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LifeSnatcher

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Everything posted by LifeSnatcher

  1. LifeSnatcher

    Eden Composition Spawning

    How can I use the spawner to spawn the destroyer and carrier? Currently it does not.
  2. to have terrain instead of detail for you map you have use the following settings in your defines file. If you want to toggle between the two, then you will need to different mapcontrols in your defines file and a button to show them. here is the code to make a map control show terrain class RscMapControl { type = CT_MAP_MAIN; maxSatelliteAlpha = 0; alphaFadeStartScale = 0; alphaFadeEndScale = 0; }; For detail class RscMapControl { type = CT_MAP_MAIN; maxSatelliteAlpha = 0.85; alphaFadeStartScale = 2; alphaFadeEndScale = 2; };
  3. I have a custom UI and when its open players can use push to talk. How do i fix this?
  4. did you ever find a solution to this so that you dont have to have two controls?
  5. We are looking for individuals who are very experienced in the following Scripting for server side Add-ons Scripting for client side GUI creation and integration We are willing to pay $30 USD an hour for development time and Q&A sessions. We only pay using PayPal or services that accept PayPal payments. Our project is almost 2 years old and is in need of experienced individuals to do the things we have planned for the future. We do not care if you have other projects or are part of other communities, no loyalty required, this is strictly pay for time on our tasks. contact me on discord LifeSnatcher#6222
  6. LifeSnatcher

    Eden Composition Spawning

    Yes you can spawn the comp in on server start but you wont get the results you want. Arma requires playable units to be defined in the mission file. Below are links to how to spawn your comp in on load. You can write your own script to identify the units from the comp that you want to replace with the mission created playable units. Copy the comp units loadouts and positions and then apply that to the playable units from the mission file. Players shouldn't know the difference. This lists the files that allow you call scripts at specific times in the order of initialization. https://community.bistudio.com/wiki/Initialization_Order This is for registering functions and when they should be called. Search the page for "postInit". https://community.bistudio.com/wiki/Arma_3_Functions_Library
  7. LifeSnatcher

    Eden Composition Spawning

    @pierremgi we have no thirdparty mods. Im simply letting others know of solutions for working with this mission spawner. i know how to spawn things in. Using this awesome spawner though i try not to mess with its code. the slight adjustments allow us to spawn compositions with 300 AI and tons of objects and waypoints. its great now.
  8. LifeSnatcher

    Eden Composition Spawning

    I was able to solve the problem with vehicles not executing their way points. I did this by checking each vehicle with a squad leader in it and making the driver/commander/or gunner the squad leader. if anyone needs this code just message. regarding aircraft crashing after spawn. It occurs when there are alot of units to spawn so lag. what i did was modified the spawner to put planes at 2k or 3k altitude after spawn and helicopters at 700 meters. regarding spawning items issues i found that it was in part because of my misunderstanding of the spawner settings and also i had to put a line of code in the spawn when spawning big objects to align to terrain.
  9. LifeSnatcher

    Eden Composition Spawning

    We use this spawner as an essential part of our framework to spawn our missions on our multiplayer server. With out it we would be screwed. Having said that we have some difficulties with it that we could use some help understanding. In the current downloadable source only the .stratis mission has file changes from December of 2018. But there is a changes.txt file that says to refrence the .vr mission for the new changes. But the .vr mission does not have file changes in it from December 2018 But the .vr mission file does use a Boolean for setting the "//TRUE to use positions( OBJECT ) direction" and does not throw errors when used with the Boolean. The .stratis mission does have a comment in it for using Boolean for direction but does not use it. we tried to use the following code with both the source from the .stratis mission and the .vr mission but it produces and error provided below. private _compRef = [ _mission_name, //Composition to spawn [], //position to spawn, passed OBJECT [0,0,0], //Calculated offset true, //TRUE to use positions( OBJECT ) direction false, //Do NOT align with surface normal false, //Do NOT align with water false //Ignore composition items ATL offset <<NEW parameter see fn_createComp.sqf and fn_setPositionAndRotation.sqf ] call LARs_fnc_spawnComp; We get this error _cfgOffset = [ _cfgOffset, 360 - _compRot ] call BIS_fnc_rotateVector2D> Error position: <- _compRot ] call BIS_fnc_rotateVector2D> Error -: Type Bool, expected Number,Array,Not a Number File \AltisJSOC\LARs\spawnComp\functions\fn_setPositionAndRotation.sqf [LARs_fnc_setPositionAndRotation]..., line 35 further more in all three mission the comments describing the available initial function call parameters do not match. all of this causes us confusion when deciding which code and parameters to use in our framework. We have been keeping our missions very simple because of some issues we have encountered but we would like to start creating more complex missions using this spawner. There are more than a few big issues we have encountered so far. One, we cant use complex way points. its not the end of the world so we keep it simple and rely on our framework to do complex stuff. Two, when spawning AI in vehicles they dont always execute their simple move way points. We found that this is because the squad leader inst in the right seat. This could be a multiplayer Arma issue. we had to write a fix for this. Three, when spawning in a lot of ai in vehicles over/in water there is lag and they seem to fall from the sky and die. no fix for this currently Four, we can not for the life of us figure out the right combination of spawn settings to ensure our objects are where we placed them in the Eden editor. We have to take great care to snap objects in the eden editor but still this dosent always work. it effects both AI and objects. We love this script but we could use some enlightenment so that we can expand our capabilities on our framework and continue to use this awesome script.
  10. LifeSnatcher

    Eden Composition Spawning

    i'm having an issue where my placement of objects is not always being respected. I am using your most recent code source. If you could tell me what configuration settings im applying wrong when calling the function i would be most grateful. Ive tried a variation of combinations but none seem to place my object correctly. here is what it looks like. https://imgur.com/Zx3oz3a we have your spawn er in our server side addon. we use it to spawn full missions, everything but this works great. we have been avoiding placing objects in complex positions in our 100+ missions up until now. we would really like to be able to place objects freely if possible. we have tried this combination in many different ways //spawn missoin and get comosition id private _compRef = [ _mission_name, [], [0,0,0], 0, false, false, false ] call LARs_fnc_spawnComp;
  11. NVM I finally figure it out yay. thanks guys.
  12. i am a noob, i know that. im trying to create a server side addon that i can put my scripts/functions in. i have a test setup that is just supposed to do hello world. can someone please tell me what im doing wrong. thank you for any help. image of my current setup. https://imgur.com/a/cfRcA3i
  13. yep your right. works fine when i RE if from initserver.sqf. how can i call functions from the client?
  14. https://drive.google.com/file/d/13nZTrD6buS8vqI90MHwQxkXT0DYwCWdB/view
  15. https://drive.google.com/file/d/13nZTrD6buS8vqI90MHwQxkXT0DYwCWdB/view
  16. Has anyone incorporated a deserted/abandon feature to this? if so can you share.
  17. LifeSnatcher

    [Release] - CleanUp script

    yup, thank you so much, awesome work mate. really great script, hell of a job.
  18. LifeSnatcher

    [Release] - CleanUp script

    Still not working. downloaded the new version and still using the same code i sent in the init file. any thoughts?
  19. LifeSnatcher

    [Release] - CleanUp script

    Hi, Im using this script for the first time today and it sounds awesome and perfect however, Its not working for me. Im trying to use it in my base only and i put my items on the ground and walked away. i waited and nothing happened. im using a marker that is 200 x 300. here is the code in my init file. i get no errors and no message about not being server, so i assume its running. i put a first aid kit down and a couple of mags. i want it to be 1 meter that a player is away so that it cleans up the items at the arsenal, should a player drop stuff on the ground. if (isServer) then { fnc_cleanup = compileFinal preprocessFileLineNumbers "scripts\cleanup.sqf"; null = [ "mb_marker_13", ((getMarkerSize "mb_marker_13") call BIS_fnc_greatestNum), 1, 0.8, true, 60 ] spawn fnc_cleanup; };
  20. is this really solved?? if so, does it work for all Enemy Infantry? If it does why am i getting this error message "Error missing ]" when using this code. params ["_missionabrev", "_taskid"]; _v_taskname = _missionabrev + "EndTask"; _v_markername = _missionabrev + "Marker_1"; //create task SMEndTask = [west,[_v_taskname],["SideMission Update: Kill remaining Hostiles!", "SideMission Update: Kill remaining Hostiles!", "SideMission Update: Kill remaining Hostiles!"],getMarkerPos _v_markername,true,5,true,"attack",True] call BIS_fnc_taskCreate; your_global_init_count = count (allUnits select {side _x == east && _x inArea your_trigger_name}); count ( thisList select { side _x == east } )<= 0.1 * your_global_init_count; SMTrg_alldead = createTrigger ["EmptyDetector", getMarkerPos _v_markername]; SMTrg_alldead setTriggerArea [500, 500, 0, false]; SMTrg_alldead setTriggerStatements ["0.1 * ( count ( allDeadMen select { _x inArea thisTrigger && ( [getNumber (configfile >> "CfgVehicles" >> typeOf _x >> "side")] call BIS_fnc_sideType == east ) } ) + count ( thisList select { side _x == east })) >= count ( thisList select { side _x == east });" , "SMEndTask = ['" + _v_taskname + "', 'SUCCEEDED',true] spawn BIS_fnc_taskSetState; ['" + _missionabrev + "', '" + _taskid + "'] call TLS_fnc_spawnEndSMFunc; ", ""]; SMTrg_alldead setTriggerTimeout [1, 1, 1, false]
  21. here is my function in its entirity. in its current state its not working. please help params ["_missionabrev", "_taskid"]; _v_taskname = _missionabrev + "EndTask"; _v_markername = _missionabrev + "Marker_1"; //create task SMEndTask = [west,[_v_taskname],["SideMission Update: Kill remaining Hostiles!", "SideMission Update: Kill remaining Hostiles!", "SideMission Update: Kill remaining Hostiles!"],getMarkerPos _v_markername,true,5,true,"attack",True] call BIS_fnc_taskCreate; private _centre = getMarkerPos _v_markername; private _radius = 500; SMareaUnits = allunits select {( (side _x == EAST) && ((getpos _x) distance _centre < _radius) )}; SMTrg_alldead = createTrigger ["EmptyDetector", getMarkerPos _v_markername]; SMTrg_alldead setTriggerArea [500, 500, 0, false]; SMTrg_alldead setTriggerActivation ["NONE", "NOT PRESENT", true]; SMTrg_alldead setTriggerStatements ["({not alive _x && side _x == east} count SMareaUnits) <= ((({alive _x && side _x == east} count SMareaUnits))*0.5);" , "SMEndTask = ['" + _v_taskname + "', 'SUCCEEDED',true] spawn BIS_fnc_taskSetState; ['" + _missionabrev + "', '" + _taskid + "'] call TLS_fnc_spawnEndSMFunc; ", ""]; SMTrg_alldead setTriggerTimeout [1, 1, 1, false] when a task is complete on a mission it calls this function to add kill the rest task. but i only want players to have to kill %80 of the bad guys cuz some get stuck or hide really well.
  22. I have a function that i need to call when all the opfor is dead in a dynamically created trigger area. This function contains a sleep. I have tried all sorts of diff delays, all caused issues because i was using call in the dynamically created trigger statements. I have tried using a dynamically created trigger to create another trigger but for some reason it just kept creating triggers on load rather than after the opfor were dead. I have tried using spawn in both the int and the dynamically created trigger to fire the function for the first time. In the statement for the dynamically created trigger i used spawn to call the function that inevitably dynamically creates a new trigger. but for some reason like in my previous tests the trigger statement is getting activated on creation. i have been at this Arma 3 scripting for a week now and i keep running in to issues like this. I really could use some help on this.
  23. this is a script im calling as a function. as you can see the parameters at the top. first id like the merge the two segments of code to create a working segement then im happy to put it where ever is best, on a trigger or logic module, or keep it in my script file as a function.
  24. ok so i suck at arma scripting. Im having trouble combining these two scripts. if someone with scripting knowledge could help me i would greatly appreciate it. private _centre = getMarkerPos "my_marker"; private _radius = 500; private _areaUnits = allunits select {( (side _x == EAST) && ((getpos _x) distance _centre < _radius) )}; waitUntil { sleep 1; { alive _x } count _areaUnits == 0 } other script ({not alive _x && side _x == east} count thisList) <= ((({alive _x && side _x == east} count thisList))*0.5);
  25. I really appreciate all the feed back sorry for being a dick before. i did however solve my issues with the following two script usages. not sure how to mark the thread as solved https://community.bistudio.com/wiki/BIS_fnc_taskCreate https://community.bistudio.com/wiki/BIS_fnc_taskSetState for the next poor sap who is baffled by all the possible task creation methods arma has made.
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