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Alleged Accomplice

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Everything posted by Alleged Accomplice

  1. Alleged Accomplice

    Haul Cargo

    It works, first page has that.but I want it to work without naming objects and I want it with no mods and I want to do it mostly myself.
  2. Alleged Accomplice

    Haul Cargo

    I have notepad++, I got VSC cause it was able to use the now non working syntax highlighters, I saw the highlighters mentioned and got it. I figure VSC will do C++ and I may do it that way.
  3. Alleged Accomplice

    Haul Cargo

    I am using Visual studio code with the sqf language thing. I tried to use two different sqf syntax highlighters or what ever and they both had errors going on, something about python, I guess they haven't been updated in quite awhile. Have to admit I sometimes just use metapad but lately I have been trying to use VSC all of the time. I didn't know you could use C++ to do this VSC will show missing brackets of all kinds. I apparently wasn't paying close enough attention. I was listening to news bout Hawaii.
  4. Alleged Accomplice

    Haul Cargo

    So I came back to this job and I put this in the script params ["_ammobox", "_playerscar", "_actionId", "_arguments"]; if ((_ammobox distance _playerscar) <9) then {_ammobox attachTo [_playerscar, [0, -1, 0]]}; Doesn't throw an error but it doesn't load the ammobox and it smashes the truck down close to the ground and it cannot move. Its like something very heavy was loaded into it LOL. Then did this, same thing. params ["_ammobox", "_playerscar", "_actionId", "_arguments"]; _ammobox = _this select 0; _playerscar =_this select 1; if ((_ammobox distance _playerscar) <9) then {_ammobox attachTo [_playerscar, [0, -1, 0]]}; Any ideas what I've done. Oh yeah this is all done from a basic addaction from the truck. Tried this and it keeps saying it needs another ) on line 2 params ["_ammobox", "_playerscar", "_actionId", "_arguments"]; If ((_ammoxbox isKindOfof reammobox_f) && (_ammobox distance _playerscar) <9) then {_ammobox attachTo [_playerscar, [0, -1, 0]]};
  5. Yes 😀. Its one of the stranger ideas I've read here and I've gone through hundreds of pages of this section of the forums. I am not saying it doesn't have a use, it almost certainly does to him but it is strange for it to be done in a war game. Maybe I saw something stranger in this forum but I can't remember it.
  6. Its seems he wants certain AI to be like The Great Gazoo, Fred and Barney can see him but no one else can.
  7. Alleged Accomplice

    Spearhead 1944 Scripts - Gun Towing

    Yeah, even if you attached a trigger to it you'd need to know what action to call
  8. Alleged Accomplice

    Spearhead 1944 Scripts - Gun Towing

    Oh, AI controlled. Man, I can't imagine how hard thats going to be. Getting the AI to hitch up and unhitch.
  9. Alleged Accomplice

    Spearhead 1944 Scripts - Gun Towing

    The ones with wheels will tow automatically with some vehicles, maybe all, I haven't tried it with all. They unhook when you want them to. I loaded an 88 into the back of a German truck with a script, sticks out the side and looks bad but it does work. You could attach it or the others to the back of whatever with a script. The gun and vehicle need to be named to do that. I'm working on doing it unnamed. They didn't give the US the deuce and a half yet, which is weird. The US trucks they did put in the dlc are not as good as the German trucks.
  10. Alleged Accomplice

    Scripting Introduction for New Scripters

    I want to say this to everyone who comes here looking for help to start scripting. Go read the pages of ARMA 3 - MISSION EDITING & SCRIPTING. I've read pages and pages of posts of people seeking help with their scripts. I find something in 1 or 2 posts per page that I go "hey I think I could use this little snippet or maybe half the code this guy wrote". I cut it out many times and store it in a text file among the missions in the missions folder. Also read the advice as to why this or that did not work. I stink at it but I keep going. I was better at writing code before my wife died and I lost some stuff in my head after that but I am slowly getting it back. I'm old and do it to help keep my brain sharp, well as sharp as it can be anyway.
  11. Alleged Accomplice

    [MP] Hot Pursuit

    Cool
  12. Alleged Accomplice

    [MP] Hot Pursuit

    I want to be the truck driver. I'LL RAM THEM ALL OFF THE ROAD!!!!! I WILL REACH THE BORDER. It doesn't seem that role is open though
  13. I know I'm late to this but this also works. This in the description.ext [east, "east1"] call BIS_fnc_addRespawnInventory; [east, "east2"] call BIS_fnc_addRespawnInventory; [west, "west1"] call BIS_fnc_addRespawnInventory; [west, "west2"] call BIS_fnc_addRespawnInventory; [resistance, "resistance1"] call BIS_fnc_addRespawnInventory; [resistance, "resistance2"] call BIS_fnc_addRespawnInventory; Then in init.sqf respawnTemplateseast[] = {"MenuInventory","MenuPosition"}; respawnTemplateswest[] = {"MenuInventory","MenuPosition"}; #include "loadout.cpp" Then the format of the loadouts is like this and they are selectable from the spawn screen. You put this stuff in the loadout.cpp file class CfgRespawnInventory { class east1 { displayName = "Rebel Rifleman"; // Name visible in the menu role = "east1"; // Loadout definition, uses same entries as CfgVehicles classes uniformClass = "U_BG_Guerilla2_1"; backpack = "B_FieldPack_taiga_F"; weapons[] = {"uns_ak47","CUP_hgun_Deagle","uns_binocular_army","Throw","Put"}; magazines[] = {"uns_ak47mag","CUP_7Rnd_50AE_Deagle","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_mk2gren","uns_mk2gren","CUP_7Rnd_50AE_Deagle","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_leaflet12","uns_item_condoms"}; items[] = {"FirstAidKit","UNS_TrapKit","ToolKit","FirstAidKit","FirstAidKit","FirstAidKit"}; linkedItems[] = {"CUP_V_OI_TKI_Jacket5_01","CUP_H_USArmy_Helmet_M1_plain_M81","CUP_G_Oakleys_Drk","ItemMap","ItemCompass","ItemWatch"}; }; class east2 { displayName = "Rebel Sapper Miner"; role = "east2"; uniformClass = "U_BG_Guerilla1_2_F"; backpack = "CUP_B_Kombat_Olive"; weapons[] = {"uns_ithaca37_grip","uns_binocular_army","Throw","Put"}; magazines[] = {"uns_12gaugemag_4","uns_12gaugemag_4","uns_12gaugemag_4","uns_12gaugemag_4","uns_12gaugemag_4","uns_12gaugemag_4","uns_12gaugemag_4","uns_12gaugemag_4","uns_12gaugemag_4","uns_12gaugemag_4","uns_12gaugemag_4","uns_12gaugemag_4","uns_12gaugemag_4","uns_12gaugemag_4","ATMine_Range_Mag","ATMine_Range_Mag","ATMine_Range_Mag","uns_12gaugemag_4"}; items[] = {"UNS_TrapKit","FirstAidKit","FirstAidKit","ToolKit"}; linkedItems[] = {"muzzle_snds_B", "optic_KHS_old", "bipod_01_F_blk","V_Chestrig_khk","CUP_H_USArmy_Helmet_M1_plain_M81","CUP_G_Oakleys_Drk","ItemMap","ItemC}; }; class west1 { displayName = "Government Rifleman"; role = "west1"; weapons[] = { "LIB_M1_Garand" }; magazines[] = { "LIB_8Rnd_762x63", "LIB_8Rnd_762x63", "LIB_8Rnd_762x63", "LIB_8Rnd_762x63", "LIB_8Rnd_762x63", "LIB_8Rnd_762x63", "LIB_8Rnd_762x63", "LIB_8Rnd_762x63", "LIB_8Rnd_762x63", "LIB_8Rnd_762x63", "LIB_8Rnd_762x63", "LIB_8Rnd_762x63", "LIB_8Rnd_762x63", "LIB_US_Mk_2", "LIB_US_Mk_2", "LIB_TM44_MINE_mag", "SatchelCharge_Remote_Mag" }; items[] = { "FirstAidKit", "FirstAidKit" }; linkedItems[] = { "V_LIB_US_Vest_Carbine", "H_LIB_US_Helmet_Net", "ItemMap", "ItemCompass", "ItemWatch" }; uniformClass = "U_LIB_US_NAC_Uniform"; backpack = "B_LIB_USA_Backpack_Vide"; }; class west2 { displayName = "MachineGunner"; role = "west2"; weapons[] = { "LIB_M1919A6" }; magazines[] = { "LIB_50Rnd_762x63", "LIB_50Rnd_762x63", "LIB_50Rnd_762x63", "LIB_50Rnd_762x63", "LIB_50Rnd_762x63", "LIB_50Rnd_762x63", "LIB_50Rnd_762x63", "LIB_50Rnd_762x63", "LIB_50Rnd_762x63", "LIB_50Rnd_762x63", "LIB_US_Mk_2", "LIB_US_Mk_2" }; items[] = { "FirstAidKit", "FirstAidKit" }; linkedItems[] = { "V_LIB_US_Vest_Carbine_eng", "H_LIB_US_Helmet_Net", "ItemMap", "ItemCompass", "ItemWatch" }; uniformClass = "U_LIB_US_NAC_Uniform"; backpack = "B_LIB_USA_Backpack_Vide"; }; }; You get them out in sqf format with CONTROL SHIFT C. Still if you have a different sight on the gun you have to add it in linked items manually. The first two are done with control shift C. Pain in the butt to copy them out and get them right the other way, which is how that second ones were done. Want them in another battle just copy those 3 files over to the new mission. https://steamcommunity.com/sharedfiles/filedetails/?id=1986342104
  14. Alleged Accomplice

    Haul Cargo

    I want to add this, its weird they came out with WWII DLC without the original or even the replacement Deuce and a Half that came later in 1950. How is anyone gonna make a RedBall Express scenario without the truck that did it 😁 My memory says that in later WWII movies you see the later version playing the part of the earlier version. You can load at least one of the trucks through the back door by using the original script up above where the ammobox is held lower. If you drop it on the top, welllll things don't turn out so well. One of the trucks has so much crap piled in it, sure you can drop a box in it but you can't see it or get it out. The German truck works good with the handloading script. None of the modern trucks other than the hemtt cargo work except maybe with the auto load and unload. I haven't tried that, it likely does. At least with the WWII rigs the back doors will open. Theirs a huge modern box truck with what looks like big doors but they don't open.
  15. Alleged Accomplice

    Vehicle Respawn with same INIT

    You can put that in the expression line of the module. I have no clue if it will work. You might then try the MGI modules, Pierre has made some good stuff and one of his modules is a respawn module. You can check the keep appearance and pylons and also keep actions and arsenals, see if that works. I figure if one of the smart ones here sees this they might just give you a respawn script just for that.
  16. Alleged Accomplice

    Haul Cargo

    This is embarrassing but on some of these I was simply attaching the ammoboxes to myself and couldn't see them because they were behind me. They unloaded with the unload script even though they were attached to me. I have deleted some but I am going back up and deleting the others I know do not work like they are supposed to. This below works but read below that on how they have to be unloaded. this addAction["Pickup Box",{ _object = (_this select 0); _user = (_this select 1); _object attachTo[_user,[0,3,3],"Pelivs"]; },nil,1.5,false,false,"","true",7,false,"",""]; this addAction["Drop Box",{ { detach _x; _x enableSimulationGlobal true; } forEach attachedObjects player; },nil,1.5,false,false,"","true",7,false,"",""]; The other autoload and unload still work. The handload above works but you have to get in the back of the truck and re pickup the boxes and drop them again to unload. You can't ready your weapon or you cant look at them, if you do you switch to the other side and it unreadies the weapon. On some vehicles this may not work. I was using the WWII German open cargo truck. You can do the handload and unload without naming a thing. I loaded a Flak 38 into one but using this you have to be careful and get it just right or use this below. this addAction ["load","gunload.sqf",nil,1,false, true, "true", "true", 12, false]; this addAction ["unload","ungunload.sqf",nil,1,false, true, "true", "true", 12, false]; You can load the Flak 36 but it looks funny. Heck you can even fire it from the truck. if ((gun1 distance truck9) < 10) then {gun1 attachTo [truck9, [0, -2, .5]]; gun1 attachTo [truck9]; } That loads it and the next unloads it. if ((gun1 distance truck9) < 50) then {gun1 attachTo [truck9, [0, -9, 0]]; detach gun1}; I may be done with this. I got what I wanted in a roundabout way, not the way I wanted but it works. Only the Hemtt cargo works out of the big modern trucks. The troop transport just let the boxes fall through in most cases. The hemtt cargo you have to load them close to the rear. You can't get in but you can aim through tailgate and repickup the boxes. I assume the pickup trucks will work and that vans will.
  17. Alleged Accomplice

    Haul Cargo

    Some of that above stopped working for me. Anyway I fixed it. I have this weird feeling that after you've used a saved scenario for so much testing it gets polluted. I had everything on that one, all the bombs all the loading and unloading. Unload, add to the trucks init. this addAction ["load","cargo3.sqf",nil,1,false, true, "true", "true", 5, false]; this addAction ["unload","unload.sqf",nil,1,false, true, "true", "true", 3, false]; Has the load for loading from the inside which still works. I cannot get away from naming the boxes though I am still working on it. if ((box1 distance truck1) < 5) then {box1 attachTo [truck1, [0, -1, 0]]; box1 attachTo [truck1]; detach box1; box2 attachTo [truck1, [-.5, -2, 0]]; box2 attachTo [truck1]; detach box2; box3 attachTo [truck1, [.5, -2, 0]]; box3 attachTo [truck1]; detach box3;} else {hint "too far"}; That is the load.sqf This is the unload which works for handloaded or auto loaded. if ((box1 distance truck1) < 50) then {box1 attachTo [truck1, [0, -9, 0]]; detach box1; box2 attachTo [truck1, [-.5, -11, 0]]; detach box2; box3 attachTo [truck1, [.5, -13, 0]]; detach box3;} Cannot take the IF first line out of that.
  18. I told you one of the smart ones would show up soon 😀 Mine still works though 💪
  19. Alleged Accomplice

    Haul Cargo

    Hand load trucks, put in the init of every box you want to load or might want to. If nothing is in the the init of any of them you can select them all and attributes and add it to the init of all of them at once. you "pick up" the box then you stand about a yard/meter from the truck and look up at the box , roll the wheel and click drop when you want to load it. Looking up takes the trucks embedded addaction out of the way. didn't actually work. I thought it did. on taller modern trucks it may have to be this. I have been using the new DLC WWII trucks to work on this with. Didn't work either If loading into a van then this this addAction["Pickup Box",{ _object = (_this select 0); _user = (_this select 1); _object attachTo[_user,[0,1.5,1],"Pelivs"]; },nil,1.5,false,false,"","true",2,false,"",""]; this addAction["Drop Box",{ { detach _x; _x enableSimulationGlobal true; } forEach attachedObjects player; },nil,1.5,false,false,"","true",2,false,"",""]; In the last one the box will just drop and not get thrown. Its best to make the box indestructible when throwing them cause they will land on each other and sometimes catch fire. I left "pelvis" in that cause this is partially borrowed code and sometimes when I take things out, they stop working, so even if it seems unnecessary, as long as it doesn't do anything I just leave it.; Gonna work on auto loading from the inside of the truck and loading static weapons/turrets more now. Edit, I forgot I need to unload this
  20. Okay I became obsessed with this and while it may not change the role he will look like a civilian with this. Flagpole with this in its init this addAction ["Spy","spy.sqf",nil,1,false, true, "true", "true", 9, false]; then in the spy.sqf file removeAllWeapons player; removeAllItems player; removeAllAssignedItems player; removeUniform player; removeVest player; removeBackpack player; removeHeadgear player; removeGoggles player; comment "Add containers"; player forceAddUniform "U_C_Man_casual_6_F"; comment "Add binoculars"; player addWeapon "Binocular"; comment "Add items to containers"; player addItemToUniform "FirstAidKit"; player addItemToUniform "Chemlight_green"; player addHeadgear "H_Hat_grey"; comment "Add items"; player linkItem "ItemMap"; player linkItem "ItemCompass"; player linkItem "ItemWatch"; player linkItem "ItemRadio"; player linkItem "ItemGPS"; comment "Set identity"; [player,"WhiteHead_21","male05eng"] call BIS_fnc_setIdentity; Well may as well switch back with this in another flagpole this addAction ["noSpy","nospy.sqf",nil,1,false, true, "true", "true", 9, false]; and in the nospy.sqf removeAllWeapons player; removeAllItems player; removeAllAssignedItems player; removeUniform player; removeVest player; removeBackpack player; removeHeadgear player; removeGoggles player; player addWeapon "arifle_MXM_F"; player addPrimaryWeaponItem "muzzle_snds_H"; player addPrimaryWeaponItem "acc_pointer_IR"; player addPrimaryWeaponItem "optic_DMS"; player addPrimaryWeaponItem "30Rnd_65x39_caseless_mag"; player addPrimaryWeaponItem "bipod_01_F_snd"; player addWeapon "hgun_P07_F"; player addHandgunItem "muzzle_snds_L"; player addHandgunItem "16Rnd_9x21_Mag"; comment "Add containers"; player forceAddUniform "U_B_CombatUniform_mcam"; player addVest "V_Chestrig_rgr"; comment "Add binoculars"; player addWeapon "Rangefinder"; comment "Add items to containers"; player addItemToUniform "FirstAidKit"; for "_i" from 1 to 2 do {player addItemToUniform "30Rnd_65x39_caseless_mag";}; player addItemToUniform "Chemlight_green"; for "_i" from 1 to 3 do {player addItemToVest "30Rnd_65x39_caseless_mag";}; for "_i" from 1 to 2 do {player addItemToVest "16Rnd_9x21_Mag";}; for "_i" from 1 to 2 do {player addItemToVest "MiniGrenade";}; player addItemToVest "SmokeShell"; player addItemToVest "SmokeShellGreen"; player addItemToVest "Chemlight_green"; player addHeadgear "H_Booniehat_mcamo"; player addGoggles "G_Tactical_Clear"; comment "Add items"; player linkItem "ItemMap"; player linkItem "ItemCompass"; player linkItem "ItemWatch"; player linkItem "ItemRadio"; player linkItem "ItemGPS"; player linkItem "NVGoggles"; comment "Set identity"; [player,"SPE_Krueger","male10eng"] call BIS_fnc_setIdentity; I hope this works for you. I suppose you could add some conditions to only allow a certain class to use it but I failed in that endeavor. Anyway I got the loadout from the vanilla recon marksman loadout. Okay edit. You add this to the top lines of those 2 sqf files [player] joinSilent createGroup civilian; ,,,, to change to civilian and it still changes the clothes. If you die as civilian with no civ respawn well you can't respawn. [player] joinSilent createGroup blufor; ,,,,,,,,, to switch back alsop giving back the marksmen stuff back.
  21. Well I made a trigger to change the clothes with and put this in an sqf file which the trigger calls class CfgRespawnInventory { class east1 { displayName = "Rebel Rifleman"; // Name visible in the menu role = "east1"; // Exported from Arsenal by uniformClass = "U_C_Man_casual_6_F";backpack = ""; weapons[] = {"Throw","Put"}; magazines[] = {}; items[] = {"FirstAidKit"}; linkedItems[] = {"H_Hat_Safari_olive_F","ItemMap","ItemCompass","ItemWatch"}; }; }; BUUUUUUUT even though that is the EXACT same format I use in my loadout, I cut it out of that and just changed the loadout which AND IT WORKS THERE as a full file. ARMA keeps finding errors. I even left in the top line in, took it out, whatever. I am not going to name the errors, no matter what I did it would not work. Heck I even made a cpp file for it and had it included. As that old preacher said in Blazing Saddles "you're on your own", well at least as far as to what I know. I do know how to do loadouts in a full file, I have made many and they work but apparently cutting it out of the file that works won't work for me. I was bored and wrote this, one of the smarter folks here should be along later. I did spend an hour and a half trying to make it work though.
  22. Alleged Accomplice

    Haul Cargo

    Yeah, I just stuck with what I saw. I'm not even sure if I have to use vehicle player as much anymore either. Since I can't sleep I am beginning to test. I don't really play the game much at all. Sometimes I go on KOTH. I do stuff like this. I created a multiplayer battle several years back but I have not done that in awhile. Never posted it cause I used so many addons or whatever no one would want it. It was fun to create it, it was complicated as hell, it helps keep my mind sharp even if I'm not good at it. I cannot create a battle with AI in it for **** so I don't do those.
  23. Alleged Accomplice

    Haul Cargo

    The things I have learned here will likely cause me to try to use the script I found here on the truck or to just throw the ammoboxes using attach detach. I don't have to use playerscar anymore now I don't think so who knows. Now that I know more I will cobble together something clunky but it will somehow still work. I had one going the other day that kept saying the cargo was too far away but it still loaded and another that threw an error every time but still worked.
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