadout they will use. I've made the loadout in Virtual Arsenal - which is a mechanic of the core game, and its been working fine like this for years. However, like a small month ago, suddenly we started spawning into the games naked. Even the older standard maps (base maps) where everything has been working for a long time, suddenly we started showing up naked. I have no idea whats going on. If @pierremgi has a solution for this, i'll be over the moon 🙂
  19. Ulfgaar

    Live feed control (LFC)

    I've been looking into this again - and it still works, tho my screen gets really "jagged" and "scrambles", somewhat at least. Also, the thermal imagery starts off real nice - but then after like 2 seconds, almost completely "greys out", so you can only see the "hot characters", but nearly nothing of their surroundings.
  20. I got it working with this and using triggers: (Placed in trigger activation field) ------------------------------------ _video = "<Video_file.ogv>"; _screen = <screen_name>; _screen setObjectTexture [0, _video]; [_video, [10, 10]] call BIS_fnc_playVideo; ------------------------------------ // Write the variable-/videofile name without the < > . // The video file obviously needs to be in the mission folder. This means I can add an "addaction" or an "holdaddaction" to whatever object, and with a trigger, i can start said video on whatever screen want without having to go up to it and start it. No need for an .sqf file with script either. Works like a charm, and as an added bonus - its visible to everyone (not only the ones starting it). Excellent for ingame video briefs/viewing intel/etc, where people as an example sit in chairs, while the "officer" standing infront of them can go over to a laptop and start "this" and then everyone can watch it together. Quite nice 🙂
  21. It was, thus the edit in the original post 🙂
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