Jump to content

Kierrin

Member
  • Content Count

    6
  • Joined

  • Last visited

  • Medals

Community Reputation

2 Neutral

About Kierrin

  • Rank
    Rookie

Recent Profile Visitors

603 profile views
  1. sorry harmdhast I didnt see your reply before my last post, I assumed it loaded as a string because of the [ ] and the general format of the file. is there a way to make this load as a string? or another way to point at the last category in the file?
  2. thanks for the fast replies I never would have guessed that was the issue. so unless im way off base on how this works it becomes a global variable in config.sqf down at the bottom. // Towns and cities array cityList = compileFinal preprocessFileLineNumbers "mapConfig\towns.sqf"; config_items_jerrycans_max = compileFinal "1"; config_items_syphon_hose_max = compileFinal "1"; config_refuel_amount_default = compileFinal "0.25"; config_refuel_amounts = compileFinal str [ ["Kart_01_Base_F", 1], ["Quadbike_01_base_F", 0.5], ["Tank", 0.1], ["Air", 0.1] ]; // NOTE: Player saving and money settings moved to external config (A3Wasteland_settings\main_config.sqf), default values are set in server\default_config.sqf // Is player saving enabled? // config_player_saving_enabled = compileFinal "0"; // How much do players spawn with? // config_initial_spawn_money = compileFinal "100"; config_territory_markers = compileFinal preprocessFileLineNumbers "mapConfig\territories.sqf"; inside territories.sqf looks like this [ ["TERRITORY_THRONOS_CASTLE", "Thronos Castle", 500, "CASTLE"], ["TERRITORY_KASTRO_CASTLE", "Kastro Castle", 500, "CASTLE"], ["TERRITORY_UNNAMED_CASTLE", "112-087 Castle", 500, "CASTLE"], ["TERRITORY_PYRGOS_CASTLE", "Pyrgos Castle", 500, "CASTLE"] ] for the sake of space ive condensed it to just the castle category
  3. I am trying to modify part of a3wasteland altis, currently no matter what type of territory you capture you get whatever the default payout is, I am trying to make the payout system take into account the categories listed in the territories.sqf file. My intent is to take information from a couple different arrays and put them into one then from the one use an if then and count to separate it all into different variables to apply the payout bonuses and then calculate the new payouts, currently what I have is: ownerType = []; { _territoryName = _x select 0; if ((_x select 0) isEqualTo _territoryName) exitWith { ownerType pushback [_territoryName, config_territory_markers select 3, 1]; }; //diag_log debug delete before release! diag_log ownerType; } forEach currentTerritoryDetails; and the error I keep getting is: 22:14:26 Error in expression <territoryName, config_territory_markers select 3, 1]; }; diag_log ownerType; } > 22:14:26 Error position: <select 3, 1]; }; diag_log ownerType; } > 22:14:26 Error select: Type code, expected Array,String,Config entry 22:14:26 File \mpmissions\A3Wasteland_v1.3b.Altis\territory\server\territoryPayroll.sqf, line 64 any help would be greatly appreciated as id like to learn more about scripting also Id post this on the a3wasteland altis forums but their site seems to be down/moved, goes to a domain page if anyone has a working link to them id appreciate that aswell.
  4. never seen one in use by them but id bet they have a version of em
  5. Kierrin

    Advice about making real bases

    every fob ive ever been to has been extremely cobbled together, ideally you should have an entry control point, maybe a couple if its a larger fob, use terrain to your advantage where possible and try to keep things from looking "cookie cutter". The defenses were rarely textbook, I cant recall any that had enough fighting positions spaced out to give interlocking fields of fire. if you can be more specific I can give you more specific answers. EDIT: I see in your signature you list BAF (bagram airfield) that might be useful if you pull it up in google earth, pay attention to the perimeter if you look closely near the baazar at bagram you can see a gate that was part of the old russian peremiter, from there you can follow the wall that encloses the soviet style apartments or you can follow the american wall made of hescos and texas barriers, in some areas the american perimeter pushes past the old russian perimeter and in others it dosent push out anywhere near it this highlights that the american perimeter went up as fast as possible, following a path of least resistance since it would have taken more time and man power to kick the afghanis that live within the old russian perimeter out, additionally one thing you cant see from google earth is the mine fields, there are russian mine fields both inside baf and along the perimeter something else that dictated where the american perimeter went up, the other thing to take note of is how densely packed everything is, you dont waste space in a fob because pushing out the perimeter is dangerous and costly.
  6. cant wait to use this, thank you
×