Jump to content

FullyAutoJuiceBox

Member
  • Content Count

    12
  • Joined

  • Last visited

  • Medals

Community Reputation

2 Neutral

About FullyAutoJuiceBox

  • Rank
    Private First Class

Recent Profile Visitors

971 profile views
  1. FullyAutoJuiceBox

    Custom Loadout Troubles

    Yeah I just figured my mistake. :P Thank you for the reply! Viva La Resistance!!
  2. FullyAutoJuiceBox

    Custom Loadout Troubles

    I'm making an arena style deathmatch mission and am using 3 sides (west, east, guer). On mission start the guerilla loadout shows an error saying "guer" undefined variable in the initServer.sqf. here is how it is currently stated in the initServer.sqf [west, "WEST1"] call bis_fnc_addRespawnInventory; [west, "WEST2"] call bis_fnc_addRespawnInventory; [west, "WEST3"] call bis_fnc_addRespawnInventory; [east, "EAST1"] call bis_fnc_addRespawnInventory; [east, "EAST2"] call bis_fnc_addRespawnInventory; [east, "EAST3"] call bis_fnc_addRespawnInventory; [guer, "GUER1"] call bis_fnc_addRespawnInventory; [guer, "GUER2"] call bis_fnc_addRespawnInventory; [guer, "GUER3"] call bis_fnc_addRespawnInventory; ^all correspond with the CfgRespawnInventory in the description.ext. I am very confused because all other classes were fine until today I added a song and some pictures for aesthetics (I'm sure this is irrelevant). Now the only loadouts available to all sides is the guer loadouts and they are double. >EXAMPLE< guer Rifleman guer Rifleman guer Marksman guer Marksman etc.
  3. I finally got to test these out after a couple busy days. I got both codes to work very easily! But this code was best implemented in the script I had so far. This is how it looked in the end for anyone looking for a quick answer. _trg = createTrigger [ "EmptyDetector", _mark1]; _trg setTriggerArea [ 5, 5, 0, false ]; _trg setTriggerActivation [ "ANYPLAYER", "PRESENT", true ]; _trg setTriggerStatements ["this", "{ if (!isNull objectParent player) then { player action ['engineOff', objectParent player]; player action ['eject',objectParent player]} } forEach thisList;", ""]; Also wanted to say @Larrow @pierremgi, thanks for all your posts through the forums. Everywhere I look I see you guys contributing. It's really appreciated!
  4. I guess ill re-think my approach and try again. Ill post any progress on here as it might still be relevant to the topic title.
  5. The trigger does not recognize the vehicle if I don't attach them. The code worked with hint 'Return Truck', before I tried adding the player actions.
  6. Thanks all for the replies! My plan is for the player to drive into the trigger area and be ejected, the truck to be deleted and then addscore to the player as a currency. I'm pretty new to scripting so I figured it was something simple. I don't know why I used _targetTruck player . I have made the changes you all graciously suggested : _targetTruck = "rhsusf_M1078A1P2_B_D_CP_fmtv_usarmy" createVehicle _mark; _returnTrig = createTrigger["EmptyDetector", _returnTrigPos]; _returnTrig setTriggerArea [5,5,0, false]; _returnTrig triggerAttachVehicle [_targetTruck]; _returnTrig setTriggerActivation ["VEHICLE", "PRESENT", true]; _returnTrig setTriggerStatements ["this", "player action ['engineOff', triggerAttachedVehicle thisTrigger] player action ['eject', triggerAttachedVehicle thisTrigger]", "" ]; I also tried adding hint 'Return Truck', In the hopes of getting some kind of response. But unfortunately nothing happens inside the trigger area. No more errors though!!
  7. Upon entering trigger area I'm trying to cut engine and eject the player from the _targetTruck. _targetTruck = "rhsusf_M1078A1P2_B_D_CP_fmtv_usarmy" createVehicle _mark; _returnTrig = createTrigger["EmptyDetector", _returnTrigPos]; _returnTrig setTriggerArea [5,5,0, false]; _returnTrig triggerAttachVehicle [_targetTruck]; _returnTrig setTriggerActivation ["VEHICLE", "PRESENT", true]; _returnTrig setTriggerStatements ["this", "player action ["engineOff", _targetTruck player] player action ["eject", _targetTruck player]", "" ]; I have also tried: "player action ["engineOff", _targetTruck] player action ["eject", _targetTruck]", This is what I came up with so far. The error that returns is "missing ]". Any help with any of the code would be greatly appreciated!
  8. FullyAutoJuiceBox

    [R3F] Logistics

    Anyone around that can provide a little help with this script? I have a pretty simple goal but nobody has been able to help. The documentation just throws me in circles around the creation factory.
  9. FullyAutoJuiceBox

    [R3F] Logistics

    I've been working on this for a few days now and cant get to the bottom of it. Here ill post a little progress I think i've made. Maybe we can figure this out. My scenario, I'm trying to change the prices, capacities, etc. of some CUP Vehicles. I created my own addon from the template provided in the addon_config folder. Also created a corresponding .sqf named the same. Then In the config.sqf I #included my addon In the "list of addons config to include". I don't know if this is gonna help anyone. I would post a picture of a small directory image I created. But I don't know how..
  10. FullyAutoJuiceBox

    R3F Configurations

    I am looking for help from anyone who has worked with the R3F Logistics mod. I need help configuring the creation factory. (adding/removing objects from it.) I have created my own addons_config, and matched my configured vehicles in the config_creation_factory.sqf. Do I need to create class trees? (similar to http://madbull.arma.free.fr/A3_stable_1.20.124746_CfgVehicles_tree.html?) I don't know where to go from here.. Any help would be greatly appreciated!
  11. FullyAutoJuiceBox

    [R3F] Logistics

    I'm very confused!! XD I want to change the vehicles available in the creation factory. I assume its the logistics config tool. I read the entire pdf and found no help. Someone save me I'm new! KMS!!!!! I have created my own addons_config, and matched my configured vehicles in the config_creation_factory.sqf. I don't know where to go from there..
×