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Aglos

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About Aglos

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  1. Thank you very much! I'll implement the changes and see how they do.
  2. Greetings, I'm struggling with an issue regarding a task in MP. I want the players to be able to check the identity of a dead body and, once they find the right one, it completes a task. This is what I have written so far (found old code on Armaholic and tried to make it work in current state of ArmA 3). It uses an AddAction to give the players the ability to 'Search Body'. The 'Search Body' option works. The rest... not so much. here is the code: init.sqf _____ // body found yet? bodySearched = false; // which bodies can we check? searchableBodies = [Pilot1, Badguy2]; // This adds the actions. _target is a special variable that means "the thing with the action on it". // The condition at the end means the player won't see the action till the target is dead and the bodies haven't been marked as searched yet. { _x addAction ["Search Body","searchBody.sqf",[],1,false,true,"","!alive _target && !bodySearched"]} forEach searchAbleBodies; searchBody.sqf _____ // These are the special variables passed by the action script. _actHad = _this select 0; // Object that had the Action (also _target in the addAction command) _actUsed = _this select 1; // Unit that used the Action (also _this in the addAction command) _actID = _this select 2; // ID of the Action // Use them to remove the action. _actHad removeAction _actID; // This will prevent other actions from being shown now. bodySearched = true; publicVariable "bodySearched"; // And here we complete the task for the player. tskSearchBody setTaskState "Succeeded"; taskhint ["You found stuff!!\nGood job!", [0.4, 0.6, 0.4, 1], "taskDone"]; __________ *code originally written by Pirin on Armaholic back in 2011 This issue I'm having is that I get an error stating that I have an undefined variable in expression: tskSearch Body. I also get a message that says taskHint is obsolete, use new notifications. I looked up notifications, but I have no idea how to implement this into a script. Any help with this would be greatly appreciated. Thanks
  3. Greetings everyone! I've run into an issue regarding helicopter insertions and need some help. This particular MP mission calls for a team of 4-8 players to be transported to several locations by a single AI controlled helicopter in a single flight. At each LZ one player is to disembark and begin a land navigation course. When that player disembarks, I want the helo to move to another pre-determined location (WP) and land, engines running, while another single player disembarks. This is to repeat until all players have disembarked at their respective start points. Only problem? I have no idea how to implement this... Everything I've tried either causes the whole group to get punted from the helo, the helo crew to disembark, or some combination thereof. I've tried Transport Unload, Unload, Land, etc, but I have a feeling that I need to script this somehow. Maybe triggers? Not sure. Any help regarding this would be greatly appreciated. Thanks. PS: Any wisdom out there on how to force a helo to land softly? Seems like, lately, the Warrant Officers like slamming their birds into the ground with enough force to cause minor injuries to the players.
  4. Locklear, Thanks for your help! You were right the on the first reply! There was one additional '};' that didn't need to be in the code. Once I removed it, the problem was solved!! Thank you very much. Tom
  5. Ok, I'll take out the extra classes. Some of them were for trucks I had planned on creating later. I'll get rid of them and see if that helps. Thanks, Tom
  6. Locklear, Thanks for the quick response. I removed the '};' that you pointed out. I'm still getting the undefined base class error on the medical truck. If I comment out the medical truck, then I get the same error on the transport truck. Somehow I'm not defining the following trucks in the list correctly, but I can't figure out why. I defined the base PLA truck and had the covered truck inherit that definition. I wanted the medical truck to inherit the covered truck as it's parent class, but it did not work. I tried to have the medical truck inherit from the same class as the PLA_Truck_Base, but no go there either. Tom
  7. I was working on this fairly recently. This was what I used to increase vest carrying capacity. class ItemInfo: ItemInfo { uniformModel="\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass="Supply150"; mass=80; armor=30; passThrough=0.5; hiddenSelections[]= { "Camo" }; }; The 'containerClass' supply amount is what you adjust unless I'm mistaken. Tom
  8. Hello everyone! I'm creating a series of PLA-inspired trucks using the KAMAZ model as a base. I have been able to introduce a single, covered, truck with the config that I have written, but when I try to add any other trucks I get an undefined base class error. I have been poking around the internet for two nights solid trying to figure out where I went wrong; I've even downloaded other people's work in order to see how they did it, but I'm still at a loss. Could someone please take a look at what I have written and tell me what I'm missing? At this point I feel like I'm just throwing odd bits of code at it in an attempt to fix the issue. #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 class CfgPatches { class PLA_Trucks { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]={"A3_Soft_F_Beta"}; }; }; class CfgVehicles { class I_Truck_02_ammo_F; class I_Truck_02_fuel_F; class I_Truck_02_medical_F; class I_Truck_02_box_F; class I_Truck_02_covered_F; class I_Truck_02_transport_F; class PLA_Truck_Base: I_Truck_02_covered_F { scope = 0; hiddenSelections[] = {"Camo1","Camo2","Camo3"}; hiddenSelectionsTextures[] = {"","",""}; }; class PLA_Medical_Base: I_Truck_02_covered_F { scope = 0; hiddenSelections[] = {"Camo1","Camo2","Camo3"}; hiddenSelectionsTextures[] = {"","",""}; }; class PLA_Truck_Covered: PLA_Truck_Base { author="DFHS"; mapSize=7.8400002; side=2; faction="PLA"; crew="PLA_Driver_Universal"; scope=2; HeadAimDown=5; displayName="PLA Truck (Covered)"; model="\A3\soft_f_beta\Truck_02\Truck_02_covered_F.p3d"; picture="\A3\soft_f_beta\Truck_02\data\UI\Truck_02_covered_CA.paa"; Icon="\A3\soft_f_beta\Truck_02\data\UI\Map_Truck_02_CA.paa"; cost=50000; slingLoadCargoMemoryPoints[]= { "SlingLoadCargo1", "SlingLoadCargo2", "SlingLoadCargo3", "SlingLoadCargo4" }; weapons[]= { "TruckHorn3" }; magazines[]={}; armor=100; typicalCargo[]= { "PLA_Rifleman_Universal", "PLA_Rifleman_Universal" }; hiddenSelections[]= { "Camo1", "Camo2" }; hiddenSelectionsTextures[]= { "\China\Trucks\data\Chinese_Truck_Cab_co.paa", "\China\Trucks\data\Chinese_Truck_Bed_co.paa" }; transportSoldier=14; transportAmmo=0; transportRepair=0; cargoProxyIndexes[]={1,2,3,4,5,6,7,8,9,10,11,12,13,14}; getInProxyOrder[]={1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16}; }; }; class PLA_Truck_Medical: I_Truck_02_covered_F { mapSize=7.8400002; side=2; faction="PLA"; crew="PLA_Medic_Universal"; scope=2; author="DFHS"; HeadAimDown=5; vehicleclass = "Support"; displayName="PLA Medical Truck"; supplyRadius=6.8000002; attendant=1; threat[]={0,0,0}; model="\A3\soft_f_beta\Truck_02\Truck_02_covered_F.p3d"; picture="\China\Trucks\data\icons\portrait_china_truck_medic_ca.paa"; Icon="\China\Trucks\data\icons\map_china_truck_medic_ca.paa"; cost=50000; slingLoadCargoMemoryPoints[]= { "SlingLoadCargo1", "SlingLoadCargo2", "SlingLoadCargo3", "SlingLoadCargo4" }; weapons[]= { "TruckHorn3" }; magazines[]={}; armor=100; typicalCargo[]= { "PLA_Medic_Universal", "PLA_Medic_Universal" }; hiddenSelections[]= { "Camo1", "Camo2" }; hiddenSelectionsTextures[]= { "\China\Trucks\data\Chinese_Medic_Cab_co.paa", "\China\Trucks\data\Chinese_Medic_Bed_co.paa" }; transportSoldier=14; transportAmmo=0; transportRepair=0; cargoProxyIndexes[]={1,2,3,4,5,6,7,8,9,10,11,12,13,14}; getInProxyOrder[]={1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16}; }; }; class PLA_Truck_Transport: I_Truck_02_transport_F { author="DFHS"; mapSize=7.8400002; side=2; crew="PLA_Driver_Universal"; scope=2; faction="PLA"; model="\A3\soft_f_beta\Truck_02\Truck_02_transport_F"; picture="\A3\soft_f_beta\Truck_02\data\UI\Truck_02_transport_CA.paa"; Icon="\A3\soft_f_beta\Truck_02\data\UI\Map_Truck_02_dump_CA.paa"; magazines[]={}; armor=100; typicalCargo[]= { "PLA_Rifleman_Universal", "PLA_Rifleman_Universal" }; hiddenSelections[]= { "Camo1", "Camo2" }; hiddenSelectionsTextures[]= { "\China\Trucks\data\Chinese_Truck_Cab_co.paa", "\China\Trucks\data\Chinese_Truck_Bed_co.paa" }; castCargoShadow=1; transportSoldier=14; cargoProxyIndexes[]={1,2,3,4,5,6,7,8,9,10,11,12,13,14}; getInProxyOrder[]={1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16}; }; }; }; Thanks in advance for any assistance with this. Tom
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