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JIMMI DEE BILLY BOB

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Everything posted by JIMMI DEE BILLY BOB

  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. 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
  5. 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
  6. 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";
  7. 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.
  8. 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;
  9. 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"; //
  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. 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]; }; };
  13. //// 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 ❤️
  14. 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
  15. 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 😄
  16. hi. I'm trying to make a mine dispenser vehicle to be able to quickly make a minefield. I use "AT_Mine_155mm_AMOS_range" & "Mine_155mm_AMOS_range" as the create vehicle, the problem is that the projectile flies straight out, or 45 degrees down from where i point it, it causes the shell to fly in that direction as well, and it causes the mines to be dispensed uncontrollably, I need the shell be able to it ends up pointing down off at 90 degrees, so the spred mines end up in a circle area. this addEventHandler["Fired", { params ["_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile","_vehicle"]; _sphere = "AT_Mine_155mm_AMOS_range" createVehicle (getPosATL _projectile); _sphere attachTo [_projectile,[0,0,40]]; }]; ________________________________________________________________________________________ I've tried with the one below, but it doesn't work, the projectile doesn't turn, only if I attach it to a vehicle, the shell also doesn't work correctly ________________________________________________________________________________________ this addEventHandler["Fired", { params ["_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile","_vehicle"]; _sphere = "Mine_155mm_AMOS_range" createVehicle (getPosATL _projectile); _sphere attachTo [_projectile,[0,0,40]]; _sphere setVectorDirAndUp [[0,0,-1], [0,1,0]]; }]; ____________________________________________________________________________________________ Don't really care how the mines end up out there, but artillery shells work great, the version does not work ether. -------------------------------------------------------------------------------------------------------------------------------------------------- this addAction [ "Dispense mines", { params ["_target", "_caller", "_actionId", "_arguments"]; _sphere = "AT_Mine_155mm_AMOS_range" createVehicle (getPosATL _caller); _sphere attachTo [_caller,[0,40,30]]; _sphere setVectorDirAndUp [[0,0,-1], [0,1,0]]; }]; ---------------------------------- My plan is to make the bobcat into a combined breaching mine dispenser and recovery vehicle Using plank scrip. first attempt, not very practical
  17. JIMMI DEE BILLY BOB

    Teleport ai that enters a trigger

    For player with veh ------------ condition this && player in thislist || vehicle player in thislist Activation if (vehicle player != player) then { (vehicle player) setposatl [81.384,16777.488,211.453]; }else{ player setposatl [81.384,16777.488,211.453]; }
  18. JIMMI DEE BILLY BOB

    Createvehicle and AttachTO projectile and rotor vehicle it.

    _veh = _this #0; _veh addAction [ "Dispense AT/AP mines : Fire slugs in driver seat, to the right side of vehicle, mines will be covering a 40m radius 65 meters out ", {}]; _veh = _this #0; _veh removeWeaponTurret ["SmokeLauncher",[0,0]]; _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]; _veh = _this #0; _veh addEventHandler ["Fired", { flareN = "AT_Mine_155mm_AMOS_range" createvehicle ((player) ModelToWorld [65,0,150]); flareN setVelocity [0,0,-01]; flareNE = "Mine_155mm_AMOS_range" createvehicle ((player) ModelToWorld [65,0,150]); flareNE setVelocity [0,0,-01]; }]; I wanted to reply to you a little earlier, something got in the way, I figured out how to get the mines in the right direction, I still don't understand the system of Y X Z.
  19. JIMMI DEE BILLY BOB

    Createvehicle and AttachTO projectile and rotor vehicle it.

    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 addAction [ "Dispense mines :Fire slugs in driver,and 110m south from vehicle AP/AT mines will be covering a radius of 40m ", //The shell will only fly in one direction, not in the vehicles direction, but it is much better than before 😄 {}]; _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]; _veh = _this #0; _veh addEventHandler ["Fired", { flareN = "AT_Mine_155mm_AMOS_range" createvehicle ((player) ModelToWorld [0,0,100]); flareN setVelocity [0,25,-5]; flareNE = "Mine_155mm_AMOS_range" createvehicle ((player) ModelToWorld [0,0,100]); flareNE setVelocity [0,25,-5]; }]; nul = _veh spawn { while {alive _this} do { _this setVehicleAmmo 1; sleep 1200} }; _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;
  20. JIMMI DEE BILLY BOB

    Createvehicle and AttachTO projectile and rotor vehicle it.

    I read in another thread that you couldn't because the projectile moved so fast that it wouldn't work, I've used attachTO where my game has shut itself down, doesn't say that they will do it 🙂
  21. JIMMI DEE BILLY BOB

    Createvehicle and AttachTO projectile and rotor vehicle it.

    I think it will definitely be useful, I will try to make it work with event handler, or add action. Thank you very much, I will share the result when I succeeded
  22. JIMMI DEE BILLY BOB

    Createvehicle and AttachTO projectile and rotor vehicle it.

    It didn't work, I don't think you can rotate the object with attachto, I read somewhere that it's not possible
  23. JIMMI DEE BILLY BOB

    Cleanup script for mines on timer

    It worked perfectly thank you 😄 It was the last script I needed to complete my pvp/pve mission I spent years perfecting, now I can start a server soon. For whoever // mission/init location //Cleanup mines aria nul = [] spawn { private _pos = markerPos "MarkerName"; while {true} do { sleep 10; {deleteVehicle _x} forEach nearestMines [_pos, [], 3500]; }; };
  24. what am I doing wrong, trying to make an area that gets cleared of mines every 10 seconds. The goal is to avoid spamming of 155mm ATmine shells so that it is possible to get out of the starting area // init location //Cleanup mines aria nul = [] spawn { while {true} do { sleep 10; {deleteVehicle _x} forEach nearestMines [MinesMarker1, ["All"], 3500]; }; };
  25. JIMMI DEE BILLY BOB

    Cleanup script for mines on timer

    MineMarker1 was a marker, but it dit not work, I have only made it work as a trigger activation where a unit enters it.. {deleteVehicle _x} forEach nearestMines [Minestrigger1, ["All"], 3500] Is there a way to make it work with an object instead 🙂 ? I just need way to clear an area of mines constantly, can you activate trigger with sleep, and repeat this like this? I got my wrong understanding from this link
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