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Sgt. Dennenboom

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Everything posted by Sgt. Dennenboom

  1. If the unit is in a vehicle, the vehicle command will return the vehicle. If the unit is NOT in a vehicle, the vehicle command will return the unit. _veh = vehicle _unit; if (_veh != _unit) exitWith {hint "The selected player is not in a vehicle!";}; Will therefore exit when the player is currently in a vehicle. Fix: _veh = vehicle _unit; if (_veh == _unit) exitWith {hint "The selected player is not in a vehicle!";};
  2. Sgt. Dennenboom

    making parameter optional with isNil

    These two commands do exactly what you want: param params So the "param" command would be used as such: _adminPlayer = param [0,<DEFAULTVALUE>]; The reason why your second example doesn't work is because "_this" is nil there, so "_this select 0" results in nonsense.
  3. Sgt. Dennenboom

    Move boat into boat rack with script?

    Alright, so "setVehicleCargo" is the proper command, but it returns a boolean value when it's run to show whether the cargo loading was successful. Code run in the init box of an object may never return a value, so just putting the following code in the init box will result in an error: BR1 setvehiclecargo B1; To prevent your code from returning a value, you simply assign it to a local variable that's not used: _null = BR1 setVehicleCargo B1; This code doesn't return a value, so it can be used in an init box. This should work give the result you're looking for PS. You can load vehicles into other vehicles (including racks) in the editor, by just dragging the icon of the cargo vehicle on top of the icon of the carrier vehicle.
  4. {this addMagazineTurret ["140Rnd_30mm_MP_shells_Tracer_Green",[0]];} forEach [1,2]; {this addMagazineTurret ["60Rnd_30mm_APFSDS_shells_Tracer_Green",[0]];} forEach [1,2,3,4]; Adds 2 magazines of MP ammo and 4 magazines of APFSDS ammo to the main turret
  5. Sgt. Dennenboom

    [MP][CTI-COOP] EvorA

    EvorA Description EvorA is a COOP CTI game mode derived from the “Evolution Red” type missions in ArmA 2. While this mission can be played in single player or from a local host, it is recommended to host EvorA from a dedicated server. The mission is incredibly optimized for both clients and servers after a long period of development, allowing most players to have an above-average performance. The objective of the mission is to clear a number of heavily guarded objectives in sequence. A radio tower is present in each objective which must be destroyed to stop enemy reinforcements. Enemies become harder the further in the mission, so solid teamwork may be required to complete to complete the mission. Neutralizing enemies, destroying radio towers, and clearing objectives rewards points. These points can be used to unlock better equipment, purchase vehicles, and recruit AI. While you start off with only a few bases, you can build more using a special vehicle. You may also get the opportunity to capture airfields that allow you to deploy fixed-wing assets. Depending on your skill and teamwork, EvorA takes about 8 hours to complete. Finishing or restarting the mission resets your progress. However, each session plays differently due to thorough randomization. There is no grinding, no leaderboards, and no databases in EvorA. Features Playable alone or with up to 24 players Casual or tactical? You decide! Hop on - hop off gameplay Wide variety of objectives across each of the maps Unlock equipment, purchase vehicles and infantry Capture or construct new bases Intuitive aircraft loadout editor Active Protection Systems for tracked vehicles Hold action field repairing/healing Enemy numbers scale with player numbers Enemy air patrols Recurring attacks on base Minefields Plug-and-Play ACE compatibility Downloads Dropbox Repository Vanilla: Altis Red Altis Blue Altis Green Malden Red Malden Blue Tanoa Green CUP: Chernarus Red
  6. Sgt. Dennenboom

    Linear execution, how?

    thing = [] spawn { [] call compile preprocessFileLineNumbers "code1.sqf"; [] call compile preprocessFileLineNumbers "code2.sqf"; }; Works too, as you can still "call" scripts if they contain sleeps in a scheduled environment. This will start code2 after code1 finished.
  7. Sgt. Dennenboom

    [MP][CTI-COOP] EvorA

    There is also a boat respawning on the destroyer (in the boat rack in one of the bays) @subs17
  8. Sgt. Dennenboom

    [MP][CTI-COOP] EvorA

    Sorry for not responding to your problem sooner @Barmalei75. I would've known this was the problem immediately. I added this check as a very basic (and easily circumvented) method for making sure people don't copy the mission without credit.
  9. Sgt. Dennenboom

    [MP][CTI-COOP] EvorA

    Promised to deliver EvorA CUP this week, so here is the first one! Added: EvorA: Chernarus Red Play as Russia vs. CDF & NATO Classic EVO red gameplay Fixed: Missing RscMapControl value
  10. Sgt. Dennenboom

    [MP][CTI-COOP] EvorA

    I wanted to release the CUP missions already, but I noticed CUP recently had a big update so I need to go through that first Probably in the week after Easter!
  11. Sgt. Dennenboom

    [MP][CTI-COOP] EvorA

    Got another update for you after all this time! Added: EvorA: Altis Blue Play as NATO vs. AAF Infantry focused gameplay Mostly close-quarters objectives in and around Kavala Start on the USS Freedom in Kavala Bay Added: Better TFAR & ACRE compatibility related to equipment saving Added: Stringtable entries for all strings in all scripts (EN,DE) Added: Functions for localizing remoteExec'd strings on client Added: Objective & RT status hints to menu dialog Added: Briefing about custom user actions Added: Lobby parameter for disabling vehicle TI equipment Added: Lobby parameter for RT marker Added: Lobby parameter for reinforcement event warnings (reinforcements/base attacks/air patrols/artillery) Tweaked: Number of enemies in AO (more but smaller groups) Tweaked: Enemies now patrol the RT more Tweaked: Vehicles spawned through FARP compositions now respawn Tweaked: Enemy AI courage value baseline Tweaked: Vehicles can now spawn & respawn as cargo inside other vehicles (exclusively used for boat-racks) Fixed: Artillery marker had wrong marker class for opfor Fixed: Vehicle engine is now turned off when editing loadouts to prevent random throttle increase
  12. Sgt. Dennenboom

    [MP][CTI-COOP] EvorA

    Russian is fine, although I'd like to have that translation as well since it can be put in the stringtable for the next version. You can edit the shops and objective units if you want. Earplugs are already in the mission, although it's not advertised very well: "custom user action 1" toggles earplugs "custom user action 2" toggles weapon holstering The locking mechanic is a bit complex: If you are inside the vehicle: nobody is kicked If you are outside the vehicle: other players and AI not commanded by you are kicked So if you want a locked vehicle that is still manned, put your own AI in it. It would be weird to lock people into your vehicle with you not inside it. Interesting, I'll look into them. EvorA has an (easy to get around) mechanic that prevents you from changing the mission name, so they must've removed that as well. I'm not sure about how to go about stopping them though.
  13. Sgt. Dennenboom

    [MP][CTI-COOP] EvorA

    @Groove_C I've been quite busy lately, but I hope to publish it this month
  14. Sgt. Dennenboom

    [MP][CTI-COOP] EvorA

    @varrkan_ua 1. I have no plans for a system for saving mission progress and purchased equipment between server restarts. The EvorA missions should take about 6-10 hours to complete in their default settings, so I've never tested the stability of the scripts after such a long uptime (theoretically nothing should go wrong). The mission should only reset when it is completed or when the server is restarted. All purchased equipment should remain purchased during a session (unless you are playing multiple EvorA sessions at once, but this will be fixed eventually). Vehicles get cleaned up unless they are kept at base. 2. I don't know, EvorA used the default BIS revive system and uses some variables from that (markers for example). There is also a custom hold-action healing functionality, which could interfere with added systems. There's a pretty big update coming "soon" for EvorA, so maybe wait for that.
  15. _array = "true" configClasses (missionConfigFile >> "Ex_DefaultShop");
  16. Sgt. Dennenboom

    How to Target Caller of Function

    I believe that init.sqf is ran after the object init fields, therefore "rifleman" is not defined when you execVM your script. For more info: Initialization Order
  17. Sgt. Dennenboom

    Can you run more than....

    Unscheduled scripts called from a scheduled environment such as the init.sqf are still in that scheduled environment. Your init.sqf therefore waits until "Scripts\MY_fnc_whatever.sqf" is finished before it continues with the sleep and with "Scripts\MY_fnc_whatever_2.sqf". If that first script takes a long time, you won't see the second script happening. If you want both scripts activated, spawn them instead: spawn compile preprocessFileLineNumbers "Scripts\MY_fnc_whatever.sqf"; sleep 1; spawn compile preprocessFileLineNumbers "Scripts\MY_fnc_whatever_2.sqf";
  18. Sgt. Dennenboom

    Adding ATGM from rhino to gorgon

    I believe you're going to need to mod the vehicle (although others may know more about it)
  19. Sgt. Dennenboom

    Adding ATGM from rhino to gorgon

    I believe the sensors are tied to the vehicle, not the weapon. The Gorgon therefore doesn't have a sensor display, which may also be the reason why it doesn't detect laser targets.
  20. Sgt. Dennenboom

    Merging Loot Piles

    You can combine loot piles ("GroundWeaponHolder"/"WeaponHolderSimulated") just fine, but you cannot specify the orientation of what's in it. Everything in a single container will be a single pile.
  21. Sgt. Dennenboom

    Artillery Question

    The VLS is not artillery, so doArtilleryFire will not work with it. You'll have to use reportRemoteTarget in combination with doFire.
  22. Sgt. Dennenboom

    How to get name of vehicle texture?

    Although you solved your problem, the functions BIS_fnc_getVehicleCustomization and BIS_fnc_initVehicle are useful for handling vehicle customization in a script.
  23. Sgt. Dennenboom

    [Help] Change Mass/Weight of Item

    ACE uses a different fatigue system from vanilla, therefore it probably overwrites "setUnitTrait"
  24. Sgt. Dennenboom

    attachTo and selection points

    The vector from "selectionPosition" to "worldToModel" is the difference between them: For example: _attachPoint = OBJECT selectionPosition "SELECTION"; // Vector from OBJECT center to selectionPoint _worldToModel = OBJECT worldToModel(ATTACHMENT modelToWorld [0,0,0]); // Vector from OBJECT center to ATTACHMENT center _offsetFromSelection = _worldToModel vectorDiff _attachPoint; // Vector from selectionPoint to ATTACHMENT center
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