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JOHN007

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Everything posted by JOHN007

  1. JOHN007

    Forum Search

    Thanks for the reply, Indeed I search again and you get blocked for 30 seconds. Really strange.
  2. Hello, Seem to have found a bug using the brilliant Advance Interaction Module where a handcuffed unit would have a 10second+ delay on the death animation? I've searched the forum and found some information regarding switching an animation, apparently a script needs an 'animation loop' which allows the unit to change stance before the death animation can occur? Still haven't found anything conclusive on this issue, I'm guessing I would have to create some kind of trigger which would allow the unit change stance? The script for the arrest is here I'm sure this could be edited slightly to allow another sqf script? // CBA EventHandlers // The code on this will be run on all clients. //============== ARREST ========== // START of ArrestScript.sqf - Called on the start of the Arrest ["gbl_arrestSuspect", { private ["_gen", "_caller", "_id"]; _gen = _this select 0; _caller = _this select 1; _id = _this select 2; _gen SetVariable ["gbl_arrested", true, true]; //ANIMATION _gen setCaptive true; _gen switchmove "UnaErc_UnaErcPoslechVelitele"; _gen SetVariable ["gbl_suspect", true, true]; _gen SetVariable ["gbl_control_suspect", false, true]; ProcessInitCommands; }] call CBA_fnc_addEventHandler; //============== CONTROL ========== // CONTROL.SQF - called when moving the suspect ["gbl_controlSuspect", { private ["_gen", "_caller", "_id"]; _gen = _this select 0; _caller = _this select 1; _gen SetVariable ["gbl_control_suspect", true, true]; _gen switchmove "UnaErc_UnaErcPoslechVelitele"; _gen setUnitPos "UP"; ProcessInitCommands; }] call CBA_fnc_addEventHandler; //============== HOLD ========== // HOLD.SQF - Called after moving the suspect ["gbl_holdSuspect", { private ["_gen", "_caller", "_id"]; _gen = _this select 0; _caller = _this select 1; _id = _this select 2; _gen SetVariable ["gbl_control_suspect", false, true]; // Animation _gen switchmove "CivilSitting"; _gen setdir (getdir _caller); ProcessInitCommands; }] call CBA_fnc_addEventHandler; //============== RELEASE ========== //RELEASE.SQF - Called when releasing the suspect ["gbl_releaseSuspect", { private ["_gen", "_caller", "_id"]; _gen = _this select 0; _caller = _this select 1; _id = _this select 2; // PLAYING ANIMATION _gen switchmove "UnaErcPoslechVelitile_UnaErc"; _gen setCaptive false; _gen setUnitPos "AUTO"; _gen SetVariable ["gbl_arrested", false, true]; _gen SetVariable ["gbl_control_suspect", false, true]; _gen SetVariable ["gbl_suspect", false, true]; ProcessInitCommands; }] call CBA_fnc_addEventHandler; //============== END OF SCRIPT ========== I'm sure something is missing here? Any help would be very much appreciated this bug looks awful.
  3. I fixed the issue. Some animations have to finish the sequence before allowing the next one which is the death animation. This is why the issue occurred.
  4. Anyone reading this I do not condone this type of behavior this bug was found beta testing the mission on a dedicated multiplayer server, one of the players found the bug in question. Thankyou for your time and hope to speak soon.
  5. Have you installed any AI enhancement mods?
  6. Hello. Basically looking for a script that, for example, if you would to search a civilian ingame you would see a set of random items in their possession. May I ask can anyone help or know any scripters that could point me in the right direction? You don't get many replies on this forum. I've searched this whole forum for months now there's nothing on this. Just to recap,, Search civilian,, see random items. Thankyou for your time and hope to speak soon.
  7. Hello, There was a slight weapon error on screen but I figured it out. There was a text error in the readme with an item, Link here. ''Bug: On the .txt files you write ARP_beefjerkey but in the mod the correct name is ARP_beefjerky.'' Ok so I updated the item array on my post if you could slightly edit your post to correct the error that would be fantastic. All fixed now.
  8. You are a genius! It works! It bloody works! I've loaded the multiplayer dedicated server and civilians all have random items in their possession. You have completed the last piece of the puzzle. I'm speechless right now. You have created an epic addition to Dogs brilliant Arp Items mod. I'm 99% sure these items are synced with the server I need to test this further with a few players but I'm sure that the items are indeed synced. I'll post back the multilayer results ASAP! The emersion level is high right now. Oh my days this is a master level script you've created here! Eternally grateful for your time and expertise on this parameter. Hope to speak soon.
  9. Only just seen the last post I didn't check the notifications sorry. Ok I'm testing the new script with all the items included. Thankyou for your expertise on this script.
  10. Hello, Here is the completed array. ["ARP_babywipes", "ARP_bloodchit", "ARP_bloodchit_corner", "ARP_book_manual", "ARP_book_novel", "ARP_bugspray", "ARP_cards", "ARP_comic", "ARP_condom", "ARP_dice", "ARP_dip", "ARP_elec_powder", "ARP_eyedrops", "ARP_gq", "ARP_gum", "ARP_ID", "ARP_letter_love", "ARP_letter_norm", "ARP_letter_susp", "ARP_lighter", "ARP_lipbalm", "ARP_multitool", "ARP_nationalgeo", "ARP_newspaper", "ARP_picture_fam", "ARP_picture_gf", "ARP_picture_susp", "ARP_playboy", "ARP_refbelt", "ARP_shemagh_black", "ARP_shemagh_blue", "ARP_shemagh_brown", "ARP_shemagh_green", "ARP_shemagh_olive", "ARP_shemagh_red", "ARP_shemagh_tan", "ARP_shemagh_white", "ARP_skittles", "ARP_snickers", "ARP_socks_black", "ARP_socks_green", "ARP_stuff_animal", "ARP_sudoku", "ARP_sunblock", "ARP_tanboxer", "ARP_tanshirt", "ARP_toiletpaper", "ARP_towel", "ARP_usbdrive", "ARP_vhstape", "ARP_water_tabs", "ARP_2way", "ARP_550cord", "ARP_acetone", "ARP_bandana_green", "ARP_bandana_black", "ARP_bandana_blue", "ARP_bandana_purple", "ARP_bandana_red", "ARP_batteries", "ARP_beefjerky", "ARP_beer", "ARP_boots_mil", "ARP_bungeecord", "ARP_camcorder", "ARP_canopener", "ARP_cigarettes", "ARP_clacker", "ARP_CLP", "ARP_detcord", "ARP_domo", "ARP_ducttape", "ARP_dumbphone", "ARP_dvds", "ARP_energydrink", "ARP_exan", "ARP_facepaint", "ARP_firestarter", "ARP_gameboy", "ARP_garageopener", "ARP_hammer", "ARP_handwarmer", "ARP_hexamine", "ARP_hydrochloric", "ARP_matches", "ARP_mp3", "ARP_nails", "ARP_pacecounter", "ARP_phonecard", "ARP_pitabread", "ARP_poppybag", "ARP_potatobag", "ARP_psp", "ARP_ricebag", "ARP_sandwich", "ARP_smartphone", "ARP_steelpipe", "ARP_stethoscope", "ARP_toxicgas", "ARP_twinkies", "ARP_vodka", "ARP_whistle", "ARP_wpnclnkit", "ARP_chili", "ARP_cigar", "ARP_coke", "ARP_dew", "ARP_drpepper", "ARP_goldbar", "ARP_goldwatch", "ARP_laptop", "ARP_mezzo", "ARP_pepsi", "ARP_pineapples", "ARP_socks_black_dirty", "ARP_socks_green_dirty", "ARP_soup", "ARP_spaghettios", "ARP_suitcase_black", "ARP_suitcase_silver", "ARP_tablet", "ARP_tanboxer_dirty", "ARP_tanshirt_dirty", "ARP_tuna", "ARP_zippo", "ARP_airfilter", "ARP_basketball", "ARP_cellphone", "ARP_chucks", "ARP_clutch_disk", "ARP_clutch_pressureplate", "ARP_coldairintake", "ARP_electricaltape", "ARP_fanbelt", "ARP_flywheel", "ARP_gamecontroller", "ARP_headlamp", "ARP_knife", "ARP_knife_combat", "ARP_leaflet_psyop", "ARP_leaflet_wanted", "ARP_licenseplate_afghan", "ARP_m16_bolt", "ARP_m16_lower_receiver", "ARP_m16_upper_receiver", "ARP_piston", "ARP_sleepingbag", "ARP_solderingiron", "ARP_spoon", "ARP_steeringwheel", "ARP_thermos", "ARP_valvesprings", "ARP_wirecutter"] Thankyou.
  11. Ok Sarogahtyp working the array now.
  12. Thankyou ever so much for the reply. There isn't anything on this forum regarding this array parameter setup either on Arma 2 or Arma 3 so this is absolutely brilliant. This is going to be a very unique script indeed. The emersion would be high with this. I can assist you as much as possible but I've found no information online with any help towards creating this type of array I haven't been able to write or even back engineer any sort of mod with this in mind? Thankyou for your time and expertise on this parameter, hope to speak soon.
  13. Update here. Maybe a parameter that's sets a 1% chance of any ''Arp Item'' being allocated to the civilians inventory?
  14. Hello Sarogahtyp Thankyou for the reply. Yes indeed using the Arp Items but randomly allocated. The script I posted is allocating 8 stones to every civilians inventory. So it is working as intended but I'm sure we can have random spawns of Arp items also.
  15. Thankyou very much for the reply much appreciated. Basically I would like to allocate the ''Arp Items'' to the civilians inventory but allocated using a random parameter/array? The link to the items are here. http://www.armaholic.com/page.php?id=18032 So for example, you would search a civilian ingame and see random items selected from the Arp Mod in their possession. Now I've found where the script is for Alice which replaces all civilians inventory with stones. Here is the config.. // array of codes which is executed upon every civilian unit created. // [BIS_alice_mainscope,"ALICE_civilianinit",[{_this addweapon "Mk_48"}]] call bis_fnc_variablespaceadd; // Dumb down civilian units to use less CPU (see http://creobellum.org/node/175) [BIS_alice_mainscope,"ALICE_civilianinit",[ // { // if (leader group _this == _this) then {_this setVariable ["rmm_gtk_exclude", true]}; // }, {_this setSkill 0}, { {_this disableAI _x} count ["AUTOTARGET","TARGET"] }, {removeAllWeapons _this}, {removeAllItems _this}, { if (random 1 > 0.1) then { _this setSkill 0.2; {_this enableAI _x} count ["AUTOTARGET","TARGET"]; _this addMagazine "HandGrenade_Stone"; _this addMagazine "HandGrenade_Stone"; _this addMagazine "HandGrenade_Stone"; _this addMagazine "HandGrenade_Stone"; _this addMagazine "HandGrenade_Stone"; _this addMagazine "HandGrenade_Stone"; _this addMagazine "HandGrenade_Stone"; _this addMagazine "HandGrenade_Stone"; // if(!("Throw" in weapons _this)) then {_this addWeapon "Throw";}; }; if (random 1 > 0.95 && (_this isKindOf "Woman_EP1" || _this isKindOf "Woman")) then { _this setSkill 0.1; {_this enableAI _x} count ["AUTOTARGET","TARGET"]; if (random 1 > 0.5) then { _this addMagazine "8Rnd_9x18_Makarov"; _this addMagazine "8Rnd_9x18_Makarov"; _this addWeapon "Makarov"; } else { _this addMagazine "6Rnd_45ACP"; _this addMagazine "6Rnd_45ACP"; _this addWeapon "revolver_EP1"; }; }; } ]] call BIS_fnc_variableSpaceAdd; I'm sure that this could be edited to allow the Arp Items to be randomly allocated to the civilians inventory but I'm no expert on setting up this sort of parameter? Thankyou very much for your time and hope to speak soon.
  16. Question is.. What CPU does Bohemia developers use?
  17. JOHN007

    ARP2 Objects Pack

    Ok if anyone's reading this and would like to help an old veteran please join me on this thread. I look forward to hear from you.
  18. Hello, Is there any script out there that would allow these items to be randomly spawned with civilians? For example, you search a civilian,, you see a set of random items in their possession. Thankyou for your time and hope to speak soon.
  19. JOHN007

    ARP2 Objects Pack

    Thankyou for the reply. Basically looking for a script that, for example, if you would to search a civilian ingame you would see a set of random items in their possession. Alive isn't what I'm looking for I'm afraid, may I ask do you know any scripters that could point me in the right direction? You don't get any replies on this forum you are the first reply in months. I've searched this whole forum for months now there's nothing on this. You must know what I mean now,, Search civilian,, see random items. Thankyou for your time and hope to speak soon.
  20. JOHN007

    ARP2 Objects Pack

    Thankyou very much for the reply. Would you mind pointing an old veteran in the right direction for any mod/script that will allow items to be randomly spawned with civilians? I'm surprised no-one has created any script for this brilliant mod either here or Arma 2? The emersion would be insane with this implemented. Thankyou for your time and hope to peak soon.
  21. JOHN007

    ARP2 Objects Pack

    Great mod, excellent work. Read all 20 pages and no luck with finding any information on this? Is it possible to allocate random items to civilians? If anyone's reading this could they help out? Thankyou for your time and hope to speak soon.
  22. Hello, Seem to have hit a dead end with a custom MSO mission. It looks like MSO is scripted to use faction ID's to allocate a particular faction when selected from the menu. So basically added the brilliant Takistan new units from Armaholic into MSO by adding a new faction into the init.sqf if(isNil "faction_mas_tak_unit") then {faction_mas_tak_unit = DEFAULT_mas_tak_unit;}; if(faction_mas_tak_unit == 1) then { MSO_FACTIONS = MSO_FACTIONS + ["mas_tak_unit"]; }; Now it does seem to work but this particular faction has six different camo schemes so may I ask how does one convert this command to a generic units list (Basically allocate the classname of a unit instead of the whole faction) Would it possible to edit the section 'MSO_FACTIONS=MSO_FACTIONS + ["mas_tak_unit"];' to a custom sqf file? The only information I've managed to find is a workaround that is to create a new faction all together but I'm sure this wouldn't be necessary? If anyone could offer their expertise I would be eternally grateful. Thankyou very much for your time and hope to speak soon.
  23. Update here. So anyone reading this you have to create a new faction including the editor group category and unit category which has to be replicated exactly as the default BIS factions. A sprinkle of insanity and anything's possible.
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