DanJohn
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Posts posted by DanJohn
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figured out a way to disable the hexagon through the mission file.
For anyone wondering just add this into the Init.sqf
["Initialize"] call BIS_fnc_dynamicGroups;
This enables dynamic groups on the server but won't actually allow clients to create groups.
https://community.bistudio.com/wiki/BIS_fnc_dynamicGroups More information on it.
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On 5/8/2019 at 1:14 PM, sarogahtyp said:https://community.bistudio.com/wiki/server.cfg#Server_Administration
below server.cfg headline:
means that u maybe have server settings which override your description.ext class definitions.
EDIT:
Also this some lines below:
i wasn't using a dedicated server so nothing should of overwrote the settings.
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19 minutes ago, Janez said:So I tried this and have custom difficulty selected but doesn't seem to work.
class CfgDifficultyPresets { class Custom { class Options { groupIndicators = 0; }; }; };
yea same here even if i enable vetran difficulty which has it disabled it still shows
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On 5/7/2019 at 1:38 AM, pierremgi said:just tried this and for some reason i still see teammates hexagons
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6 hours ago, pierremgi said:Setting/ Game options/group indicator.
or groupIndicators in difficulty settings.yes but this defeats the purpose of the question. I want to be able to set this within the mission file so anyone who uses my mission file can use it without having to set up the difficulty settings.
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1 hour ago, gc8 said:Maybe disableMapIndicators , not sure
this did not work
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I have seen other missions where it automatically removes the hexagons you see from players on your same side. I have been trying to figure out how to do this but i am unsure. I know you can do this through setting the difficulty through the arma profile but if anyone could tell me how to do it without messing with the difficulty that would be great.
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I only just realized this after trying to figure out the problem for the last week that every time the function was called I was resetting the array by adding this to the top
Old_Vehicles_Spawned = [];
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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.
Code:
SpoilerOld_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;
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21 hours ago, Dedmen said:Probably that HUD thing. UI stuff can crash the game if not used correctly. Maybe try just commenting out specific lines until it doesn't crash anymore.
i uncommented everything without having to remove anything and my game doesn't crash anymore not sure what fixed it but thanks for the help.
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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.
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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"; } else { _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.
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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.
Client RPT
Server RPT
Init
InitPlayerLocal
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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";}];
to
player addMPEventHandler ["MPKilled", {null = _this execVM "scripts\Aquaman_PlayerStats.sqf";}];
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48 minutes ago, Schatten said:Will go through the tutorial when i have time thanks
26 minutes ago, Mr H. said:do you want it as an extra attribute in the eden editor or ingame?
In game
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38 minutes ago, davidoss said:https://community.bistudio.com/wiki/Dialog_Control
If you have never done any i assume you have no idea how much work is to create it and script out such things.
i have read through the wiki and i am still clueless on how i would start creating/coding the drop down dialog menu.
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I was just wondering if it was possible to create a drop-down dialog like below. The Dialog is from the eden editor and as you can see there aer drop down sections for Music, Sound & Radio Settings and intro text. I really liked the style and was wondering if i was able to recreate it for my own mission.
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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?
[Release] Close-Quarter Combat Mission File
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
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.
https://github.com/DanyaalA/Aquamans-CQC
Aquamans-CQC
AuqmansCQC mission file is a simple CQC gamemode for Arma 3.
Download
Latest Version (PBO V1.5) - https://github.com/EqualOwl/Aquamans-CQC/releases/tag/1.5)
Features
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.
# 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.