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Everything posted by [email protected]

  1. 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.
  2. Yeah thats what Jawa always says too.... though I think he means it differently :p
  3. 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}; }; };
  4. 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}; }; };
  5. 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
  6. 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; }; };
  7. Standby testing, had two init.sqf open in notepad++ and was updating wrong one
  8. 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; }; };
  9. 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.
  10. Hey guys. We installed Freedom on our server and can land on it just fine. Doors operational etc but we can't get the catapult to work. Something we should look at in our init?
  11. Just seems strange that the doors and arresting cables function.. ARMA
  12. Our mpmission innit.sqf is 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; }; And in saying the catapults dont work, they might but we are unable to connect to them.
  13. hey roy86 I'm working on the same server as drunkenjawa. We have tried all the suggestions including removing ifserver. All we have managed to do is spawn two ACC's on top of each other because.. Arma.. We got it back to where we are spawning one, where we want it to be. Arresting cables work and doors work but Catapults aren't. Thought it might actually be a plane issue but doubt it. Don't think its infiSTAR as the other scroll menu options for arrest hook works fine. Any ideas?
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