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Cockheaven

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About Cockheaven

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  1. Cockheaven

    ACE Default Loadout

    Thank you @Mr H. I will give this a try!
  2. Cockheaven

    ACE Default Loadout

    WOW! I'm so blind I had run over that section so many times. Thanks @Mr H. for hitting me in the face with it, if only it were a snake... So how do I structure this? Should I have in init.sqf ["Squad Leader", getUnitLoadout sql1.sqf] call ace_arsenal_fnc_addDefaultLoadout and in sql1.sqf An example would be handy, Thanks!
  3. Been a while since I've posted here, largely due to the help rendered enabling me to troubleshoot my own scripting needs, thank you to those who have and continue to help those like me. I am currently involved in running a unit. One of my priorities is to maintain a standardized player experience. That said we want to also afford our community members the ability to make their own custom content. Part of our standardizations are a standard lobby, and standardized kits that reflect the roles in the lobby. We use ACE so that means using the Default Loadout feature in the ACE arsenal. The only way that I am aware of to embed Default Loadouts into the ACE arsenal is through EDEN and this can be quite tedious and/or time consuming, not to mention it requires the mission maker to have the kits premade. My objective is to create a (perhaps thru GitHub) sample mission that contains all the scripts (init, onplayerkilled, onplayerrespawn etc...) so that a mission maker only has to copy these files into a new mission and it meets the unit standard. TLDR Is there a way to load "Default Loadout" into the ACE arsenal through scripting? I have located the area in the mission.sqm that contains the information I will post it here, Thanks a lot!
  4. but @pierremgi It is working for the Truck that is connected to the respawn module..... I will try your suggestion, thanks!
  5. Update: The current configuration is working for land based vehicles, however it is not working for helicopters.
  6. Hi guys, I have a mission that contains a vehicle respawn module. This respawn module is connected to a helicopter with [missionNamespace, this] call BIS_fnc_addRespawnPosition; in its init field. in the module's expression line I have execvm "MobileRespawn.sqf" . in mobilerespawn.sqf vehInit = { clearWeaponCargoGlobal _this select 0; clearMagazineCargoGlobal _this select 0; [missionNamespace, _this select 0] call BIS_fnc_addRespawnPosition; }; This all works dandy when I host locally, however when I run it on a dedicated server it does not appear to run the script, or at least does not apply the script to the respawned vehicle. What am I not getting here?
  7. Group: 56th Recon Division Branch: Semi-Milsim/Casual Main Language: English Time zone: PST/GMT-7 Operation times: Saturdays 5:30 Rally 6:00 Stop-off Operation Type: Assault/Stealth/QRF Other essential info: We specialize in dynamic missions aswell as intricate custom content ranging from one offs to entire campaigns Website: https://56rd.enjin.com/
  8. Hi guys, here's the skinny. I've got an aircraft with 3 AI crew and one player crew in an MP environment on a dedicated server. That said the player is NOT grouped with the 3 AI crew for REASONS... What I'm trying to do is add an addiction to the aircraft to allow the player to select a position on the map and order the aircraft to Loiter with given radius and altitude. Here's the code I have at the moment Mother addaction ["Set Orbit", { _this select 1; Orbit_set = true; hintsilent "Open your Map. Leftclick to set orbit center"; onMapSingleClick " _wp1 = group MotheD addwaypoint [_pos, 0]; [group MotherD, 1] setWaypointType ""LOITER""; _mk1 = createMarkerLocal [""OrbitCenter"", _pos]; ""OrbitCenter"" setMarkerType ""waypoint""; [group MotherD, 1] setWaypointPosition [_pos, 1]; [group MotherD, 1] setWaypointLoiterRadius 2000; Mother flyInHeight 1500; Orbit_set = false; "; waitUntil{!Orbit_set}; onMapSingleClick ""; ;} ]; So whats happening is, I select the action (as the player) and I receive the hint, however when I click on a position after opening the map nothing happens. I can go into Zeus and verify no waypoint has been created. However; when I alt click on the map the whole aircraft gets teleported to that position... what gives I don't have a getpos setpos anywhere in there I'm totally lost, I was reading something about an EH for this kind of thing but I'm not understanding that, It seems way more complicated than it needs to be. Thanks! Mother = the aircraft variable name MotherD = the driver of Mother (Pilot)
  9. Cockheaven

    Random Player Hunt

    I forgot about Thanks I plan on implementing them once the base code is working. @ZaellixAis 100% correct on what I am looking for.
  10. Cockheaven

    Random Player Hunt

    Hi guys I'm going to post for you what I have thus far and the results of the playtest last night. I have a mission that contains empty markers (marker_#) on the map aswell as respawn_side markers for all 4 sides, 4 players per side total of 16 players. That is the extent of the Eden assets below in spoilers is the code being executed. init.sqf onPlayerkilled.sqf onPlayerRespawn.sqf Rabbit.sqf Although it was kind of broken, players had fun. Problems with the code include 1. Multiple "rabbits" being chosen continuously (without killing a rabbit two or more players could be the rabbit). 2. Task marker jumping between players, marking players whether or not they are the "rabbit". Again Thanks a lot for your guy's help, stupid projects like this are really helping me understand more complex aspects of mission making.
  11. Cockheaven

    Random Player Hunt

    Okay @GEORGE FLOROS GR , it wasn't working when I hosted locally in MP. If it works on the dedicated great, if not I'm pretty darn happy with the state of the mission. Thank you and @ZaellixA for your help!
  12. Cockheaven

    Random Player Hunt

    Using that works, but there isn't a delay, I would like a small delay in between tracking updates. Current code GF_player = _Player; [] spawn { GF_marker = format["GF_marker_%1",GF_player]; createMarker [GF_marker, getPos vehicle GF_player]; GF_marker setMarkerShape "ICON"; _side = side group GF_player; _sideColor = [_side, true] call BIS_fnc_sideColor; while {alive GF_player}do{ sleep 20; GF_marker setMarkerColor _sideColor; GF_marker setMarkerType "loc_ViewTower"; GF_marker setMarkerSize [2,2]; GF_marker setMarkerPos getpos GF_player; GF_marker setMarkerDir getDir GF_player; ["t1", [GF_Player, true]] call BIS_fnc_taskSetDestination; }; };
  13. Cockheaven

    Random Player Hunt

    @GEORGE FLOROS GR here's what I changed regarding task tracking. while {alive GF_player} do { sleep 20; [] spawn { GF_marker = format["GF_marker_%1",GF_player]; createMarker [GF_marker, getPos vehicle GF_player]; GF_marker setMarkerShape "ICON"; _side = side group GF_player; _sideColor = [_side, true] call BIS_fnc_sideColor; ["t1", getMarkerPos "GF_marker"] call BIS_fnc_taskSetDestination; }; }; not kicking any errors uploading into dedicated now for testing. thinking I've got some unnecessary stuff in there can deal with later.
  14. Cockheaven

    Random Player Hunt

    What George gave me works and is plug and play, however, the task needs to update the target players position continuously, I'd like it to have a delay around 20 seconds. the task doesn't seem to update the player's position continuously although I'm assuming the following code is supposed to perform that function while {alive GF_Player}do{ GF_marker setMarkerColor _sideColor; GF_marker setMarkerType "loc_ViewTower"; GF_marker setMarkerSize [2,2]; GF_marker setMarkerPos getpos GF_Player; GF_marker setMarkerDir getDir GF_Player; uisleep 0.1; }; @ZaellixA Yes I want the killer of the target player to become the next target
  15. Hi guys, I have sort of a mishmash of code here I'm trying to work my way through. I'm sure there are some better ways to do the things I'm trying to do like using foreach as well as passing parameters to other scripts but unfortunately, I'm not quite grasping both of those concepts. What I need to do is either by addiction or at the start of the game choose a random player create a task for all players that show approximately that chosen player's position to kill said player uppon killing said player choose a new player, actually, choose the player that killed the target player and continue looping until everyone is fed up with the game mode I've had a few iterations of my code and here's where I am at right now if (isNil "_killer") then // Nobody got got? { if (isServer) then { _units = []; { if (isPlayer _x) then { _units pushBack _x; } } foreach playableUnits; _Rabbit = _units call BIS_fnc_selectRandom; // initial target choice }; } else { _Rabbit = _killer // since killer exists make killer the target }; _Rabbit addMPEventHandler ["MPkilled", { params ["_unit", "_killer", "_instigator", "_useEffects"]; }]; // record who does what to Rabbit while {alive _Rabbit} do { sleep 15; // loop interval hint format ["Kill %1",_Rabbit]; if ( "t1" call BIS_fnc_taskExists ) then { "t1" call BIS_fnc_deleteTask }; // delete any existing t1 if ( "t2" call BIS_fnc_taskExists ) then { "t2" call BIS_fnc_deleteTask }; // delete any existing t2 if ( "t3" call BIS_fnc_taskExists ) then { "t3" call BIS_fnc_deleteTask }; // delete any existing t3 if ( "t4" call BIS_fnc_taskExists ) then { "t4" call BIS_fnc_deleteTask }; // delete any existing t4 _Rabbitmarker = createmarker ["Rabbitloc", position _Rabbit]; [west,["t1"],["Kill the Rabbit","Kill the Rabbit","Rabbitloc"],getmarkerpos "Rabbitloc",1,3,true] call BIS_fnc_taskCreate; // create task for blue [east,["t2"],["Kill the Rabbit","Kill the Rabbit","Rabbitloc"],getmarkerpos "Rabbitloc",1,3,true] call BIS_fnc_taskCreate; // create task for red [independent,["t3"],["Kill the Rabbit","Kill the Rabbit","Rabbitloc"],getmarkerpos "Rabbitloc",1,3,true] call BIS_fnc_taskCreate; // create task for green [civilian,["t4"],["Kill the Rabbit","Kill the Rabbit","Rabbitloc"],getmarkerpos "Rabbitloc",1,3,true] call BIS_fnc_taskCreate; // create task for purple }; // while rabbit is alive tell people to kill them and mark their position if !(alive _Rabbit) then { _Rabbit = _killer; execVM "Rabbit.sqf"; } else { }; // If rabbit is killed make their killer the new rabbit and rerun the script Thanks for all the help, I'm slowly becoming more capable of making my own crappy scripts.
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