4-325Ranger
Member-
Content Count
107 -
Joined
-
Last visited
-
Medals
Everything posted by 4-325Ranger
-
Yup, MP opens up a whole new can of worms in your scripting for sure. As usual, there is more than one way to skin the Arma cat. Above is correct, but here's another way to call your sideChat in MP with a trigger. Let's assume your walking up to whoever you want to speak in sideChat. You need the speaker, given him a name in Variable Name - bob Place a SetCallsign module down - in Custom Callsign put - Cmdr Rogers (or whatever) this will be the name you see on your screen when the sideChat is executed. If you use more than one of these modules make sure the Company/platoon/squad values are different or none will work. SYNC this module to bob. Place a trigger - Make its dimensions 4x1x4 (please don't have your z value reach to heaven!). Place the following in your Trigger values: Type - none, Activation -Blufor, Activation Type - Present Put an "x" in the Server Only box. Condition - !(({isPlayer _x} count ThisList) isEqualTo 0) this will look for Blufor who are players. On Activation - [[],{ bob sideChat "Blah"}] RemoteExec ["BIS_FNC_SPAWN",0]; remember bob is the dude talking, the set Callsign just overrides his name with Cmdr Rogers and Blah is your text. SYNC this trigger to bob When executed the server will broadcast Cmd Rogers: Blah This is just one way, there are many. I have to thank Neko-Arrow for this. You can experiment using Hint and TitleText commands, but you have to look up the parameters Some other references: Killzonekid's blog (There are several pages, page 3 starts some of his MP scripting stuff) - http://killzonekid.com/category/games/arma-3/page/3/ Quick youtube search for arma 3 sidechat shows this from Arma3 Flix : In this he uses the Heaquarters entity modules and this is not set up for MP, but should give you some ideas. Takes a lot of research and trial and error. If you have action triggers in your mission, you will most likely need to look into how to use PublicVariable; as most of your triggers become a 2-step process with PublicVariables in MP. Hope this helps.
-
Massi, thanks for these and all of your work!
-
[ALiVE, COOP 21, MP, SP] UK Pathfinders Afghanistan
4-325Ranger replied to autigergrad's topic in ARMA 3 - USER MISSIONS
Thanks, that combat support fix is what I was hoping for. I was asking about the trigger because after we talked, I saw it in the Sep19 update for this mission when I unpacked it. You guys have kept me busy with all these missions -
[ALiVE, COOP 21, MP, SP] UK Pathfinders Afghanistan
4-325Ranger replied to autigergrad's topic in ARMA 3 - USER MISSIONS
Hello autigergrad, Thanks for all the hard work on this and other missions I've just recently downloaded. I took a hiatus from ALiVE/ACE/Vcom for about a year. Since the recent updates, it looks like a ton of improvements have occurred. I had an old version of British Steel I really liked and stumbled on your steam workshop page. I've downloaded the new British Steel, Restrepo (no-Vcom), Brother's Keeper and this mission as they look like you've updated these recently, especially with the Vcom AI script and your custom configs in them. I've opened up these missions to see the inner workings and I have a few questions that I hope you'll entertain: 1. I noticed you have the userconfig folder with the AISettingsV2.hpp file configured; the VCOMAI_DefaultSettings.sqf file is also in the functions folder>>main VCOMAI folder. Does the userconfig .hpp file settings overwrite the VCOMAI_DefaultSettings.sqf settings? I'm guessing yes, but not sure. 2. It appears that Vcom AI and ALiVE are working together without the combat support heli issues that used to occur. Do you know if that was an ALiVE fix, or did Genesis make a fix in Vcom AI? I did check the ALiVE wiki and ran through a few pages of Genesis' Vcom AI forum posts. I may have missed it. I just want to know if I still need to add some code somewhere for when I try to make my own missions, I didn't seen anything in your modules or init.sqf, so I'm assuming those little scripts are no longer necessary? 3. ALiVE insurgency ending. I saw a post in the ALiVE forum from 2016 that you had some posts in regarding how to end an ALiVE insurgency mission. I messaged with HeroesandvillainsOS, who was also in the post, but he said the code that was discussed did not work. I noticed you have a trigger in this mission with the following parameters: Blufor present Condition: if (isServer) then {count ([getposATL thisTrigger, 9000, ["EAST","entity"]] call ALIVE_fnc_getNearProfiles) == 0 && {count ([getposATL thisTrigger, 9000, ["EAST","vehicle"]] call ALIVE_fnc_getNearProfiles) == 0}} else {false}; On Activation: if (isServer) then { ["end1","BIS_fnc_endMission",true,true] call BIS_fnc_MP}; I'm not fluent in Arma code but it looks like a kill-counter that fires an end mission script when opfor entity/vehicle ALiVE profiles are both =0. Yes, I'm sure I could play for weeks to see if this works, but I'm guessing if it's in there you've already tested it. Am I correct on the purpose of this script? If so, great, this would be a big help as I've never figured out how to end these ALiVE missions. Thanks again for some great missions and reading through these questions. Ah, so I went back to find that thread and the original mission end thread here: http://alivemod.com/forum/1662-asymmetric-warfare-win-conditions/0 http://alivemod.com/forum/1256-best-way-to-end-mission-in-large-scale-assault. So, I guess it still works? -
[ALiVE, SP/COOP 1-20] Battle of FATA [Insurgency]
4-325Ranger replied to HeroesandvillainsOS's topic in ARMA 3 - USER MISSIONS
Ah, yes some very good points. I'll do a smaller sample and test just to see what happens, thanks for the feedback, very likely back to the drawing board. -
[ALiVE, SP/COOP 1-20] Battle of FATA [Insurgency]
4-325Ranger replied to HeroesandvillainsOS's topic in ARMA 3 - USER MISSIONS
Hey, Thanks for the detailed reply. That all makes sense and is about what I thought, just wasn't sure based on the resources I'd checked. I'll run an idea passed you for thoughts. I thought about placing several HVTs in the editor throughout the map, say maybe 25 or so (more targets - longer insurgency) kinda like the "kill-cards" application. They'd have a trigger associated to provide a hint that GuyA the "Jack or Diamonds" has been killed. This could occur in any random mission you were running in the area based on auto-task or direct tasking. They can all be tied to a task completion/mission end module that fires when the last insurgent is killed and the trigger condition is met.. I'm not sure what syncing them to the virtual AI system would do? As far as missions, I have an old Takistan Insurgency (like everyone else) that needs some updates. I'd be happy to share once it gets an overhaul. My pet project right now is an Unsung mission I'm trying to debug for release, but I'd be happy to share that as well once I get it hashed out. Thanks- -
[ALiVE, SP/COOP 1-20] Battle of FATA [Insurgency]
4-325Ranger replied to HeroesandvillainsOS's topic in ARMA 3 - USER MISSIONS
Hello HnVOS, I downloaded several of your missions this week since I noticed the ALiVE update and some of the recent changes with VcomAI. I've been away from ALiVE/ACE type missions for about a year and have been concentrating mostly on scripting in missions I make (or try to make). I've broken open the missions and I really like how you've laid things out. Thanks for all this great work (and making Prophet on Reshmann, I love that map!) I'm having trouble wrapping my head around an issue with the ALiVE insurgent set up - how it ends... I did parse through the wiki; also in the ALiVE forum I found an old post you and a few others were discussing about this very subject. In it, a script is referenced, but there was never any confirmation that it worked and the posts just kinda stop. I also don't know if the most recent version of ALiVE has this one solved, or if you just keep getting tasked through C2ISTAR and the force pool eventually runs out for one side of the other? I just wanted to know if you could shed any light on this topic. Thanks - -
J.Baago, any work on an updated release? gotta ask...
-
CZ75 Breaching Doors Script
4-325Ranger replied to LuzifR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The file says v 0.07 at the top, not sure if you just didn't change it to 0.08 or the file didn't get updated. Just figured I'd let you know. Thanks for a great little script! -
tmynott, If you haven't checked this out before, take a look as an option. Duda put a a lot of work into this, and I think it works better than the BIS version. https://forums.bistudio.com/forums/topic/190793-advanced-ai-command/
-
Simple ParaDrop Script
4-325Ranger replied to Beerkan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey Beer, Since you said "original script", I went ahead an applied this to the 0.96 version, re-pbo'd and put up on server. I noticed that player was not ejected, AI were ejected. AI did not have chutes and plummeted to their death. I did a manual eject with same result :(. Below is the code i used with the suggested replacements where applicable. Thanks for looking into this. /* Filename: Simple ParaDrop Script v0.96 eject.sqf Author: Beerkan Description: A Simple Paradrop Script Parameter(s): 0: VEHICLE - vehicle that will be doing the paradrop (object) 1: ALTITUDE - (optional) the altitude where the group will open their parachute (number) Example: 0 = [vehicle, altitude] execVM "eject.sqf" i.e put this in move waypoint >> _drop = [UH60_a,75] execVM "scripts\eject.sqf"; */ if (isServer || isDedicated) then { private ["_paras","_vehicle","_chuteHeight","_dir"]; _vehicle = _this select 0; _chuteheight = if ( count _this > 1 ) then { _this select 1 } else { 350 }; _vehicle allowDamage false; _paras = assignedcargo _vehicle; _dir = direction _vehicle; paraLandSafe = { private ["_unit"]; _unit = _this select 0; _chuteheight = _this select 1; (vehicle _unit) allowDamage false; if (isPlayer _unit) then {[_unit,_chuteheight] spawn OpenPlayerchute}; waitUntil { isTouchingGround _unit || (position _unit select 2) < 1 }; _unit action ["eject", vehicle _unit]; sleep 1; _inv = name _unit; [_unit, [missionNamespace, format["%1%2", "Inventory",_inv]]] call BIS_fnc_loadInventory;// Reload Loadout. _unit allowdamage true;// Now you can take damage. }; OpenPlayerChute = { private ["_paraPlayer"]; _paraPlayer = _this select 0; _chuteheight = _this select 1; waitUntil {(position _paraPlayer select 2) <= _chuteheight}; If (vehicle _paraPlayer IsEqualto _paraPlayer ) then {_paraPlayer action ["openParachute", _paraPlayer]};//Check if players chute is open, if not open it. }; { _inv = name _x;// Get Unique name for Unit's loadout. [_x, [missionNamespace, format["%1%2", "Inventory",_inv]]] call BIS_fnc_saveInventory;// Save Loadout removeBackpack _x; _x disableCollisionWith _vehicle;// Sometimes units take damage when being ejected. _x allowdamage false;// Trying to prevent damage. _x addBackPack "B_parachute"; unassignvehicle _x; moveout _x; _x setDir (_dir + 90);// Exit the chopper at right angles. sleep 0.3; } forEach _paras; _vehicle allowDamage true; { [_x,_chuteheight] spawn paraLandSafe; } forEach _paras; }; -
Hey Oddball, Just dropping a line here. I've downloaded both of your Unsung_3.1Delta missions and they are fantastic. I've tinkered around with them a bit and have learned quite a bit from what you've done. You put a lot of detail and time into these. I'm sure you get plenty of feedback, but by all means please keep sharing anything new!
-
[MP][CTI-COOP] Liberation (continued)
4-325Ranger replied to Wyqer's topic in ARMA 3 - USER MISSIONS
Wyqer, Thanks! I figured it was something simple. Works great. The DLC issue is the slingload capability I now see. I suppose I could do RHS and add a script. For now, the preset FOB will be enough to get me rolling. Thanks for all the work you and the team have put into these missions. -
[MP][CTI-COOP] Liberation (continued)
4-325Ranger replied to Wyqer's topic in ARMA 3 - USER MISSIONS
Hello, I need a little help getting started. I downloaded the 0.95 versions of Altis and Tanoa from Github. I've tried both and have the same issue. I am playing with zero mods and have not altered any codes. I start out on the Freedom and try to get into the Huron so that I can pick up the FOB container. It won't let me fly and tells me it is Jet's DLC (which i do not own). However, correct me if I'm wrong, the Huron is not Jet's DLC, it's a vanilla asset. From the apex_tanoa.sqf preset _typename = "B_Heli_Transport_03_unarmed_F". This classname if from vanilla, I must be missing something relatively simple. Thanks for any assistance. -
Simple ParaDrop Script
4-325Ranger replied to Beerkan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
sent PM. -
Simple ParaDrop Script
4-325Ranger replied to Beerkan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've been trying for a good bit and I need some help getting this to work in MP. I'm only trying to get the paras to open chutes, not working with the cargo/veh portion. I have 4 player/AI spots with a group leader. I have VX with this in its init: this flyInHeightASL [1500,1500,1500]; for flying constant height In the group leader I have: Paras = group this;{_x assignasCargo VX1;_x moveinCargo VX1} forEach units group this; In the drop waypoint (which is a "move" wp type), I have: [[],{_drop = [VX1,500] execVM "scripts\eject.sqf";}] remoteExec ["BIS_FNC_SPAWN",0]; the MP execution code that works with everything else trigger and waypoint that I have going. I was using the original 0.96 script which works flawlessly in the editor (of course). I too like how the player/ai exit with a parachute on their back, but since I could not get this to work, I went ahead and tried the set up with version 0.99d. I downloaded the sample mission from the April 20 post. I added this to my mission init.sqf: if (isServer) then { [] spawn {while {true} do { if ( (getPosATL player select 2 > 100) && (vehicle player IsEqualto player) && (alive player)) then { waitUntil {(position player select 2) <= 500};// 500 is the height to spawn opened chute. [player] spawn Bis_Fnc_Halo; }; sleep 2; }; }; }; Not exactly sure that it would help, but it had (isServer) and looked like a backup to get the player to have a chute open at 500 (which i changed from 100). I also changed the VX's follow-on wp from a "Land" to a "GET OUT" like the sample mission. Loaded all back into the server; myself and the AI, all exit without chutes as expected. I then have a fantastic view of my custom objective from 1500m all the way to my spectacular death! Also no option to manually open a chute. For a workaround I was going to add the "backpackonchest" mod to get set up before the jump so i'd have something to open after the forced exit. However, being a script, I am really trying to avoid any mods. If anyone has any suggestions, I'd greatly appreciate it. Oh yeah, I love this mod, just need to get it working on server. -
I've updated to the latest versions of ace3 and cba_a3 from armaholic. Resaved a mission that is a few months old, build with the previously mentioned as well as, ALiVE, cup_terrains_complete1.3, Kunduz, Leights, RHSARF and RHSUSF - all most recent versions. I'm getting a query fail notification: Warning Message: Addon 'ace_sma3_iansky_comp' requires addon 'iansky_opt' mission fails loading at this point (watching in log stream). I can run mission in editor and from local game lan server, just failing on server. RPT is below: ===================================================================== == C:\TCAFiles\Users\***\337\arma3server.exe == "C:\TCAFiles\Users\***\337\arma3server.exe" -port=2482 -mod=@CBA_A3;@ALiVE;@ace;@ASR_AI3;@TFAR;@RH_acc_1.06;@cTab;@bamse_cTab_fix;@US_75th_Ranger_Regiment;@RHSUSAF4.2.1.7;@RHSAFRF4.2.1.7;@Leights;@GPNVG18;@AdvancedRappelling1.3;@JS_JC_FA18;@Kunduz_Afghanistan;@CUP_Terrains_Complete1.3; -profiles=ServerLogs -noPause -noSound -exThreads=7 -enableHT -maxMem=4096 -world=empty -config=server.cfg Original output filename: Arma3Retail_Server Exe timestamp: 2016/12/07 10:50:01 Current time: 2017/03/09 21:13:08 Type: Public Build: Stable Version: 1.66.139586 Allocator: C:\TCAFiles\Users\***\337\dll\tbb4malloc_bi.dll ===================================================================== 21:13:08 SteamAPI initialization failed. Steam features wont's be accessible! 21:13:09 String STR_MOD_LAUNCHER_ACTION not found 21:13:09 Cannot register unknown string STR_USRACT_ACTIVESENSORSTOGGLE 21:13:09 Cannot register unknown string STR_CONTROLS_TOOLTIPS_SENSORS 21:13:09 Cannot register unknown string STR_CLIENT_IS_HOST 21:13:09 Cannot register unknown string STR_CLIENT_IS_DS_ADMIN 21:13:09 Initializing stats manager. 21:13:09 Stats config disabled. 21:13:09 sessionID: c9d5d234516b503880ec5198a5e431fb0d2a386f 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:54 Unsupported language English in stringtable 21:13:59 Warning Message: Addon 'ace_sma3_iansky_comp' requires addon 'iansky_opt'
-
Removing stanima?
4-325Ranger replied to jordanbache97's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Went back in, disabled scripts, took out ACE advanced fatigue AGAIN... placed code in initPlayerLocal.sqf and onPlayerRespawn.sqf and....no-go. No idea. Just going with the ACE module back in with the settings I was using, close enough I suppose. -
Removing stanima?
4-325Ranger replied to jordanbache97's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I had the ACE module removed when I did the testing so that isn't the issue. I am running a number of scripts in this particular mission. It is possible one of these is overriding somehow. I will test and report back. -
Removing stanima?
4-325Ranger replied to jordanbache97's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yup it is a bugger. -
Removing stanima?
4-325Ranger replied to jordanbache97's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yup put it in both, tested in editor and on my server, then added it to the init.sqf as well, tested again. No go... Appreciate your input. -
Removing stanima?
4-325Ranger replied to jordanbache97's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, thanks for the replies on this, however I had tried: player enableFatigue FALSE; player enableStamina FALSE; player forceWalk FALSE; to no success. I also tried adding it to the init.sqf as well just to see if that would make a difference - nope. I followed Davidoss' technique from last year, because initPlayerLocal / initPlayerRespawn techniques weren't working, still aren't - in editor or on server for me. I'm only running ACE (no options), CBA_A3 and TFAR. I've had limited success setting the ACE advanced fatigue module with really high tolerance settings, but still not the effect like Drift's old NoFatigue mod that i'm trying to achieve. With that said, many thanks for the input, I'll keep trying, if anyone has any other ideas, I'll try those too! -
Removing stanima?
4-325Ranger replied to jordanbache97's topic in ARMA 3 - MISSION EDITING & SCRIPTING
A year later and I'm trying this, if there is something newer out for this problem, I have yet to find. I'm getting an error message, but I am also trying to scale this back as I have no interest in modifying the recoil/sway through this script (I use Mao's for that). I'm getting this error: '... ["_player","_pstamina"]; _pstamina = I#IparamsArray select 0; if (_pstamina == ...' Error undefined variable in expression: paramsarray My description.ext class Params { class PStamina { title = "Enable/Disable Player's Stamina"; values[] = {0,1}; texts[] = {"Disable","Enable"}; default = 1; }; }; My pgunhandle.sqf fnc_setPgunHandle = { params ["_player","_pstamina"]; _pstamina = paramsArray select 0; if (_pstamina == 0) then { _player enableStamina false; } else { _player enableStamina true; }; }; My init.sqf (placed at the bottom): if (hasInterface) then { [] call compile preprocessfile "pgunhandle.sqf"; [player] call fnc_setPgunHandle; player addeventhandler ["respawn",{[player] call fnc_setPgunHandle}]; }; -
[Release] Injured Ai script/Mod
4-325Ranger replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
injured.sqf, line 162: if ((_x isKindOf "Man") && (!isplayer _x) && !(side _x == EAST)) then You were close! Next line down. In your case if you are playing as Blufor and want the script only to work on Opfor see below. Whatever side you want to "exclude" goes into the script edit. (EAST, WEST, INDEPENDENT) Playing as Blufor, want script on OPFOR: injured.sqf, line 162: if ((_x isKindOf "Man") && (!isplayer _x) && !(side _x == WEST)) then It works great! -
Awesome update Duda, great video as well, thanks!