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About Alpine_gremlin

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  1. Hey guys, I`m trying to run a mission that I made on a dedicated server. Whenever I try to load it in the editor I get the following message when it opens: no entry 'bin\config.bin/CfgPatches.sud_m113'. When I export it as a .pbo and try to play it on a dedicated server, the same message pops up in system chat and I am booted to the role selection screen for a Vanilla escape mission. Does anyone know what the problem could possibly be here? Any ideas are appreciated!
  2. Alpine_gremlin

    Force Players to Spectate After 2 Lives

    Understood. Thank you!
  3. Alpine_gremlin

    Force Players to Spectate After 2 Lives

    Thank you that makes perfect sense @stanhope!
  4. Alpine_gremlin

    Force Players to Spectate After 2 Lives

    Do you use profileNameSpace to keep track of _lifenumber as its value applies to the player?
  5. Hey guys its been a while since I`ve written any code for ArmA so I`m super rusty. Using the ACE mod, I`m trying to make it so that after an individual player dies twice, they are transferred to the spectator screen. The code seems really simple, so I`m not sure why it isn`t working. I`m not getting any script errors so is it just bad syntax? "handleSpectator.sqf" is called via initPlayerLocal.sqf: [[west], [east,civilian]] call ace_spectator_fnc_updateSides; [[0,1,2], []] call ace_spectator_fnc_updateCameraModes; [[], [allPlayers]] call ace_spectator_fnc_updateUnits; hint "First Life..."; waitUntil {!alive player}; sleep 5; hint "Second Life..."; waitUntil {!alive player}; [true] call ace_spectator_fnc_setSpectator;
  6. Hello all, I`m trying to get into modding and register a set of tags. Tried to register for OFPEC like 4 days ago and still have gotten an email to confirm the address. Spam is clear. Is there anyone I can contact regarding this?
  7. Heya guys! So for the past week or so I`ve been working on an MP mission that I intend to try on a dedicated server. I want the mission to end with a different "EndMission" depending on the player`s state. So say an indivdual died, but then the rest of his team completed all objectives, I`d want the alive players to recieve a different "victory" than anyone that died. I figured that using BIS_fnc_endMissionServer wouldn`t be the best option (though better for client sync) as all players would see the same ending type. Currently I am using the following code: waitUntil {!isNil "missionEndings"}; _run = true; if (missionEndings && player in escapeBoat) then { "End1" call BIS_fnc_endMission; _run = false; }; if (missionEndings && vehicle player != escapeBoat) then { "playerLeftBehind" call BIS_fnc_endMission; _run = false; }; if (missionEndings && !alive player) then { "playerDeadbutTeamEscaped" call BIS_fnc_endMission; _run = false; }; sleep 5; }; Where "missionEndings" is a variable handed out to clients via a server-evaluated trigger. Is this a good method of doing this? Or does anyone have a better method? I am eager to learn if so! On a slightly related note: is declaring a variable via publicVariable a viable option on a dedicated server?
  8. Alpine_gremlin

    "Hit" Event Handler Params

    Hey man thanks a lot! Would you mind explaining what you did differently in the params? I`m still trying to get practice with that command.
  9. Hey guys, so I`m trying to set up a scenario where the player gets betrayed by a specific group. One way I`m thinking of triggering the event is to have him get shot (not killed though) by one of the group members. I have this: player addEventHandler ["Hit",{ params ["_unit", "_source", "_damage", "_instigator"]; if (_this select 3 in traitorGrp) then {betray = true};} ]; When I try to use this however, I get "Error in: type group, expected array, object, location" As you can see I am trying to check if the shooter is in the specified group, and if so, set the variable. Is a group not an array however? Additionally I`m quite sure that "_instigator" is most certainly a unit. I`m not quite sure how to approach this. Using the side command did not seem to work either.
  10. Okay guys thank you for the tips! :D
  11. Ah I see. Also what is your opinion on triggers placed in the editor? Would you say that they are a reliable way of making events happen if only evaluated by the server?
  12. So if I call a script (a totally separate sqf) from initPlayerLocal, it will still only work on that client?
  13. Hey guys so I`m working on a mission that I plan to put on to a dedicated server but I have a question that I would like to ask regarding scripting for this environment. I realize that the initPlayerLocal.sqf is incredibly important for this task. Let`s say I had a script that I wanted to run on each client`s computer separately. A simple message to pop up when the player approaches a vehicle. I`ll call this "script.sqf". far = true; while {far} do { _meters = player distance car; sleep 1; if (_meters < 5) then { far = false; hint "You are close to the car"; } }; In a dedicated server environment, I realize that the command "player" would return as nil and therefore would not work if say executed via init.sqf. What if I were to call this script in the initPlayerLocal.sqf however? Or would I have to find an alternative to "player" in this case to refer to the player`s unit?
  14. Hey guys, I am trying to create a scenario which makes use of only a few items in the arsenal. I have used the following code and adapted it after doing some Google work: _crate = _this select 0; ["AmmoboxInit",[_crate,false,{true}]] spawn BIS_fnc_arsenal; _availableHeadgear = [ "rhs_6b26_green", "rhs_6b26_bala_green", "rhs_6b26_ess_green", "rhs_6b26_ess_bala_green", "rhs_6b26", "rhs_6b26_bala", "rhs_6b26_ess", "rhs_6b26_ess_bala", "rhs_6b27m_green", "rhs_6b27m_green_bala", "rhs_6b27m_green_ess", "rhs_6b27m_green_ess_bala", "rhs_6b27m_digi", "rhs_6b27m_digi_bala", "rhs_6b27m_digi_ess", "rhs_6b27m_digi_ess_bala", "rhs_6b27m", "rhs_6b27m_bala", "rhs_6b27m_ess", "rhs_6b27m_ess_bala", "rhs_6b27m_ml", "rhs_6b27m_ml_bala", "rhs_6b27m_ml_ess", "rhs_6b27m_ML_ess_bala", "rhs_6b28_green", "rhs_6b28_green_bala", "rhs_6b28_green_ess", "rhs_6b28_green_ess_bala", "rhs_6b28", "rhs_6b28_bala", "rhs_6b28_ess", "rhs_6b28_ess_bala", "rhs_6b28_flora", "rhs_6b28_flora_bala", "rhs_6b28_flora_ess", "rhs_6b28_flora_ess_bala", "rhs_Booniehat_digi", "rhs_Booniehat_flora", "rhs_ssh68" ]; _availableBackPacks = [ "rhs_assault_umbts", "rhs_assault_umbts_engineer_empty" ]; _availableFaceWear = [ "G_CBRN_M04_Hood", "G_CBRN_S10" ]; _availableVests = [ "rhs_6b13_Flora", "rhs_6b13_Flora_6sh92", "rhs_6b13_Flora_6sh92_headset_mapcase", "rhs_6b13_Flora_6sh92_radio", "rhs_6b13_Flora_6sh92_vog", "rhs_6b13_Flora_crewofficer", "rhs_6b13_EMR", "rhs_6b13", "rhs_6b13_6sh92", "rhs_6b13_6sh92_headset_mapcase", "rhs_6b13_6sh92_radio", "rhs_6b13_6sh92_vog", "rhs_6b13_crewofficer", "rhs_6b23", "rhs_6b23_6sh92", "rhs_6b23_6sh92_headset", "rhs_6b23_6sh92_headset_mapcase", "rhs_6b23_6sh92_radio", "rhs_6b23_6sh92_vog", "rhs_6b23_6sh92_vog_headset", "rhs_6b23_crewofficer", "rhs_6b23_crew", "rhs_6b23_engineer", "rhs_6b23_medic", "rhs_6b23_rifleman", "rhs_6b23_sniper", "rhs_6b23_vydra_3m", "rhs_6b23_digi", "rhs_6b23_digi_6sh92", "rhs_6b23_digi_6sh92_headset", "rhs_6b23_digi_6sh92_headset_spetsnaz", "rhs_6b23_digi_6sh92_headset_mapcase", "rhs_6b23_digi_6sh92_radio", "rhs_6b23_digi_6sh92_Spetsnaz", "rhs_6b23_digi_6sh92_vog", "rhs_6b23_digi_6sh92_vog_headset", "rhs_6b23_digi_6sh92_Vog_Radio_Spetsnaz", "rhs_6b23_digi_crewofficer", "rhs_6b23_digi_crew", "rhs_6b23_digi_engineer", "rhs_6b23_digi_medic", "rhs_6b23_digi_rifleman", "rhs_6b23_digi_sniper", "rhs_6b23_digi_vydra_3m", "rhs_6b23_ML", "rhs_6b23_ML_6sh92", "rhs_6b23_ML_6sh92_headset", "rhs_6b23_ML_6sh92_headset_mapcase", "rhs_6b23_ML_6sh92_radio", "rhs_6b23_ML_6sh92_vog", "rhs_6b23_ML_6sh92_vog_headset", "rhs_6b23_ML_crewofficer", "rhs_6b23_ML_crew", "rhs_6b23_ML_engineer", "rhs_6b23_ML_medic", "rhs_6b23_ML_rifleman", "rhs_6b23_ML_sniper", "rhs_6b23_ML_vydra_3m", "rhs_6sh92", "rhs_6sh92_headset", "rhs_6sh92_radio", "rhs_6sh92_vog", "rhs_6sh92_vog_headset", "rhs_6sh92_digi", "rhs_6sh92_digi_headset", "rhs_6sh92_digi_radio", "rhs_6sh92_digi_vog", "rhs_6sh92_digi_vog_headset" ]; _availableUniforms = [ "U_O_CBRN", "U_I_CBRN" ]; _availableWeapons = [ "rhs_weap_ak103", "rhs_weap_ak103_1", "rhs_weap_ak103_2", "rhs_weap_ak103_gp25", "rhs_weap_ak103_gp25_npz", "rhs_weap_ak103_npz", "rhs_weap_ak104", "rhs_weap_ak104_npz", "rhs_weap_ak105", "rhs_weap_ak105_npz", "rhs_weap_ak74m", "rhs_weap_ak74m_2mag", "rhs_weap_ak74m_2mag_camo", "rhs_weap_ak74m_2mag_npz", "rhs_weap_ak74m_camo", "rhs_weap_ak74m_camo_folded", "rhs_weap_ak74m_camo_npz", "rhs_weap_ak74m_desert", "rhs_weap_ak74m_desert_folded", "rhs_weap_ak74m_desert_npz", "rhs_weap_ak74m_folded", "rhs_weap_ak74m_gp25", "rhs_weap_ak74m_gp25_npz", "rhs_weap_ak74m_npz", "rhs_weap_ak74m_plummag", "rhs_weap_ak74m_plummag_folded", "rhs_weap_ak74m_plummag_npz", "rhs_weap_akm", "rhs_weap_akm_gp25", "rhs_weap_akms", "rhs_weap_akms_gp25", "rhs_weap_asval", "rhs_weap_asval_npz", "rhs_weap_pkm", "rhs_weap_pkp", "rhs_weap_svdp", "rhs_weap_svdp_npz", "rhs_weap_svdp_wd", "rhs_weap_svdp_wd_npz", "rhs_weap_svds", "rhs_weap_svds_npz", "rhs_weap_rshg2", "rhs_weap_makarov_pmm", "rhs_weap_pya", "rhsusf_weap_glock17g4" ]; _availableMagazines = [ "rhs_30Rnd_545x39_AK", "rhs_30Rnd_545x39_AK_no_tracers", "rhs_30Rnd_545x39_AK_green", "rhs_30Rnd_545x39_7N10_AK", "rhs_30Rnd_545x39_7N22_AK", "rhs_30Rnd_545x39_7U1_AK", "rhs_45Rnd_545X39_7N22_AK", "rhs_45Rnd_545X39_7N10_AK", "rhs_45Rnd_545X39_AK_Green", "rhs_45Rnd_545X39_AK", "rhs_45Rnd_545X39_7U1_AK", "rhs_30Rnd_762x39mm", "rhs_30Rnd_762x39mm_tracer", "rhs_30Rnd_762x39mm_89", "rhs_30Rnd_762x39mm_U", "rhs_20rnd_9x39mm_SP5", "rhs_20rnd_9x39mm_SP6", "rhs_100Rnd_762x54mmR", "rhs_100Rnd_762x54mmR_green", "rhs_10Rnd_762x54mmR_7N1", "rhs_rshg2_mag", "rhs_mag_9x19_17", "rhs_mag_9x18_12_57N181S", "rhsusf_mag_17Rnd_9x19_FMJ", "rhsusf_mag_17Rnd_9x19_JHP" ]; _availableAttachments = [ "rhs_bipod", "rhs_acc_tgpa", "rhs_acc_pbs1", "rhs_acc_dtk4short", "rhs_acc_tgpv", "rhs_acc_dtk4long", "rhs_acc_dtk4screws", "rhs_acc_muzzleFlash_dtk", "rhs_acc_dtk3", "rhs_acc_dtk1", "rhs_acc_dtk", "rhs_acc_dtk1l", "rhs_acc_ak5", "rhs_acc_1p29", "rhs_acc_1p78", "rhs_acc_pkas", "rhs_acc_ekp1", "rhs_acc_1p63", "rhs_acc_ekp1b", "rhs_acc_ekp1c", "rhs_acc_ekp1d", "rhs_acc_npz", "rhs_acc_pso1m2", "rhs_acc_pgo7v", "rhs_acc_1pn93_1", "rhs_acc_1pn93_2" ]; [_crate,((backpackCargo _crate) + _availableBackpacks)] call BIS_fnc_addVirtualBackpackCargo; [_crate,((itemCargo _crate) + _availableHeadgear + _availableFaceWear + _availableUniforms + _availableVests + _availableWeapons + _availableMagazines + _availableAttachments)] call BIS_fnc_addVirtualItemCargo; For some reason however, neither the magazines nor the weapons show up properly in the Arsenal. The headgear, uniforms, and attachments all work fine however. Is there something I`m missing here? Any help would be appreciated!
  15. @Grumpy Old Man Thanks for the reply! This was mostly just me messing about. Would you be able to recommend a better alternative for creating this type of randomness? I ended up scrapping that while loop and tightened up the code. It works now! if (!isServer) exitWith {}; private ["_veh","_driver","_group","_unitArray"]; _myVar = floor random 4; switch (_myVar) do { case 0: { _veh = createVehicle ["B_MRAP_01_F", getMarkerPos "startPos", [], 0, "NONE"]; }; case 1: { _veh = createVehicle ["B_APC_Tracked_01_CRV_F", getMarkerPos "startPos", [], 0, "NONE"]; }; case 2: { _veh = createVehicle ["B_MBT_01_cannon_F", getMarkerPos "startPos", [], 0, "NONE"]; }; case 3: { _veh = createVehicle ["B_Heli_Light_01_armed_F", getMarkerPos "startPos", [], 0, "FLY"]; _veh flyInHeight 50; }; }; _group = createGroup west; _group createUnit ["B_crew_F", getMarkerPos "startPos", [], 0, "FORM"]; _unitArray = []; _unitArray = _unitArray + units _group; _driver = _unitArray select 0; _driver assignAsDriver _veh; _driver moveInDriver _veh; _wp = _group addWaypoint [getMarkerPos "endPos",0]; [_group,0] setWaypointType "MOVE"; [_group,0] setWaypointCompletionRadius 50; [_group,0] setWaypointSpeed "LIMITED"; sleep 5; waitUntil {unitReady _driver}; player sideChat "WP complete!"; deleteWaypoint [_group,0]; _wp2 = _group addWaypoint [getMarkerPos "startPos",0]; [_group,0] setWaypointType "MOVE"; [_group,0] setWaypointCompletionRadius 50; [_group,0] setWaypointSpeed "LIMITED"; sleep 5; waitUntil {unitReady _driver}; player sideChat "Script complete!"; {deleteVehicle _x} forEach (crew _veh); deleteVehicle _veh; As far as the while loop, it was something I remember seeing done in the famous Escape from Cherno mission back in A2. I thought I could create a similar effect here.