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donelsarjo

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Everything posted by donelsarjo

  1. both works. the only difference is that in method 1 you paste the if(isserver) then { execVM "bla"} in it and it filters out the clients. and with the other method you create a initserver.sqf and just paste execVM "bla" this script is only executed by the server.
  2. If (isserver) then {execVM " bla"}
  3. U do strange things. Try contacting the author of ares or maybe the missionmaker has disabled the option to execute stuff on the server.
  4. if it does not work with ares modiules, do it with the debug console. It's propably too long for the ares module to execute. and it takes hours for the server to create that many objects
  5. while {moonintesity >= 0} do { skipTime 24; look at moon; }
  6. your export has script errors. run arma with script errors on and correct your export. then try again
  7. your txt is unreadable. Pro tip: 1.) open notepad. 2.) paste the export 3.)go to replace 4.)select searchmode : extendet 5.) search for ";" 6.)replace with ";\r" 7.) replace all there you go now you can read shit ^^ adn especially find the line which might have an error.
  8. If you execute the code on the server it will take ages (depending on the serer "fps"), because it will run in unscedualed environment. do you paste the code in the debug console or do you execVm it?
  9. the config entrie is only usefull if you want to create a certain already defined group. If you want to create group consisting of units with different loudouts then the method Bnae used is the easiest. Make sure to spawn a unit that is on the right side but has no stuff on it, like the unarmed units. Saves a bit performance. _enemygroup_01 = createGroup EAST; "O_Soldier_F" createUnit [ getMarkerPos "spawn_01", _enemygroup_01,"removeAllweapons this", 0.5, "corporal"]; For execution. create a blalbalba.sqf in your mission folder. Preview the mission. Press ESC. Type in the debug console : execVM "blablabla.sqf"
  10. Is the SQF file saved in the missionfolder? Where do you execute the script? Maybe you should wait a bit. It takes time to create that many object, if you execute this on the server.
  11. where do you execute this stuff?
  12. don't know what you did but this works just fine.
  13. works fine for me : _enemygroup_01 = [position player, EAST, ["O_Soldier_F","O_Soldier_F","O_Soldier_F","O_Soldier_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 4 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addItemToUniform "16Rnd_9x21_Mag"; _x addVest "V_PlateCarrierIA2_dgtl"; for "_i" from 1 to 4 do {_x addItemToVest "FirstAidKit";}; for "_i" from 1 to 6 do {_x addItemToVest "HandGrenade";}; for "_i" from 1 to 3 do {_x addItemToVest "16Rnd_9x21_Mag";}; _x addBackpack "B_TacticalPack_oli"; for "_i" from 1 to 2 do {_x addItemToBackpack "SatchelCharge_Remote_Mag";}; for "_i" from 1 to 4 do {_x addItemToBackpack "DemoCharge_Remote_Mag";}; _x addHeadgear "H_Cap_headphones"; _x addGoggles "G_Bandanna_oli"; _x addWeapon "arifle_Mk20C_F"; _x addPrimaryWeaponItem "muzzle_snds_M"; _x addPrimaryWeaponItem "acc_flashlight"; _x addPrimaryWeaponItem "optic_MRCO"; _x addWeapon "hgun_P07_F"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; _x linkItem "ItemGPS"; } foreach units _enemygroup_01;
  14. { // the VR export replacing "this" with "_x" removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 4 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addItemToUniform "16Rnd_9x21_Mag"; _x addVest "V_PlateCarrierIA2_dgtl"; for "_i" from 1 to 4 do {_x addItemToVest "FirstAidKit";}; for "_i" from 1 to 6 do {_x addItemToVest "HandGrenade";}; for "_i" from 1 to 3 do {_x addItemToVest "16Rnd_9x21_Mag";}; _x addBackpack "B_TacticalPack_oli"; for "_i" from 1 to 2 do {_x addItemToBackpack "SatchelCharge_Remote_Mag";}; for "_i" from 1 to 4 do {_x addItemToBackpack "DemoCharge_Remote_Mag";}; _x addHeadgear "H_Cap_headphones"; _x addGoggles "G_Bandanna_oli"; _x addWeapon "arifle_Mk20C_F"; _x addPrimaryWeaponItem "muzzle_snds_M"; _x addPrimaryWeaponItem "acc_flashlight"; _x addPrimaryWeaponItem "optic_MRCO"; _x addWeapon "hgun_P07_F"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; _x linkItem "ItemGPS"; } foreach units _enemygroup_01; Now every unit will have the some stuff. if u want so use different loudouts for the units then u can select a unit out of the group. _first_unit = (units _enemygroup_01) select 0; removeAllWeapons _first_unit; removeAllItems _first_unit; removeAllAssignedItems _first_unit; . . . some goes with the second and so on. _third_unit = (units _enemygroup_01) select 2; removeAllWeapons _third_unit; removeAllItems _third_unit; removeAllAssignedItems _third_unit; . . . "units _enemygroup_01" gives you an array of the units in the group "_enemygroup_01". So this "units _enemygroup_01" is ~the same as "[my_awsome_unit_1, my_awsome_unit_2, my_awsome_unit_3, my_awsome_unit_1,]". with "select" you simply select the entry in the array starting at 0 for the first element. The second element is "select 1" etc.
  15. _selectrandommain = ["town_a","town_b"] call BIS_fnc_selectRandom; // Select Random Town mainmark = _selectrandommain; publicvariable "mainmark"; _gettownmark = getmarkerpos townmark; gettownmark = _gettownmark; publicvariable "gettownmark"; townmark is not defined. You propably mean mainmark.
  16. donelsarjo

    RHS Escalation (AFRF and USAF)

    Unfortunately the ALiVE config for this faction doesn't work. The staticData mapping workaround doesn't either, don't ask me why.I made my own little replacement config. Feel free to use/sign/bla it. <LINK>
  17. donelsarjo

    correct array

    _arr = [<NULL-object>,B Alpha 1-2:1,B Alpha 1-2:2]; _arrNull = [objNull]; _arr = _arr - arrNull; // [B Alpha 1-2:1,B Alpha 1-2:2]; maybe there is a better way, don't know. never had those problems . I alway nil my variables in missions that can be spawned multiple times, so this doesn't happen
  18. donelsarjo

    "killed" eventhandler

    Where do you get the parameter "_ehkilledIdx" from in your "params" array? I take a look at it when I am sober :P
  19. donelsarjo

    Module Creation MP - Loop

    (Count _groups) maybe??? I Don't really get what's the error . Maybe you should add the rest of the error text. Something like " expected something , type bla"
  20. donelsarjo

    Working on MP mission

    Your if statement will only remove the first kill's weapon! Use (killcount > 0)
  21. donelsarjo

    Working on MP mission

    If it does not work write me and I will have a look at it. Hf
  22. donelsarjo

    Working on MP mission

    Unfortunately I can't test your script atm. Tomorrow I will, if it is still unsolved. But the things that came to my mind are following: You should first of all loose the last bracket. The hint is useless if run on server, because it will (if even) only show up on the server not the client. In your "script.sqf" , "this" is not defined. You should pass the unit to the function. You should definitly run your example script in the init, but just for the server. This will cause, that there will be only one killcount variable and not one for each client. As soon as an enemy is killed the EH will fire and add +1 to killcount and if you pass the killed unit to updatecount and the exec of "script.sqf" it will remove all weapons. If you run everything on server side only you can get the killcount declaring it a public variable, so it is also JIP compatible. This is only usefull if you want to handle the variable on clientside. Hope it helped.
  23. donelsarjo

    dialog trouble

    Take a look at the static frame and just include the RscFrame in your dialog. https://community.bistudio.com/wiki/DialogControls-Text
  24. donelsarjo

    Papi Light

    If you mean the navigation-light-red-white-thingy, then it is no included in the vanilla setup up Zeus objects. You have to add it manually by config.
  25. You can find the script in the config viewer of arma. Copy & paste the hole thing in an empty sqf file, replace the mentioned parts in the new file. Now make a function out of it by defining it in description.ext or compiling/preprocessing it. Finally you can use the parameters of the biki link to define your missions and stuff. If you want the module solution unfortunately I can not help you, because it would be an unnecessary effort, since the module simply calls the function. And the mission moduls are almost the same as the script version.
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