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Everything posted by DanJohn

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. i wasn't using a dedicated server so nothing should of overwrote the settings.
  6. yea same here even if i enable vetran difficulty which has it disabled it still shows
  7. just tried this and for some reason i still see teammates hexagons
  8. 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.
  9. 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:
  10. 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 = [];
  11. 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 https://pastebin.com/MtJEwwtG Server RPT https://pastebin.com/VzR8d98T Init https://pastebin.com/sTkT8qMN InitPlayerLocal https://pastebin.com/N28QQ718
  12. 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.
  13. 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.
  14. DanJohn

    Vehicle Spawner.

    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.
  15. 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";}];
  16. Will go through the tutorial when i have time thanks In game
  17. i have read through the wiki and i am still clueless on how i would start creating/coding the drop down dialog menu.
  18. 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?