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Cockheaven

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About Cockheaven

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    Lance Corporal

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  1. Am I doing it wrong if I use disableCollisionWith?
  2. @Mr H. any updates sir? I would like to spend some time investigating this myself but school is kicking my ass right now, any help is much appreciated.
  3. Hi guys, I had been putting together a kit for my community to standardize missions and part of that kit incorporated standard unit loadouts in the ace arsenal. To achieve this @Mr H. helped me with creating and extracting loadouts and inputting them in objects that are enabled as ace arsenals. Object init Init.sqf and or initserver.sqf 56RDLoadOuts.sqf This is no longer working, we had a few weeks of success and it was great, nothing was changed on our end however the script for the loadouts is not being called. I can run null = execvm "56RDLoudouts.sqf" in game and it puts the loadouts in the "default loadouts" in the ace arsenal, what gives?
  4. Hi all, I had made a mission a while ago and it has been stable from that time up until this point. The premise is to have a few objects placed that have addactions in them allowing players to start various training scenarios. I will attach one of these objects with the addaction it contains in it's init below as well as the script that addaction executes. Obj init AssaultAISpawn.sqf And so, as the post title says, these scripts seem to be repeating depending on the number of players on the server when someone executes the addaction. i'm stumped because this did not use to happen and I cannot figure out what may have changed to cause this. If someone can see a problem in my code (I'm sure they are there) or can suggest a more secure/better way of allowing players to spawn preconfigured enemies please help me out! Thanks! P.S. There are a lot of people that have helped me this far and I am blatantly using their code, if you are one of them and you recognize your code, thank you!
  5. Cockheaven

    3den Enhanced

    Hi @Max255I just discovered a solution. 0) Firstly make a backup of your scenario. then follow these steps 1) Exit ArmA 3 2) Disable 3Den Enhanced in your modlist 3) Launch ArmA 3 and load the editor on the same map as the mission in question 4) Click "Scenario" -> "Merge" select the scenario in question and click "Merge" 5) Once merged save the scenario under a NEW name 6) Navigate to the new scenario's folder via windows explorer 7) copy the mission.SQF file from the new folder to the old folder 8) ???? 9) ArmA!
  6. Cockheaven

    3den Enhanced

    Firstly, what an amazing tool, the additional features and ease of use have enabled much more fluid and simple scenario design on my part. Thank you! I have a scenario, which I have been updating regularly. This scenario should run about < 3KB for the mission.SQF file. while exploring the features of a recen 3DEN enhanced update the mission file size has jumped from < 3KB to > 17KB, no actual alterations were made except for exploring what additional options there were added to the object attributes. Upon exploring the new 17KB mission.SQF I'm seeing the above code appear for EVERY object in the scenario (or at least that's how I'm reading it) it seems as though the additional options in the object attributes have been scripted in although they have no assigned values and/or have not been enabled in the editor. My goal through scripting has been to reduce this mission's file size and this new jump in file size has undone much of that, what is my best course of action here to eliminate this unnecessary code?
  7. Cockheaven

    ACE Default Loadout

    Thank you @Mr H. I will give this a try!
  8. 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!
  9. 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!
  10. but @pierremgi It is working for the Truck that is connected to the respawn module..... I will try your suggestion, thanks!
  11. Update: The current configuration is working for land based vehicles, however it is not working for helicopters.
  12. 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?
  13. 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/
  14. 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)
  15. 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.
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