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About Razor[42JTF]

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  1. Does anyone know of a mod or can help me mod in the ability to initialise objects that are in zeus so that I can execute code on units placed in zeus. For example disabling move on an AI which you could do in the editor but not in zeus EDIT: Problem solved for admins Is there a way to activate the init line for non admin zeus
  2. Razor[42JTF]

    Loadout selection on object?

    Can't wait to try this out Is it going to be a script or a mod? Im hoping that its a script so that you can have a different assortment of loadout selections depending on what type of soldier you are: ie for infantry: Platoon Leader, Medic, Radioman etc for Aviation Pilot, Copilot for Recon TL, UAV Spec, Radioman, FAC etc Interested to help test it out as well if you need assistance Regards Razor
  3. Razor[42JTF]

    Vcom AI V2.0 - AI Overhaul

    Yeah so I got an older version working perfectly where the user config is an sqf and client file patching is allowed But for some reason with the latest version that has the hpp user config, it doesnt pick up the user config and goes to default settings. I know I can edit them in the mod but seems like a crude fix for such a good mod
  4. Razor[42JTF]

    Vcom AI V2.0 - AI Overhaul

    I'm having trouble getting VCOM AI 2.5 working on our dedicated server and was hoping someone could help with the following questions? 1) Is VCOM AI a server side mod or do both the client and server need it installed? 2) Version 2.5 came with an hpp user config. Is this correct or should it be an sqf? 3) If VCOM is needed server and client side, do the clients also need the user config file? EDIT: When I run the mod client side and server side with user configs (Arma3/userconfig/VCOM_AI/AISettingsV2.hpp) client and server side, the mod seems to load default settings and nothing I change affects the AI reactions. File patching is activated on the server but not on the clients. In the config where it says VCOM_AIConfig = "Userconfig folder"; Am I supposed to put the file directory of the user config there or is that just a variable that indicates that the userconfig is located there. Razor
  5. Razor[42JTF]

    Vcom AI V2.0 - AI Overhaul

    If this is setup on the server do clients need to have the mod as well?
  6. Hi All Was wondering if there was a way to stop the virtual arsenal from automatically assigning ammunition to a player when chosing a new rifle. I want to white list certain items and because we are using a few mods, not all 5.56mm ammo can be shared across all rifles. The only type that can be shared is the standard bohemia 5.56mm ammo. However if you chose for example an RHS M16A4, the virtual arsenal will give you mk318 5.56 30 rnd ammo for that rifle even if you havent white listed that ammunition. This is causing issues when saving and loading loadouts as only the bohemia ammo is white listed. My Code: //Init stuff _crate = _this select 0; ["AmmoboxInit",[_crate,false,{true}]] spawn BIS_fnc_arsenal; //Lists of items to include _availableHeadgear = [ //Armour "H_HelmetCrew_I", //Aviation "H_CrewHelmetHeli_B", "H_PilotHelmetHeli_B", "MNP_Helmet_STPilot", //Delta //Infantry "42nd_Recruit_Beret", "MNP_Helmet_Scorpion" //Recon ]; _availableGoggles = [ "G_Aviator", "rhs_googles_black", "rhs_googles_clear", "rhs_ess_black", "G_Squares_Tinted", "G_Bandanna_beast", "G_Bandanna_aviator", "G_Bandanna_blk", "G_Bandanna_oli", "TRYK_kio_balaclavas", "TRYK_kio_balaclava_WH", "TRYK_Beard_BK", "TRYK_Beard", "TRYK_Beard_BW", "TRYK_Beard_Gr", "TRYK_Beard_BK2", "TRYK_Beard2", "TRYK_Beard_BW2", "TRYK_Beard_Gr2", "TRYK_Beard_BK3", "TRYK_Beard3", "TRYK_Beard_BW3", "TRYK_Beard_Gr3", "TRYK_Beard_BK4", "TRYK_Beard4", "TRYK_Beard_BW4", "TRYK_Beard_Gr4", "TRYK_US_ESS_Glasses", "TRYK_US_ESS_Glasses_TAN_BLK", "TRYK_US_ESS_Glasses_BLK", "TRYK_US_ESS_Glasses_TAN", "TRYK_US_ESS_Glasses_WH", "TRYK_H_ghillie_top_headless3glass", "TRYK_Shemagh_mesh", "TRYK_Shemagh_G", "TRYK_Shemagh", "TRYK_Shemagh_WH", "TRYK_Shemagh_ESS", "TRYK_Shemagh_ESS_WH", "TRYK_SpsetG_Glasses", "TRYK_SPGEAR_Glasses", "TRYK_Spset_PHC1_Glasses", "TRYK_Spset_PHC2_Glasses" ]; _availableUniforms = [ //Armour "42nd_od_02", //Aviation "42nd_multicam_gry", //Delta //Infantry "42nd_multicam_uniform", "42nd_multicam_uniform_02" //Recon ]; _availableVests = [ //Armour "MNP_Vest_Light_R3", //Aviation "42nd_bgry_vest_kerry", //Delta //Infantry "42nd_od_vest_plate", //EOD "42nd_od_vest_kerry" //Recon ]; _availableItems = [ //Misc "ACE_CableTie", "ACE_EarPlugs", "ACE_key_west", "ACE_Flashlight_XL50", "ACE_MapTools", "Laserbatteries", "ToolKit", "ACE_RangeTable_82mm", "ACE_Clacker", "ACE_DefusalKit", "ACE_IR_Strobe_Item", "ACE_wirecutter", "MineDetector", "ACE_Banana", "ACE_HuntIR_monitor", //----------------------- //Medical "ACE_packingBandage", "ACE_morphine", "ACE_epinephrine", "ACE_bloodIV", "ACE_bloodIV_500", "ACE_bloodIV_250", "ACE_bodyBag", //----------------------- //Equipment "ItemMap", "ItemCompass", "tf_microdagr", "ItemGPS", "tf_anprc152", "ACE_NVG_Gen4", "rhsusf_ANPVS_15", "rhs_weap_rsp30_white", "rhs_weap_rsp30_green", "rhs_weap_rsp30_red", //----------------------- //WeaponAttachments "RH_SFM952V", "RH_fa556", "rhsusf_acc_harris_bipod", //Scope "optic_Hamr", "RH_eotech553", "RH_m145", "optic_ACO_grn", "optic_Aco", "RH_compM2", "rhsusf_acc_eotech_552", "rhsusf_acc_compm4", "optic_Arco", "RH_compM2", "optic_Yorris", //Launcher attachments "rhs_weap_optic_smaw" //----------------------- ]; _availableBackpacks = [ "B_Kitbag_rgr", "tf_rt1523g_big_bwmod", "tf_rt1523g_bwmod", "TRYK_B_Medbag_OD", "I_Mortar_01_weapon_F", "I_Mortar_01_support_F" ]; _availableMags = [ //Explsoives "DemoCharge_Remote_Mag", "SatchelCharge_Remote_Mag", //Grenades "HandGrenade", "SmokeShell", "SmokeShellGreen", "SmokeShellYellow", "SmokeShellRed", "SmokeShellBlue", "B_IR_Grenade", "ACE_M84", "Chemlight_green", "Chemlight_red", "Chemlight_yellow", "Chemlight_blue", "ACE_HandFlare_White", "ACE_HandFlare_Red", "ACE_HandFlare_Green", //----------------------- //Ammo "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Yellow", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Red", "6Rnd_45ACP_Cylinder", "9Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "rhsusf_mag_17Rnd_9x19_JHP", "rhsusf_mag_7x45acp_MHP", "rhsusf_mag_15Rnd_9x19_JHP", "16Rnd_9x21_Mag", "1Rnd_HE_Grenade_shell", "1Rnd_SmokeRed_Grenade_shell", "1Rnd_SmokeYellow_Grenade_shell", "1Rnd_SmokeGreen_Grenade_shell", "1Rnd_SmokePurple_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "ACE_HuntIR_M203", "rhs_200rnd_556x45_T_SAW", "rhsusf_100Rnd_762x51_m62_tracer", "Titan_AA", "rhs_mag_smaw_HEAA", "rhs_mag_smaw_SR", "Titan_AT" //----------------------- ]; _availableWeapons = [ //Pistol "hgun_Pistol_heavy_02_F", "hgun_ACPC2_F", "hgun_Pistol_heavy_01_F", "rhsusf_weap_glock17g4", "rhsusf_weap_m1911a1", "rhsusf_weap_m9", "hgun_Rook40_F", "hgun_P07_F", "rhs_weap_rsp30_white", "rhs_weap_rsp30_green", "rhs_weap_rsp30_red", //------------------------ //Rifles //------------------------ //M16A4 "rhs_weap_m16a4_carryhandle_grip_pmag", "rhs_weap_m16a4_carryhandle_M203", "rhs_weap_m16a4_carryhandle_pmag", //M4A1 "rhs_weap_m4a1_carryhandle_pmag", "rhs_weap_m4a1_carryhandle_grip2", "rhs_weap_m4a1_carryhandle_grip", "rhs_weap_m4a1_carryhandle_m203", "rhs_weap_m4a1_carryhandle_m203S", "rhs_weap_m4a1_m320", //Automatic Rifles "rhs_weap_m249_pip_L", "rhs_weap_m240B", //Launchers "launch_B_Titan_F", "launch_I_Titan_short_F", "rhs_weap_smaw", "tf47_at4_HEDP", //------------------------ //Binocs "Binocular", "Laserdesignator", "ACE_Vector", "lerca_1200_black" ]; //Populate with predefined items and whatever is already in the crate [_crate,(_availableBackpacks),true] call BIS_fnc_addVirtualBackpackCargo; [_crate,(_availableHeadgear + _availableGoggles + _availableUniforms + _availableVests + _availableItems),true] call BIS_fnc_addVirtualItemCargo; [_crate,_availableMags,true] call BIS_fnc_addVirtualMagazineCargo; [_crate,(_availableWeapons),true] call BIS_fnc_addVirtualWeaponCargo; I know I could just white list the mk318 RHS ammo but would prefer if I could disable the VA from giving it out if possible. I tried to use the following but it doesnt work as the mk318 ammo gets added once you pick the rifle, not when you call on the arsenal [_crate,["rhs_mag_30Rnd_556x45_Mk318_Stanag"],true] call BIS_fnc_removeVirtualMagazineCargo;
  7. Hi All I was wondering if someone can help me. I looked through the forums for this issue but haven't managed to find a fix as of yet. When loading Fallujah on the server, all placed objects sink and players swim in the air. Using the following mods: @AlRayakV002; @fallujah1_2; @JBAD Buildings; @mbg_Buildings_3; @mbg_Celle2; @MCN_Aliabad; @prkz; @Thirsk; @42ndCP; @ace341; @CAF_AG; @CAF_AG_Comp_RDS; @CBA_A3; @CUP_Terrains; @K_MultiNationalPack; @killhouses; @MELB; @RH_acc; @RHSAFRF; @RHSUSAF; @Shacktac_Group_IND; @ShacktacHUD; @task_force_radio; @tf47launchers; @tf47launchers_rhscomp; @TRYK_UniformPack EDIT: Fixed
  8. Was hoping someone had run into a similar problem and had found a fix for it. When creating a mission in the 2d editor and starting it on the dedicated server, all objects seem to sink into the ground and or blow up. This doesn't happen on any other map with the exact same scripts and objects(Generic FOB and scripts for any mission that my unit would run) EDIT: Players also swim in the air when loading in. Happy to provide more info if people have questions. Any help would be great Thanks Razor
  9. Hi All I want to use the mk6 mortar to deploy a mobile mortar team in our unit, but the mk6 is OP. 5 cases of 8 shells with a 1 second delay. I was hoping someone had figured out a way of nerfing the mortar by changing any of the following: 1) Number of rounds per case 2) Number of cases 3) Rate of fire Thanks Razor
  10. Does anyone have a solution for this. I'm also trying to figure it out
  11. Razor[42JTF]

    Loadouts Multiplayer sqf issues

    If you mean from the initialisation line, then this null = [this] execVM "Scripts\Loadouts\GR2IC.sqf";
  12. Razor[42JTF]

    Loadouts Multiplayer sqf issues

    Hey R3vo I actually stumbled onto this blog a while ago. That's why I have the line of code: if (!local this) exitWith {}; I also added in a line to make sure the local variables in each of the scripts are private. My next step is to add in a global variable that increments everytime a loadout script is called to make sure they are only being called once by each client. My guess however is that the issue is the script being halted for some reason. I'm not sure if it will help, but I am going to write it as a function that gets called to see if that helps. Razor
  13. In summary; I want to change the way in which I script loadouts in multiplayer. Instead of scripting the full loadouts in each units initialisation line, I want to script an sqf that is called in the initialisation line. ========================================================================================================= I have a working system where units are initialised with the correct loadouts, but my script is in the init of each playable unit. For the purpose of future ease in editing loadouts, I was hoping to script it into an sqf. However this is giving me problems. Here is an example of my script in the init line of a playable unit: Grenadier. (For readability I have put each line onto its own line, but this is unnecessary) This script works perfectly, but if I want to change Grenadiers loadouts, I have to edit each grenadier on the map. if (!local this) exitWith {}; //Check if unit is initialised by local client. If not, ignore the rest of the initialisation. removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; this forceAddUniform "MNP_CombatUniform_Scorpion_A"; for "_i" from 1 to 2 do {this addItemToUniform "ACE_CableTie";}; this addItemToUniform "ACE_EarPlugs"; for "_i" from 1 to 3 do {this addItemToUniform "HandGrenade";}; this addVest "MNP_Vest_Scorpion_1"; for "_i" from 1 to 8 do {this addItemToVest "rhs_mag_30Rnd_556x45_Mk318_Stanag";}; for "_i" from 1 to 3 do {this addItemToVest "11Rnd_45ACP_Mag";}; for "_i" from 1 to 4 do {this addItemToVest "SmokeShell";}; for "_i" from 1 to 2 do {this addItemToVest "SmokeShellGreen";}; this addItemToVest "SmokeShellYellow"; for "_i" from 1 to 2 do {this addItemToVest "SmokeShellRed";}; this addItemToVest "SmokeShellBlue"; this addBackpack "B_Kitbag_rgr"; for "_i" from 1 to 10 do {this addItemToBackpack "ACE_packingBandage";}; for "_i" from 1 to 20 do {this addItemToBackpack "rhs_mag_M441_HE";}; for "_i" from 1 to 10 do {this addItemToBackpack "1Rnd_SmokeRed_Grenade_shell";}; for "_i" from 1 to 2 do {this addItemToBackpack "1Rnd_Smoke_Grenade_shell";}; for "_i" from 1 to 2 do {this addItemToBackpack "1Rnd_SmokeGreen_Grenade_shell";}; this addItemToBackpack "1Rnd_SmokeYellow_Grenade_shell"; this addHeadgear "H_HelmetSpecB_snakeskin"; this addGoggles "G_Bandanna_oli"; this addWeapon "rhs_weap_m4a1_m320"; this addPrimaryWeaponItem "RH_SFM952V"; this addPrimaryWeaponItem "optic_Hamr"; this addWeapon "hgun_Pistol_heavy_01_F"; this addWeapon "Binocular"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ACE_Altimeter"; this linkItem "tf_anprc152_2"; this linkItem "ItemGPS"; I therefore tried to initialise each playable unit with this: if (!local this) exitWith {}; null = [this] execVM "Scripts\Loadouts\GR2IC.sqf"; where GR2IC.sqf is: _plyer = _this select 0; //Clearing Inventory removeAllWeapons _plyer; removeAllItems _plyer; removeAllAssignedItems _plyer; removeUniform _plyer; removeVest _plyer; removeBackpack _plyer; removeHeadgear _plyer; removeGoggles _plyer; //Uniform _plyer forceAddUniform "MNP_CombatUniform_Scorpion_A"; for "_i" from 1 to 2 do {_plyer addItemToUniform "ACE_CableTie";}; _plyer addItemToUniform "ACE_EarPlugs"; for "_i" from 1 to 3 do {_plyer addItemToUniform "HandGrenade";}; _plyer addItemToUniform "ACE_key_west"; //Vest _plyer addVest "MNP_Vest_Scorpion_1"; for "_i" from 1 to 8 do {_plyer addItemToVest "rhs_mag_30Rnd_556x45_Mk318_Stanag";}; for "_i" from 1 to 3 do {_plyer addItemToVest "11Rnd_45ACP_Mag";}; for "_i" from 1 to 4 do {_plyer addItemToVest "SmokeShell";}; for "_i" from 1 to 2 do {_plyer addItemToVest "SmokeShellGreen";}; _plyer addItemToVest "SmokeShellYellow"; for "_i" from 1 to 2 do {_plyer addItemToVest "SmokeShellRed";}; _plyer addItemToVest "SmokeShellBlue"; //Backpack _plyer addBackpack "B_Kitbag_rgr"; for "_i" from 1 to 10 do {_plyer addItemToBackpack "ACE_packingBandage";}; for "_i" from 1 to 20 do {_plyer addItemToBackpack "rhs_mag_M441_HE";}; for "_i" from 1 to 10 do {_plyer addItemToBackpack "1Rnd_SmokeRed_Grenade_shell";}; for "_i" from 1 to 2 do {_plyer addItemToBackpack "1Rnd_Smoke_Grenade_shell";}; for "_i" from 1 to 2 do {_plyer addItemToBackpack "1Rnd_SmokeGreen_Grenade_shell";}; _plyer addItemToBackpack "1Rnd_SmokeYellow_Grenade_shell"; _plyer addItemToBackpack "ACE_MapTools"; //Headgear _plyer addHeadgear "H_HelmetB_snakeskin"; _plyer addGoggles "G_Bandanna_oli"; //Weapon _plyer addWeapon "rhs_weap_m4a1_m320"; _plyer addPrimaryWeaponItem "RH_SFM952V"; _plyer addPrimaryWeaponItem "optic_Hamr"; _plyer addWeapon "hgun_Pistol_heavy_01_F"; _plyer addWeapon "Binocular"; //MiscGear _plyer linkItem "ItemMap"; _plyer linkItem "ItemCompass"; _plyer linkItem "ACE_Altimeter"; _plyer linkItem "tf_anprc152_2"; _plyer linkItem "ItemGPS"; This is where I need help. I am getting weird issues which I have tried to explain below. If I have 3 squads of 12 units on the map, but I only script one squad with the new approach, it seems to work 90% of the time. Sometimes the first player to load in, gets half the gear. I attributed that to the possibility that the server was still initialising everything. If all squads are scripted with the new approach, units get some of the gear that has been scripted, but not all. My guess is that Arma handles sqf files very differently to the way it handles initialisation of the units within the mission file. Since we are running VCOM, BFT and ACE3 on the server, it may be possible that the sqf gets cut off half way through the initialisation process, but I would love to know why and how to fix it. It also works in the editor which is why I believe it must be how the server handles the initialisation process with each client. I also tried using the following. It gave similar issues however. _handle = execVM "123.sqf"; waitUntil {isNull _handle}; Any assistance will be massively appreciated. Sorry for the long post
  14. We are using the BIS Dynamic Groups for our dedicated server. Currently, the function automatically assigns Insignia to players when using this function. Can anyone advise on how to remove the insignia when using this function so that it does not get automatically assigned?
  15. I f***ing love the Arma Community. Works like a boss. Thanks alot.