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Posts posted by DanJohn

  1. I created this Mission file a few months ago. I thought id put a link here because it might include some useful information for some people who are looking to create a mission file like this. 




    AuqmansCQC mission file is a simple CQC gamemode for Arma 3.
    Latest Version (PBO V1.5) - https://github.com/EqualOwl/Aquamans-CQC/releases/tag/1.5)



    Teleport GUI
    The Teleport GUI/Dialog is simple although it will be remade in the future as it can be tricky to add more controls onto it. In the new dialog i will us a listbox instead of buttons. This makes it easier for people to add in custom spawns/areas.



    Virtual Vehicle Spawner
    Instead of using DNA's NMD Vehicle spawner or the built in Vehicle Spawner i made a custom Vehicle Spawner which is sorted by most commonly used vehicles first. Its easier to navigate and find a vehicle over other vehicle spawners because unlike other vehicle spawners this one is only intended for a few vehicles. You can also double click on vehicles to spawn them in.

    Other Features

    Respawn on Same Location
    The Respawn script teleports the player back to the same location they died at. For Example if you died at OG you will automatically be teleported back to a random spawn point in OG. This means that you don't have to select OG from the teleport Dialog every time you die. If you would like to return back to spawn to chose another location you have to open up the Magazines Menu and click Spawn.

    Magazine Menu
    The Magazines Dialog is used to restock on Ammo when you are running low however it does not restock firt aid kits as Medkits are permanant and should be used over FAK's. Clicking the Spawn Button will teleport you back to spawn when you next die.


    Virtual Arsenal
    The Virtual Arsenal is limited using LARS. You Can Easily Edit the Virtual Arsenal By opening the Aquaman_Va.sqf file located inside the scripts folder.


    Settings Menu
    The settings menu allows the user to toggle between different features. The AutoSpawn feature allows the user to automatically respawn at their last location on death.GbKuXRV.jpg


    # Wiki
    https://github.com/EqualOwl/Aquamans-CQC/wiki  Includes information on how to edit spawn locations, add new locations, More Vehicles, Whitelisting Items in the Virtual Arsenal and other things. 



    • Like 3

  2. I have created a Virtual Vehicle Spawner But I want the old vehicle to delete once the new vehicle has been spawned. Right now i can spawn however much vehicles i want. I have tried to add in my own check but it doesnt work. If i change (count Old_Vehicles_Spawned > 1) to (count Old_Vehicles_Spawned > 0) i am able to spawn in a vehicle that deletes straight away so im not sure why (count Old_Vehicles_Spawned > 1). Any help would be appreciated.


    Old_Vehicles_Spawned = [];
        _VehicleSelected = lbCurSel 1;
        _classVeh = lbData[1, _VehicleSelected];
        _emptyPos = position player findEmptyPosition [5,50, _classVeh]; //Spawn A Vehicle 5-50M around player
        if (count _emptyPosDir == 0) exitWith {hint "Vehicle Cant be Spawned Here"; };
        _veh = createVehicle [_classVeh, _emptyPos, [], 0, ""];
        _veh setDir (getDir player);
        _veh setVehicleAmmo 0;
        _veh setVehicleAmmoDef 0;
        clearWeaponCargoGlobal _veh;
        clearMagazineCargoGlobal _veh;
        clearItemCargoGlobal _veh;
        clearBackpackCargoGlobal _veh;
        player moveInAny _veh;
        //if (_Old_Vehicle_Spawned isEqualTo "") exitWith {closeDialog 18002;}
        Old_Vehicles_Spawned pushBack _veh;
        if (count Old_Vehicles_Spawned > 1) then
            deleteVehicle (Old_Vehicles_Spawned select 0);
            [Old_Vehicles_Spawned] call BIS_fnc_arrayShift;
        closeDialog 18002;




  3. 4 hours ago, Dedmen said:

    Arma just crashed for "some" reason. Ignore the bad_module_info part, that's just a windows 10 bug.

    The RPT's don't tell anything useful. Needs a full report, and then you also need Arma devs to look at it.

    Create a bug report on the Feedback tracker. The Feedback Tracker wiki will help you get the needed data.

    figured out it was something to do with my initPlayerLocal as when i remove that it doesn't crash mine or anyone else's game who connects to the server just need to spend some time and figure out what inside the initlocal is causing it.

  4. I recently added my own VVS script/dialog onto my server here is the section of code which Spawns the vehicle in any empty location 50 meters around the player. You will need to edit the code a little bit but from the snippet, you can see how I found the empty position. You also probably could just use an if true ExitWith statement on the count_emptyPosdir == 0 and not use an else statement to make it easier.


    _VehicleSelected = lbCurSel 1;
        _classVeh = lbData[1, _VehicleSelected];
        _emptyPos = position player findEmptyPosition [5,50, _classVeh]; //Spawn A Vehicle 5-50M around player
        //_emptyPosDir = ( [ _emptyPos, 1, getDir player ] call BIS_fnc_relPos );
        if (count _emptyPosDir == 0) then {hint "Vehicle Cant be Spawned Here"; }
            _veh = createVehicle [_classVeh, _emptyPos, [], 0, ""];
            player moveInAny _veh;
            _veh setVehicleAmmo 0;
            _veh setVehicleAmmoDef 0;
            clearWeaponCargoGlobal _veh;
            clearMagazineCargoGlobal _veh;
            clearItemCargoGlobal _veh;
            clearBackpackCargoGlobal _veh;
            //if (Old_Vehicle_Spawned isEqualTo "") exitWith {closeDialog 18002;};
            //deleteVehicle Old_Vehicle_Spawned;
            //Old_Vehicle_Spawned = _veh;



    Also like to add that i am a begginer to programming in SQF so i may have done things wrong or in a long winded way if so any feedback is appreciated.

  5. when i try to connect to my server with my own mission file the game crashes after the player has chosen a slot but before the player spawns in.

    Really not sure what to do im certain it has something to do with my mission file code although im not sure what i have included my init and initplayerlocal in a pastebin so you can examine it.


    thanks for any help.


    Image to Client crash1

    Image to client Crash 2


    Client RPT



    Server RPT








  6. 59 minutes ago, sbondo1234 said:


    Thanks for this... I have put everything where it needs to be to test whether it was working and I got an error as soon as I loaded into the MP game.

    Error: http://prntscr.com/mpzgt8, I'm not really good at decrypting arma errors, some help would be great.


    Everything around line 55:

    // Check if player has kills saved
    if (isNil {profileNamespace getVariable "sg_kills"}) then {
        profileNamespace setVariable ["sg_kills", 0];

    It would be nice if you could explain this line as well:

    player setVariable ["sg_kills", _sg_kills, true]; // True lets everyone on the server know this variable was updated

    Does everyone have to know when one person gets a kill, what would happen if this was set to false?


    Change this line in InitPlayerLocal 

    player addMPEventHandler ["MPKilled", {null = execVM "scripts\sg_stats.sqf";}];



    player addMPEventHandler ["MPKilled", {null = _this execVM "scripts\Aquaman_PlayerStats.sqf";}];


  7. I get a not Null error whenever i try and load my EXT File AST$HeaderClassNode,getclassname the stack trace is 


    java.lang.IllegalStateException: @NotNull method com/kaylerrenslow/armaDialogCreator/arma/header/AST$HeaderClassNode.getClassName must not return null
        at com.kaylerrenslow.armaDialogCreator.arma.header.AST$HeaderClassNode.getClassName(AST.java:187)
        at com.kaylerrenslow.armaDialogCreator.data.HeaderToProject.run(HeaderToProject.java:150)
        at com.kaylerrenslow.armaDialogCreator.data.HeaderToProject.convertAndSaveToWorkspace(HeaderToProject.java:67)
        at com.kaylerrenslow.armaDialogCreator.gui.main.popup.projectInit.ImportDialogsDialog$ConvertTask.call(ImportDialogsDialog.java:137)
        at com.kaylerrenslow.armaDialogCreator.gui.main.popup.projectInit.ImportDialogsDialog$ConvertTask.call(ImportDialogsDialog.java:125)
        at javafx.concurrent.Task$TaskCallable.call(Task.java:1423)
        at java.util.concurrent.FutureTask.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)

    THREAD:Arma Dialog Creator JavaFX Thread


    Any way to possibly fix this?