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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

    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;
  2. 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;
  3. 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;
  4. 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
  5. 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";
  6. 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.
  7. JIMMI DEE BILLY BOB

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

    the Object this addaction["------------------------------------------------------", ""]; this addAction ["Buy 3x Cruise missiles", "NuCruiserM1.sqf"]; this addaction["------------------------------------------------------", ""]; this addAction ["Buy one 0,3kt nuclear howitzer shell", "NukeWar1.sqf"]; ///this on, they are all the same this addAction ["Buy one 3kt nuclear Cruise missile", "NukeWar11.sqf"]; ---------------------------------------------------------------------------------------------------------------------- //dont work, it works the sekund time a try to addaction, and then I would have used 2x the tickets NnukeArt1 setVehicleAmmo 0.0313; // "Instructions" hintC [ "You can only buy one nuclear howitzer shell at a time.", "Trying to buy more will only cost your team more tickets.", "Nuclear howitzer shell has been armed in Hammer cannon on destroyer.", "Use UAV terminal to control Hammer." ]; hintC_EH = findDisplay 72 displayAddEventHandler ["Unload", { _this spawn { _this select 0 displayRemoveEventHandler ["Unload", hintC_EH]; hintSilent ""; }; }]; [west, -50] call BIS_fnc_respawnTickets;
  8. JIMMI DEE BILLY BOB

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

    the Object this addaction["------------------------------------------------------", ""]; this addAction ["Buy F/A-181 Black Wasp Stealth", "buyAir\BlackWaspStealth1.sqf"]; this addAction ["Buy F/A-181 Black Wasp", "buyAir\BlackWasp1.sqf"]; this addAction ["Buy A-149 Gryphon", "buyAir\Gryphon1.sqf"]; this addAction ["Buy A-143 Buzzard", "buyAir\Buzzard1.sqf"]; this addAction ["Buy A-164 Wipeout", "buyAir\Wipeout1.sqf"]; this addaction["------------------------------------------------------", ""]; this addAction ["Buy AH-99 blackfoot", "buyAir\blackfoot1.sqf"]; ///this on, they are all the same this addAction ["Buy WY-55 hellcat", "buyAir\hellcat1.sqf"]; this addAction ["Buy AH-9 Pawnee", "buyAir\pawnee1.sqf"]; ---------------------------------------------------------------------------------------------------------------------- "Instructions" hintC [ "You have bought the AH-99 blackfoot, it is unlocked now.", "Dont pay for it again!" ]; hintC_EH = findDisplay 72 displayAddEventHandler ["Unload", { _this spawn { _this select 0 displayRemoveEventHandler ["Unload", hintC_EH]; hintSilent ""; }; }]; [West, -80] call BIS_fnc_respawnTickets; //dont work Natohelipilot2 moveInGunner blackfoot1; // //dont work blackfoot1 setVehicleLock "UNLOCKED"; //
  9. I have just recently finished making a lot of missions for my server, have tested them in single player and multi player, they work there, but when I test them on my nitrado server, they do not work according to the script. I have written on the codes what does not work, will someone help me, I am desperate. I really want it to work so I could invite strangers into a game, I have spent 2 years to this date to make the missions, it would really hurt if I wasted my time, only by playing with myself. https://youtu.be/wv3S-cGHJpU?si=FGikttrppBPPH9bH
  10. I'm trying to make killer drones/suicide drones, the AR-2 Darter's waypont dont work when i spawn it star mission and respawn it with respawn vehicle module, but AL-6/AL-6 (medical) does, the issue is that it does not have thermal vision or night vision, does anyone know if it can be added easy with script in the objet init? The AL-6/AL-6 (medical) only have driver seat that can be controled.
  11. I've made the Jamming vehicle (NatoEW)a bit better, with more depth, not perfect, but still fun. 3800m from EW will setAutonomous FALSE; drone wil stop flying, just hover. 2500m from EW will setDamage 1; it will destroy the drone. Init.sqf ------------ //// EW Nato nul = [] spawn { while {true} do { sleep 15; {_x setAutonomous FALSE;} forEach (nearestObjects [NatoEW, ["O_UAV_01_F","O_Static_Designator_02_F","O_UAV_06_medical_F","O_UAV_06_F"], 3800]); }; }; nul = [] spawn { while {true} do { sleep 15; {_x setDamage 1;} forEach (nearestObjects [NatoEW, ["O_UAV_01_F","O_Static_Designator_02_F","O_UAV_06_medical_F","O_UAV_06_F"], 2500]); }; };
  12. //// EW Nato nul = [] spawn { while {true} do { sleep 15; {deleteVehicle _x} forEach nearestObjects [NatoEW, ["O_UAV_01_F","O_Static_Designator_02_F","O_UAV_06_medical_F","O_UAV_06_F"], 3000]; }; }; I got it ❤️
  13. It dont work, I have done as you showed me. regarding the impact on performance, I have noticed that when you just make the time between searches longer, you can't notice anything. I have the script i shared running 4 x every 15 sek, I dont feel it
  14. JIMMI DEE BILLY BOB

    Createvehicle and AttachTO projectile and rotor vehicle it.

    My biggest problems are the language in these scripts themselves, I'm a bit dyslexic, I am use to collect all the scrips I get in missions so I can reuse them or manipulate them, I spell badly in English, I use Google to check typos 😄 i dont have a chance to learn this, it gives me a headache 😄
  15. Im trying to make a simple electronic warfare vehicle to jam drones, i have a script that works for markers, but i dont know to make it work with vehicles, I imagine it's pretty simple, but I can't figure it out. The idea is that all drones that come within a range of 3.5 km of vehicle will get destroyed, now here in this case deleted, a simple way to defend against drones. this works for markers in the INIT.sqf file // Clean Drones nul = [] spawn { private _pos = markerPos "EWvehicle"; while {true} do { sleep 15; {deleteVehicle _x} forEach nearestObjects [_pos, ["O_UAV_01_F","O_Static_Designator_02_F","O_UAV_06_medical_F","O_UAV_06_F"], 3500]; }; };
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