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JIMMI DEE BILLY BOB

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About JIMMI DEE BILLY BOB

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  1. JIMMI DEE BILLY BOB

    SelectRandom waypoint? How to?

    I know but it's a bit different with UGV and I need them to respawn
  2. JIMMI DEE BILLY BOB

    SelectRandom waypoint? How to?

    Thank you very much, it works as always 🤩 I had kind of figured that I could get into trouble with just a number, but I'm way too deep into the project now.
  3. I'm trying to make a small script for my UGVs, using respawn modules, in need random movement to get som enemy UGV's, I use this now, and it works for on MarkerPos _veh = _this #0; _veh move (getMarkerPos "25"); How do I combined this? _randomElement = selectRandom [1,2,3,4,5]; https://community.bistudio.com/wiki/selectRandom
  4. I appreciate you trying, you are helpful as always, I had another solution before I brought the problem before you, the solution is a bit silly. I just add two guns, 125mm gives 10% more damage than 120mm, and you just press key 1 between the 2 guns, it gives an option for 2 burst shots and it gives 18RPM. I wonder if it could even be done in reality with the Cased Telescoped Cannon, 2 rounds Reading two fire fast. cannon_120mm_long 12Rnd_120mm_APFSDS_shells_Tracer_red 12Rnd_120mm_HE_shells_Tracer_Red cannon_125mm 16Rnd_125mm_APFSDS_T_red 12Rnd_125mm_HE_T_red
  5. I really appreciate you telling me this in such detail, I now understand why a lot of my missions don't work on a server, if I had known this before, I would have avoided a lot of headaches. I think I understand it, but still there is much more I need to understand. from what i've tested projectiles/bullets are GE Maybe, when they spawn in the server mission they always show up scripted pos. It doesn't work, I put it in the sqf.file, something tells me it can't be done, setWeaponReloadingTime is supposed to work GE [ _this #0,[gunner (_this#0),currentMuzzle gunner (_this#0),0.5]] remoteExec ["setWeaponReloadingTime",0,true]; I just need to understand it correctly, If use your respawn script, is it possible to make this work, it repeats all codes to all clients on the server by design.
  6. https://community.bistudio.com/wiki/Multiplayer_Scripting
  7. This is a Kuma, this is run in a respawn script called JEBUS/Gaia. It works the same in respawn vehicle module. kuma object 0 = [this,"DELAY=",300, "INIT=", "[vehicle _proxyThis] execVM 'XMkuma18r.sqf' "] spawn jebus_fnc_main; XMKuma18r.sqf You taught me sometime 5-7 years ago that I should use that code for respawned vehicles, but it doesn't work on a server always, at least not this one, most script with addEventHandler's in them dont work.
  8. How do i make this script work on server? this is in a sqf file its like the new leopard 2 a rc 3.0 😄 _veh = _this #0; _veh addEventHandler ["Fired",{ _this#0 setWeaponReloadingTime [gunner (_this#0),currentMuzzle gunner (_this#0),0.5]; }]; --------------------------- if (!isServer) exitWith {}; //main gun _veh = _this #0; _veh removeWeaponTurret ["cannon_120mm_long",[0]]; _veh = _this #0; _veh removeMagazinesTurret ["20Rnd_120mm_APFSDS_shells_Tracer_Yellow",[0]]; _veh = _this #0; _veh removeMagazinesTurret ["12Rnd_120mm_HE_shells_Tracer_Yellow",[0]]; _veh = _this #0; _veh removeMagazinesTurret ["12Rnd_120mm_HEAT_MP_T_Yellow",[0]]; _veh = _this #0; _veh removeWeaponTurret ["LMG_coax",[0]]; _veh = _this #0; _veh removeMagazinesTurret ["200Rnd_762x51_Belt_Yellow",[0]]; _veh = _this #0; _veh addWeaponTurret ["cannon_125mm_advanced",[0]]; { _veh addMagazineTurret ["16Rnd_125mm_APFSDS_T_Red",[0]] } count [1]; { _veh addMagazineTurret ["12Rnd_125mm_HE_T_Red",[0]] } count [1,2]; { _veh addMagazineTurret ["4Rnd_125mm_cannon_missiles",[0]] } count [1]; _veh = _this #0; _veh addWeaponTurret ["HMG_127_APC",[0]]; { _veh addMagazineTurret ["200Rnd_127x99_mag_Tracer_Red",[0]] } count [1,2,3]; _veh = _this #0; _veh addWeaponTurret ["SmokeLauncher",[0]]; { _veh addMagazineTurret ["SmokeLauncherMag",[0 ]] } count [1]; //commander _veh = _this #0; _veh removeWeaponTurret ["HMG_127_APC",[0,0]]; _veh = _this #0; _veh removeMagazinesTurret ["200Rnd_127x99_mag_Tracer_Yellow",[0,0]]; _veh = _this #0; _veh addWeaponTurret ["MMG_02_coax",[0,0]]; { _veh addMagazineTurret ["200Rnd_338_Mag",[0,0]] } count [1,2,3]; _veh = _this #0; _veh removeWeaponTurret ["SmokeLauncher",[0,0]]; _veh = _this #0; _veh addEventHandler ["Fired",{ _this#0 setWeaponReloadingTime [gunner (_this#0),currentMuzzle gunner (_this#0),0.5]; }]; [West, -33] call BIS_fnc_respawnTickets; East addScoreSide 3;
  9. JIMMI DEE BILLY BOB

    SQF files don't work on dedicated server/server.

    I have solved my problem, not the solution that I wanted, but it works, I have made a lot of vehicle start mission off map out under the water. 1vic---- this addEventHandler ["killed",{ deleteVehicle hunter1}]; this addEventHandler ["killed",{ hunter2 setPos (getPosATL Npad11)}]; this addEventHandler ["killed",{hunter2 setDamage 0}]; call compile preprocessFileLineNumbers "plank\plank_init.sqf"; [this, [ 0, 4, 0, 6, 0, 2, 2, 5, 5 ,8 ,10, 0, 10, 8, 80, 80, 80, 50]] call plank_api_fnc_forceAddFortifications; 2vic---- this addEventHandler ["killed",{ deleteVehicle hunter2}]; this addEventHandler ["killed",{ hunter3 setPos (getPosATL Npad1)}]; this addEventHandler ["killed",{hunter3 setDamage 0}]; call compile preprocessFileLineNumbers "plank\plank_init.sqf"; [this, [ 0, 4, 0, 6, 0, 2, 2, 5, 5 ,8 ,10, 0, 10, 8, 80, 80, 80, 50]] call plank_api_fnc_forceAddFortifications; And so on. One hour a week for 3 months, that's how long it took 😄
  10. JIMMI DEE BILLY BOB

    Jebus - Just Editor Based Unit Spawning

    I have built quite a few missions built around a mod called drogon enhanced command, here you can control all friendly forces and take direct control of them as a player, here I use your script to respawn groups in waves, the purpose of just that unit here is that it must be able to build fortifications, everything worked on my PC singleplayer and multiplayer, but when I use this script as described as original on a dedicated server it doesn't work, here I'm just trying to find another solution. Plank scripted works perfectly on dedicated server on units and vehicles, only when I put scripted in units & vehicles init and repawn vehicles module expression field in editor, but i cant respawn units with it in them. Unit editor, this works. [_unit, [6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2 ,2 ,2, 0, 0, 0, 100, 100, 100, 60]] call plank_api_fnc_forceAddFortifications;
  11. JIMMI DEE BILLY BOB

    Jebus - Just Editor Based Unit Spawning

    Can this be done? using a other script on server, i works with sgf file on MP singleplayer, not server. https://github.com/kami-/plank 0 = [this, "DELAY=",300, "INIT=", " (group _proxyThis)[_unit, [6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2 ,2 ,2, 0, 0, 0, 100, 100, 100, 60]] call plank_api_fnc_forceAddFortifications;"]spawn jebus_fnc_main; when loading, it says there is a problem there l (group _proxyThis)l[_unit, [6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2 ,2 ,2, 0, 0, 0, 100, 100, 100, 60]] call plank_api_fnc_forceAddFortifications;"]spawn jebus_fnc_main; If this can work on a units init. on server, that should work in some way to in jebus. 😄 😢 [_unit, [6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2 ,2 ,2, 0, 0, 0, 100, 100, 100, 60]] call plank_api_fnc_forceAddFortifications; --------------------------orignal sgf 0 = [this, "DELAY=",300, "INIT=", "{[_x] execVM 'Ticket1OFFn.sqf'} forEach units (group _proxyThis);"]spawn jebus_fnc_main;  Ticket1OFFn.sqf----------------------------------- dont work to if (!isServer) exitWith {}; _unit = _this #0; _unit enableFatigue false; call compile preprocessFileLineNumbers "plank\plank_init.sqf"; [_unit, [6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2 ,2 ,2, 0, 0, 0, 100, 100, 100, 60]] call plank_api_fnc_forceAddFortifications; [West, -3] call BIS_fnc_respawnTickets; East addScoreSide 1;
  12. JIMMI DEE BILLY BOB

    SQF files don't work on dedicated server/server.

    I almost gave up, but came up with a possible other solution, just haven't gotten it to work yet. The respawn script in the unit----------------- 0 = [this, "DELAY=",300, "INIT=", " (group _proxyThis)[_unit, [6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2 ,2 ,2, 0, 0, 0, 100, 100, 100, 60]] call plank_api_fnc_forceAddFortifications;"]spawn jebus_fnc_main; when loading, it says there is a problem there l (group _proxyThis)l[_unit, [6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2 ,2 ,2, 0, 0, 0, 100, 100, 100, 60]] call plank_api_fnc_forceAddFortifications;"]spawn jebus_fnc_main; If this can work on a units init. on server, that should to in some way to. 😄 😢 [_unit, [6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2 ,2 ,2, 0, 0, 0, 100, 100, 100, 60]] call plank_api_fnc_forceAddFortifications;
  13. JIMMI DEE BILLY BOB

    SQF files don't work on dedicated server/server.

    I know that I have answered for a little too long, it is probably also a little because I am impatient, I don't have that much time, the 2 years that I have spent were for the purpose of being able to finish, so that i could play something casual without spending 8-16 hours to get some action in Arma 3, i could play with Ai but it's not the same as a human player. I found a half solution to most of the problems, I just need to fix them in the missions, except for this big problem. I am using jebus/gaia script, it works perfectly but no my scripting this is in the units init. its a officer Nato side 🙂 it works just not on the server, RemoteExoc make no deferens.--------------------------------- 0 = [this, "DELAY=",300, "INIT=", "{[_x] execVM 'Ticket1OFFn.sqf'} forEach units (group _proxyThis);"]spawn jebus_fnc_main; Ticket1OFFn.sqf----------------------------------- dont work to if (!isServer) exitWith {}; _unit = _this #0; _unit enableFatigue false; call compile preprocessFileLineNumbers "plank\plank_init.sqf"; [_unit, [6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2 ,2 ,2, 0, 0, 0, 100, 100, 100, 60]] call plank_api_fnc_forceAddFortifications; [West, -3] call BIS_fnc_respawnTickets; East addScoreSide 1; The green is a script called plank https://github.com/kami-/plank?tab=readme-ov-file this script does work on server, only if but it in a planced units init
  14. JIMMI DEE BILLY BOB

    SQF files don't work on dedicated server/server.

    //dont work: is to point out where i have problems, the language scripting is kind of hard for me. My problems basically these parts of the script her under, i get that it has something to do with how the code run, like server and local, I just can't figure it out. // this is my main problem, i have like 50 of Them running on my missions on units and vehicles, it is run by remoteVM, i tried RemoteExec, they looks like the same problem. —————-SQF file if (!isServer) exitWith {}; _veh = _this #0; call compile preprocessFileLineNumbers "plank\plank_init.sqf"; [_veh, [0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 40, 0, 0, 0, 0, 0, 0]] call plank_api_fnc_forceAddFortifications; _veh = _this #0; _veh addEventHandler ["killed",{ _bomb="ammo_Missile_Cruise_01" createVehicle (getPos (_this select 0)); (_this select 0)}]; _veh = _this #0; _veh addAction [ "Dispense AT mines : Fire slugs in driver seat,and to the right side of vehicle, mines will be covering a 40mradius 65 meters out ", {}]; dont work _veh = _this #0; _veh addEventHandler ["Fired", { flareN = "AT_Mine_155mm_AMOS_range" createvehicle ((player) ModelToWorld [65,0,150]); flareN setVelocity [0,0,-01]; }]; My sekund problem is when i use adaction in mission on a object, then these lines will not manipulate objects as described, but that is my least problem, but it would be easier to solve the problems in the sqf file. ———sqf file NnukeArt1 setVehicleAmmo 0.0313; Natohelipilot2 moveInGunner blackfoot1; blackfoot1 setVehicleLock "UNLOCKED";
  15. JIMMI DEE BILLY BOB

    SQF files don't work on dedicated server/server.

    if (!isServer) exitWith {}; _veh = _this #0; _veh lockCargo true; _veh = _this #0; _veh removeWeaponTurret ["LMG_RCWS", [0]]; _veh = _this #0; _veh lockturret [[0,0],true]; _veh = _this #0; _veh lockturret [[0],true]; _veh = _this #0; _veh animate ["HideTurret", 1]; _veh = _this #0; _veh allowCrewInImmobile true; _veh = _this #0; _veh removeWeaponTurret ["SmokeLauncher",[0,0]]; //dont work _veh = _this #0; _veh addAction [ "Dispense AT mines : Fire slugs in driver seat,and to the right side of vehicle, mines will be covering a 40m radius 65 meters out ", {}]; // _veh = _this #0; _veh addWeaponTurret ["sgun_HunterShotgun_01_sawedoff_F",[-1]]; { _veh addMagazineTurret ["2Rnd_12Gauge_Slug",[-1]] } count [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20]; //dont work _veh = _this #0; _veh addEventHandler ["Fired", { flareN = "AT_Mine_155mm_AMOS_range" createvehicle ((player) ModelToWorld [65,0,150]); flareN setVelocity [0,0,-01]; }]; // //dont work _veh = _this #0; _veh addEventHandler ["killed",{ _bomb="ammo_Missile_Cruise_01" createVehicle (getPos (_this select 0)); (_this select 0)}]; // //dont work _veh = _this #0; call compile preprocessFileLineNumbers "plank\plank_init.sqf"; [_veh, [0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 40, 0, 0, 0, 0, 0, 0]] call plank_api_fnc_forceAddFortifications; // [West, -24] call BIS_fnc_respawnTickets; east addScoreSide 2; I know it can work on the server, I've tried using vehicle init, but there's something I'm doing wrong, I have a not a chance to figure it out, I'm bad at scripting.
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