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Spawn Aircraft Carrier 'USS Freedom' Jets DLC
[email protected] replied to roy86's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great stuff man. Now I'm going to research adding custom missions. Wish me luck lol. Always good to meet another helpful person who lives in my area. -
Spawn Aircraft Carrier 'USS Freedom' Jets DLC
[email protected] replied to roy86's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah thats what Jawa always says too.... though I think he means it differently :p -
Spawn Aircraft Carrier 'USS Freedom' Jets DLC
[email protected] replied to roy86's topic in ARMA 3 - MISSION EDITING & SCRIPTING
roy86 I can confirm that this is working on our server, thanks for your time and help man. Greatly appreciate it. For the record this is our exact init.sqf if (isServer) then { private _carrier = createVehicle ["Land_Carrier_01_base_F",[7577.91,2066.26,0],[],0,"None"]; _carrier setPosWorld [7577.91,2066.26,0]; _carrier setDir 270; [_carrier] call BIS_fnc_Carrier01PosUpdate; ["Carrier %1 Found. Server Initilising.",_carrier] call BIS_fnc_logFormatServer; missionNamespace setVariable ["USS_FREEDOM_CARRIER",_carrier]; publicVariable "USS_FREEDOM_CARRIER"; } else { [] spawn { waitUntil { !(isNull (missionNamespace getVariable ["USS_FREEDOM_CARRIER",objNull])) }; ["Carrier %1 Found. Client Initilising.",USS_FREEDOM_CARRIER] call BIS_fnc_logFormatServer; if (count (USS_FREEDOM_CARRIER getVariable ["bis_carrierParts", []]) == 0) then { ["Carrier %1 is empty. Client Fixing.",str "bis_carrierParts"] call BIS_fnc_logFormatServer; private _carrierPartsArray = (configFile >> "CfgVehicles" >> typeOf USS_FREEDOM_CARRIER >> "multiStructureParts") call BIS_fnc_getCfgDataArray; private _partClasses = _carrierPartsArray apply {_x select 0}; private _nearbyCarrierParts = nearestObjects [USS_FREEDOM_CARRIER,_partClasses,500]; { private _carrierPart = _x; private _index = _forEachIndex; { if ((_carrierPart select 0) isEqualTo typeOf _x) exitWith { _carrierPart set [0,_x]; }; } forEach _nearbyCarrierParts; _carrierPartsArray set [_index,_carrierPart]; } forEach _carrierPartsArray; USS_FREEDOM_CARRIER setVariable ["bis_carrierParts",_nearbyCarrierParts]; ["Carrier %1 was empty. Now contains %2.",str "bis_carrierParts",USS_FREEDOM_CARRIER getVariable ["bis_carrierParts", []]] call BIS_fnc_logFormatServer; }; [USS_FREEDOM_CARRIER] spawn { sleep 1; _this call BIS_fnc_Carrier01Init}; }; }; -
Spawn Aircraft Carrier 'USS Freedom' Jets DLC
[email protected] replied to roy86's topic in ARMA 3 - MISSION EDITING & SCRIPTING
okay so no i was wrong lol, working on it -
Spawn Aircraft Carrier 'USS Freedom' Jets DLC
[email protected] replied to roy86's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Trying this now, I assume this would be our correct init.sqf with wps if (isServer) then { private _carrier = createVehicle ["Land_Carrier_01_base_F",[7577.91,2066.26,0] "marker_0",[],0,"None"]; _carrier setPosWorld [7577.91,2066.26,0] "marker_0"; _carrier setDir 270; [_carrier] call BIS_fnc_Carrier01PosUpdate; ["Carrier %1 Found. Server Initilising.",_carrier] call BIS_fnc_logFormatServer; missionNamespace setVariable ["USS_FREEDOM_CARRIER",_carrier]; publicVariable "USS_FREEDOM_CARRIER"; } else { [] spawn { waitUntil { !(isNull (missionNamespace getVariable ["USS_FREEDOM_CARRIER",objNull])) }; ["Carrier %1 Found. Client Initilising.",USS_FREEDOM_CARRIER] call BIS_fnc_logFormatServer; if (count (USS_FREEDOM_CARRIER getVariable ["bis_carrierParts", []]) == 0) then { ["Carrier %1 is empty. Client Fixing.",str "bis_carrierParts"] call BIS_fnc_logFormatServer; private _carrierPartsArray = (configFile >> "CfgVehicles" >> typeOf USS_FREEDOM_CARRIER >> "multiStructureParts") call BIS_fnc_getCfgDataArray; private _partClasses = _carrierPartsArray apply {_x select 0}; private _nearbyCarrierParts = nearestObjects [USS_FREEDOM_CARRIER,_partClasses,500]; { private _carrierPart = _x; private _index = _forEachIndex; { if ((_carrierPart select 0) isEqualTo typeOf _x) exitWith { _carrierPart set [0,_x]; }; } forEach _nearbyCarrierParts; _carrierPartsArray set [_index,_carrierPart]; } forEach _carrierPartsArray; USS_FREEDOM_CARRIER setVariable ["bis_carrierParts",_nearbyCarrierParts]; ["Carrier %1 was empty. Now contains %2.",str "bis_carrierParts",USS_FREEDOM_CARRIER getVariable ["bis_carrierParts", []]] call BIS_fnc_logFormatServer; }; [USS_FREEDOM_CARRIER] spawn { sleep 1; _this call BIS_fnc_Carrier01Init}; }; }; -
Spawn Aircraft Carrier 'USS Freedom' Jets DLC
[email protected] replied to roy86's topic in ARMA 3 - MISSION EDITING & SCRIPTING
only thin i see in the rpt to do with the jet/carrier is this B_Plane_Fighter_01_Stealth_F: gear_f_hook_down - unknown animation source hook -
Spawn Aircraft Carrier 'USS Freedom' Jets DLC
[email protected] replied to roy86's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ACC spawns and can land but still no catapults if (isServer) then { USS_FREEDOM_CARRIER = createVehicle ["Land_Carrier_01_base_F",[7577.91,2066.26,0],[],0,"None"]; USS_FREEDOM_CARRIER setPosWorld [7577.91,2066.26,0]; USS_FREEDOM_CARRIER setDir 270; [USS_FREEDOM_CARRIER] call BIS_fnc_Carrier01PosUpdate; publicVariable "USS_FREEDOM_CARRIER"; } else { [] spawn { waitUntil {!(isNull (missionNamespace getVariable ["USS_FREEDOM_CARRIER",objNull]))}; [USS_FREEDOM_CARRIER] call BIS_fnc_Carrier01Init; }; }; -
Spawn Aircraft Carrier 'USS Freedom' Jets DLC
[email protected] replied to roy86's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Standby testing, had two init.sqf open in notepad++ and was updating wrong one -
Spawn Aircraft Carrier 'USS Freedom' Jets DLC
[email protected] replied to roy86's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yep just changed that but it's not spawning in at all -
Spawn Aircraft Carrier 'USS Freedom' Jets DLC
[email protected] replied to roy86's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does this look right? If so its not spawning the carrier at all.. but its probably not right lol. if (isServer) then { USS_FREEDOM_CARRIER = createVehicle ["Land_Carrier_01_base_F",7577.91,2066.26,0,[],0,"None"]; USS_FREEDOM_CARRIER setPosWorld 7577.91,2066.26,0; USS_FREEDOM_CARRIER setDir 270; [USS_FREEDOM_CARRIER] call BIS_fnc_Carrier01PosUpdate; publicVariable "USS_FREEDOM_CARRIER"; } else { [] spawn { waitUntil {!(isNull (missionNamespace getVariable ["USS_FREEDOM_CARRIER",objNull]))}; [USS_FREEDOM_CARRIER] call BIS_fnc_Carrier01Init; }; }; -
Spawn Aircraft Carrier 'USS Freedom' Jets DLC
[email protected] replied to roy86's topic in ARMA 3 - MISSION EDITING & SCRIPTING
testing now -
Spawn Aircraft Carrier 'USS Freedom' Jets DLC
[email protected] replied to roy86's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well looks like we are certainly getting there. Using the above script, would the carrier be persistent or a fresh spawn per restart? Just thinking of planes etc on deck. -
Spawn Aircraft Carrier 'USS Freedom' Jets DLC
[email protected] replied to roy86's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are you still calling it in your init.sqf as well -
Spawn Aircraft Carrier 'USS Freedom' Jets DLC
[email protected] replied to roy86's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah. Cool thanks for clearing that up. -
Spawn Aircraft Carrier 'USS Freedom' Jets DLC
[email protected] replied to roy86's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just seems strange that the doors and arresting cables function.. ARMA