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Da_Hollander

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Everything posted by Da_Hollander

  1. Da_Hollander

    [R3F] Logistics

    Thank you for your responce :) I have the see content in my action menu so that should not be the case. I've tried replacing the things you've asked me to but unfortunately the items still do not show up. Once I open the container through the see content action menu; I see that it has 0/170 inventory. Here's the code below _target = _this select 0; _location = getPosWorld _target; if (credits<2) exitWith { ["info",["Not enough credits","Not enough credits (2 credits required)"]] call bis_fnc_showNotification; }; credits = credits - 2; publicVariable "credits"; hint "A building supply crate has been dropped near your location"; _parachute = "B_Parachute_02_F" CreateVehicle _location; _parachute setPos [_location select 0, _location select 1, (_location select 2)+100]; _object = "Land_Cargo20_military_green_F" CreateVehicle [_location select 0,_location select 1,(_location select 2)+50]; _object attachTo [_parachute,[0,0,0]]; clearWeaponCargoGlobal _object; // Remove Cargo of Pod clearMagazineCargoGlobal _object; clearItemCargoGlobal _object; clearBackpackCargoGlobal _object; _object setVariable ["R3F_LOG_disabled", false, false]; waitUntil {sleep 1; getPosWorld _object select 2<0.2}; _smoke = "SmokeShellYellow" CreateVehicle (getPosWorld _object); ["info",["Supply delivered","The supply crate has been marked with green smokes"]] call bis_fnc_showNotification; _object = [[ ["bagfence_base_f", 2], ["land_bagbunker_small_f", 2], ["sign_f", 2], ["land_cncbarrier_stripes_f", 2], ["land_razorwire_f", 2] ] ]execVM "scripts\R3F_LOG\USER_FUNCT\auto_load_in_vehicle.sqf";
  2. Hello all, I'm currently working on a mission script and I'd like to add objects into a land cargo container using the R3F Logistics script. I've read the documentation available here http://team-r3f.org/madbull/logistics/EN_DOCUMENTATION.pdf. Chapter 3 part 1 to be more specific. With this documentation I've tried setting up a script that I can request with the radio menu.. The script is here _target = _this select 0; _location = getPosWorld _target; if (credits<2) exitWith { ["info",["Not enough credits","Not enough credits (2 credits required)"]] call bis_fnc_showNotification; }; credits = credits - 2; publicVariable "credits"; hint "A building supply crate has been dropped near your location"; _parachute = "B_Parachute_02_F" CreateVehicle _location; _parachute setPos [_location select 0, _location select 1, (_location select 2)+100]; _object = "Land_Cargo20_military_green_F" CreateVehicle [_location select 0,_location select 1,(_location select 2)+50]; _object attachTo [_parachute,[0,0,0]]; clearWeaponCargoGlobal _object; // Remove Cargo of Pod clearMagazineCargoGlobal _object; clearItemCargoGlobal _object; clearBackpackCargoGlobal _object; _object setVariable ["R3F_LOG_disabled", false, false]; _object = [ this, [ ["bagfence_base_f", 2], ["land_bagbunker_small_f", 2], ["sign_f", 2], ["land_cncbarrier_stripes_f", 2], ["land_razorwire_f", 2] ] ]execVM "scripts\R3F_LOG\USER_FUNCT\auto_load_in_vehicle.sqf"; waitUntil {sleep 1; getPosWorld _object select 2<0.2}; _smoke = "SmokeShellYellow" CreateVehicle (getPosWorld _object); ["info",["Supply delivered","The supply crate has been marked with green smokes"]] call bis_fnc_showNotification; The container gets dropped but when i check the "vehicle's content", there is nothing inside. Does anyone have any clue what is going wrong? Thanks in advance.
  3. I've tried replacing "this" with "_object" but unfortunately this does not fix anything. The objects 'vehicle content' stays empty..
  4. Da_Hollander

    [R3F] Logistics

    Unfortunately that is not the issue. I tried replacing this with the _object but the same thing happens (so it doesnt get filled).
  5. Da_Hollander

    [R3F] Logistics

    Hello all, I have a question relating to this script. I sincerely hope that someone can help me out on this one! Topic is here: Hopefully you can help me out!
  6. Hello all, As the title says, I'd like to have some help with adding a group of objects that form an outpost at a dynamic mission. Context: you're in a mission and a randomly spawned mission pops up. I want several objects to spawn at that mission so it can be fortified and what not. To make my question more specific: The objects in the example code are placed well and have certain coordinates + rotations etc. Is there any way to make such 'group' of objects myself and write them in a simular way as the example code? Because the issue is that I have no idea how I could get the 'relative' coordinates of the objects. I hope my question is formed clear enough to understand.. I have example code here: ////////////////////// // -- ADD THIS -- 1 // ////////////////////// _centerSpawn = _this select 0; _centerSpawnX = _centerSpawn select 0; _centerSpawnY = _centerSpawn select 1; ///////////////// // -- END -- 1 // ///////////////// _vehicle_0 = objNull; if (true) then { _this = createVehicle ["Land_MultiMeter_F", [1817.7195, 5623.689, -1.2397766e-005], [], 0, "CAN_COLLIDE"]; _vehicle_0 = _this; _this setPos [1817.7195, 5623.689, -1.2397766e-005]; }; /////////////////////// // -- ADD THIS -- 2 // /////////////////////// _centerObj = getPosWorld _vehicle_0; _centerX = _centerObj select 0; _centerY = _centerObj select 1; deleteVehicle _vehicle_0; ///////////////// // -- END -- 2 // ///////////////// _vehicle_1 = objNull; if (true) then { _this = createVehicle ["Land_Cargo_HQ_V2_F", [1818.382, 5624.3564, -9.5367432e-007], [], 0, "CAN_COLLIDE"]; _vehicle_1 = _this; _this setDir 16.173525; _this setPos [(1818.382)-_centerX+_centerSpawnX, (5624.3564)-_centerY+_centerSpawnY, -9.5367432e-007]; }; _vehicle_2 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_3_F", [1811.2635, 5621.4463, 1.9073486e-006], [], 0, "CAN_COLLIDE"]; _vehicle_2 = _this; _this setDir 106.22929; _this setPos [(1811.2635)-_centerX+_centerSpawnX, (5621.4463)-_centerY+_centerSpawnY, 1.9073486e-006]; }; _vehicle_3 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_5_F", [1811.7753, 5617.7754, 8.5830688e-006], [], 0, "CAN_COLLIDE"]; _vehicle_3 = _this; _this setDir 17.772383; _this setPos [(1811.7753)-_centerX+_centerSpawnX, (5617.7754)-_centerY+_centerSpawnY, 8.5830688e-006]; }; _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_1_F", [1826.0121, 5622.8223, -1.4305115e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setDir 109.19431; _this setPos [(1826.0121)-_centerX+_centerSpawnX, (5622.8223)-_centerY+_centerSpawnY, -1.4305115e-006]; }; _vehicle_6 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_5_F", [1818.0166, 5617.2568, -7.6293945e-006], [], 0, "CAN_COLLIDE"]; _vehicle_6 = _this; _this setDir 16.170671; _this setPos [(1818.0166)-_centerX+_centerSpawnX, (5617.2568)-_centerY+_centerSpawnY, -7.6293945e-006]; }; _vehicle_9 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_5_F", [1826.0255, 5629.1235, -5.7220459e-006], [], 0, "CAN_COLLIDE"]; _vehicle_9 = _this; _this setDir 196.55594; _this setPos [(1826.0255)-_centerX+_centerSpawnX, (5629.1235)-_centerY+_centerSpawnY, -5.7220459e-006]; }; _vehicle_13 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_3_F", [1813.771, 5629.9653, 5.7220459e-006], [], 0, "CAN_COLLIDE"]; _vehicle_13 = _this; _this setDir 106.22929; _this setPos [(1813.771)-_centerX+_centerSpawnX, (5629.9653)-_centerY+_centerSpawnY, 5.7220459e-006]; }; _vehicle_16 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_3_F", [1827.408, 5628.5742, 3.3378601e-006], [], 0, "CAN_COLLIDE"]; _vehicle_16 = _this; _this setDir 99.777275; _this setPos [(1827.408)-_centerX+_centerSpawnX, (5628.5742)-_centerY+_centerSpawnY, 3.3378601e-006]; }; _vehicle_19 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_3_F", [1824.6447, 5617.9897, 5.2452087e-006], [], 0, "CAN_COLLIDE"]; _vehicle_19 = _this; _this setDir 106.8838; _this setPos [(1824.6447)-_centerX+_centerSpawnX, (5617.9897)-_centerY+_centerSpawnY, 5.2452087e-006]; }; _vehicle_26 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_1_F", [1825.6771, 5621.7358, 2.8610229e-006], [], 0, "CAN_COLLIDE"]; _vehicle_26 = _this; _this setDir 105.16212; _this setPos [(1825.6771)-_centerX+_centerSpawnX, (5621.7358)-_centerY+_centerSpawnY, 2.8610229e-006]; }; _vehicle_29 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_1_F", [1827.2349, 5623.9165, 1.4305115e-006], [], 0, "CAN_COLLIDE"]; _vehicle_29 = _this; _this setDir 193.59006; _this setPos [(1827.2349)-_centerX+_centerSpawnX, (5623.9165)-_centerY+_centerSpawnY, 1.4305115e-006]; };
  7. Cheers, will look into that. Unfortunately I do not know how I can use the worldToModel stuff.. Can't find any examples or tutorials online either. Could anyone explain or link me to an explenation of it?
  8. Haha I guess the person in the example code had to make sure @ if true Thanks for linking to worldToModel, will check that and see if I can find out how it works.
  9. Hello All, Thanks for reading this! I've started to create my very first End-Game mission, I've gotten really far using the explenation here. Unfortunately I've ran into a small problem. Most of the spawnpoints that I've added to my missions do not seem to work. Two of them work, those are the "Respawn Point logic" connected to the "Start Game Objective". I've used the very same "Respawn Point Logic" at "Simple Objective's" and, as the tutorial says; I am supposed to use "BLUFOR / OPFOR game logics connected to a Simple Objective". However, I can not find the described game logic! Does anyone know where to find this? Because the tutorial is somewhat outdated and different than the new 2D / Eden interface. Or am I getting this wrong and should I use the normal "Game Logic" logic entity and call it Respawn_West or something? Thanks in advance! -Da_Hollander
  10. Hello all, Thanks for reading this! I've started to create my very first End-Game mission, I've gotten really far using the explenation here. Nevertheless I have three questions: In the original end-game series by BI, once you secure the FOB (= completing the End Game Start Game Objective) you are granted additional assets (usually a hunter/ifrit GMG and HMG) that are delivered by helicopter. Does anyone know how I can achieve this? Edit: I've made a trigger that detects the presence of indipendent soldiers, once you clear the FOB area (= no indipendant remaining) there is a move and drop command for the helicopters. This works, but isn't exactly the way it should work. For example, the helicopter already exists + it gets triggered by the presence of indipendent soldiers instead of getting triggered when completing the "End Game Start Game Objective". Normally you start with certain loadouts you can choose from upon respawning after death. By default there is no such thing and you will respawn as the (original) unit class. How can I add those additional loadouts? In addition to loadouts, when you've downloaded the data at, lets say, objective Alpha, you can earn acces to more loadouts and/or vehicles. How could I add this feature? I hope someone can help me out on this one! I'm pretty sure this end-game scenario is going to be a lot of fun! Thank you in advance. -Da_Hollander
  11. Hello, Unfortunately I am still a beginner when it comes to arma scripting and I could use some help (e.g. for terminology)! If I know what to google for I can figure out a lot by myself ;) I am trying to make a mission script and I would like it to give certain players certain rights. For example on mission start-up there should be a configuration menu that pops up so mission parameters can be set. But this menu should only pop-up to a specific person or perhaps specific player-slot. This very same person should be allowed to have certain perks later on the mission as well (for example; requesting new missions without everyone being able to do so). I hope I made clear what I am trying to achieve here. If someone could help me further with terminology or perhaps a link to a tutorial that explains it, that would be great. Thank you in advance. -Da_Hollander
  12. To support my example even more: I think this should launch at missionStart.sqf _allPlayers = []; if (isMultiplayer) then { waitUntil {count playableUnits > 0}; { if (isPlayer _x) then { _allPlayers pushBack _x; }; } forEach playableUnits; }; Special_Snowflake = _allPlayers call bis_fnc_selectRandom; publicVariable "Special_Snowflake"; And later on I should probably make a script that checks if a player is Special_Snowflake and if not he cant acces a certain thing? But in the case of the presented script, it is randomly chosen.. But It should not be randomly chosen but a specific player (maybe through his playerID) or a certain lobby slot? So unit assigned?
  13. Thank you for your responce. I did not mean the lobby parameters but mission related options/scripts that pop-up when you've started the mission. For example how many mission zones you want and if you want to place them randomly or manually. It is that a specific person should get a box like that because if everyone would get that option then there is no point of selecting the amount of zones. Only one person should get this option at mission launch. Hope I'm more clear now :)
  14. Hello everyone, As the title says, I'm looking for a way to rewrite a mission file so it doesn't need to be hosted client side anymore. I've been working on a pre-existing mission file the last couple of weeks (Dynamic Universal War System, originally made by Kibot) and I think it has a lot of potential. The downside is that it has been written in a way that there are specific things in the mission that require the host. As example, at the initial mission launch you (the host) will have to select a location for your base to spawn. How could I make it so that a specific player will have this 'power'? This also applies to requesting a side-mission. This has to be done by the host, no one but the host can do that. Unfortunately I currently have no clue where to look for and therefore how I could possibly change this.. Any help would be very much appreciated! Kindest Regards, Da_Hollander
  15. Uff sounds like a lot of work. Antistasi seems promising, I will try it for sure! :) A bit off-topic, may I know how/where you've gained so much knowledge to make such an advanced mission like Antistasi Altis?
  16. Allright, so it would be best to start from the ground (aimed at dedi's) and build it back up?
  17. Also, because of the need of a host, it will not work on dedicated servers, as there is no one who will have that 'power' to select a location for the main base and do all the configurations at init start of the mission. I assume that making it so that a random player will be assigned, an admin or a specific userID (granting him the position of the host normally would have) would solve the host issue and therefore making it possible to play this on dedicated servers. But as previously written I have no idea what and where to look for. Any clues or information that can help me with that is greatly appreciated. Even if it simply is not possible to re-write this mission to support dedi's.
  18. Also I can highly recommend using the MP version of DUWS.. If you use the MP version you'll have more config settings available and you will be able to die without ending the mission.
  19. Hello Lawman_actual, A lot of questions (not just two).. I'll try to answer a few of them as I am not a pro in scripting. Unfortunately I cannot check the duws files at the moment so I'll try to describe it so it is easier for you to find out how to do these things. 1) Can I change the classes spawned when I recruit a new unit? (And what's the best way?) Yes you can, you'll have to find out where the unit is drawn from. DUWS uses a GUI, if you select a unit and purchase it, it will check if you have enough cp, then executes a command or directs to a file that contains that unit and then removes the amount of cp it costs etc. When you've found that unit you'll have to remove his gear, ammo and so on. After that you manually add the gear that you want him to carry (there are a lot of tutorials out there that show you how to do this). I'm sure googling for 'arma 3 ai custom gear' will lead you to the right direction. Once you've done that, the unit should spawn with that gear once you purchase it. I'm wondering if this might be possible by creating a mod that alters the .cfg's for each soldier type....then at least I wouldn't have to actually mess with DUWS itself. Yes this is possible but will give you headache because last time I checked DUWS was not written in a very efficient way, making a .cgf file that allows you to add all soldiers and their gear will not be an easy task. 2) Is it possible for me to add new functions while playing DUWS, independent of the scenario itself If I understand correctly, what you're asking is whether if it's possible to add functions that you can also use in other mission files? Yes and no. Requestiong something by e.g a radio will cost CP.. If you make it so that the file that contains all those requests draw their information from other files it should be possible. You would simply use the code in the file it draws its information from.. However, a different mission needs to 'know' that your script is there and there must be a way to add it to (for example) the radio request. This is where the description.sqf comes in.. You will need to include the script to the mission (#include) and of course the init.sqf (to execute the script, default should be something like execvm "script.sqf" At present, you can only request a pre-determined list of vehicles in DUWS. You can add new vehicles to it, if I remember correctly there should be two files. One that contains the information for the GUI at the request menu. The other one contains information about the classname of the vehicle. Good luck, hope this information can help you a bit. -Da_Hollander
  20. It would be very nice indeed, although I think it should be fixed in the game itself as a patch, not when an expansion comes out.
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