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LSValmont

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Everything posted by LSValmont

  1. LSValmont

    Ravage

    I would love to be able to spawn and even play as a Ghost in Ravage.
  2. LSValmont

    Ravage

    I can confirm that naming vehicles in the EDEN editor while having the saveVehicles = 2; (where 2 = save both editor placed and script placed vehicles) in description.ext prevents GRAD from DUPLICATING the vehicle when it is loading its saved assets. If you don't want spawned vehicles saved entirely you can use: saveVehicles = 1; (For editor placed vehicles only) or saveVehicles = 0; (For saving no vehicles).
  3. LSValmont

    GF Holster script - Mod

    Yeap now totally works! Super Cool! But I had to change: addMissionEventHandler ["Loaded", { params ["_saveType"]; If(_saveType isEqualto "continue") then{ [] execVM "GF_Holster\GF_Holster.sqf"; }; }]; I just had to remove the If(_saveType isEqualto "continue") as I was saving with a script and continue seems to work only with the menu save. Anyways, thank you!
  4. LSValmont

    GF Holster script - Mod

    Its not working for me, I am getting an Invalid Number error. (I am using the scripts in the previous post).
  5. LSValmont

    GF Holster script - Mod

    Thanks George! Will test this ASAP!
  6. LSValmont

    GF Holster script - Mod

    Thank you Pierre, HazJ and George for all your contributions! I will be finally able to use this script fully!
  7. LSValmont

    GF Holster script - Mod

    Perhaps one of the legends can help you:
  8. LSValmont

    GF Holster script - Mod

    Thank you for the suggestion Major, but actually what I liked about this script is the fact that you don't clutter your addAction menu with more actions on an already crowded place and I had absolutely nothing mapped to the H key.
  9. LSValmont

    GF Holster script - Mod

    This still does not work for saved games. As soon as you reload a saved game it stops working. I tried adding disableSerialization; on top but still the same thing. =(
  10. LSValmont

    Ravage

    If you name your objects, it won't duplicate the editor placed object on each server restart. Its a feature I personally asked the GP main dev. Mister McDiod.
  11. LSValmont

    Nuclear Blast Effects

    George, how would you add a random fire and smoke effects to some of those wrecks? Also, the wrecks won't spawn underwater or they can? Because them spawning underwater would be a waste of resources I guess.
  12. 🙄 I was being serious! 😓 This really means the difference between me using CUP maps or vanilla maps for my mission.
  13. Quick question guys: Does the CUP buildings feature the door handles that regular arma 3 buildings have? (the ones that if the door is locked play an animation like forcing the door but it won't open) Because I am doing an horror mission that requires this as a part of the immersion and I am planning on using a CUP map for the mission but that is a very important feature I need. Thanks for all your amazing work by the way!
  14. Congrats on the release pierremgi! These are all pretty good additions that will make the life of many mission makers A LOT easier! The most important part for me is the MP compatibility that is so hard to find in most modules/addons/scripts and that you are a master off.
  15. LSValmont

    3den Enhanced

    I am getting this error after updating to the latest version: '_this setFeatureType parseNumber (_value)' Error parsenumber: Type Number, expected Bool,String. Then I checked my mission.sqm and found that 1180 manually placed objects got the following: class CustomAttributes { class Attribute0 { property="Enh_featureType"; expression="_this setFeatureType parseNumber (_value)"; class Value { class data { class type { type[]= { "STRING" }; }; value="0"; }; }; }; So... how do I fix this?
  16. I guess the Arma Devs finally implemented what you wanted! Audio Added: say3D command extension to exclude speech category sounds from the filtering. https://dev.arma3.com/post/spotrep-00085 You can now finish this script!
  17. I really need some help here guys, this script has been keeping me up for the last 6 days and nothing seems to make it work correctly when called by Clients connected the my Hosted Server (No errors thou): The first part when executed on the server (host player) works perfectly, I left it in inside the If (isServer) as a reference to the simplest version that works for the server. Then under the If (!isServer) is the reworked script that I made for the clients. Lots of options that I tried are now with // just as reference to what I tried with no success.
  18. That seams to be the realistic aproach and I love it!
  19. LSValmont

    Ravage

    GRAD persistence should really be integrated into Ravage as a module replacement for the current persistence feature that is not as developed in Ravage. I have worked with McDiod, the main dev for Grad Persitence and the guy is super open and changes/fixes things super fast and is incredibly supportive.
  20. What are the differences between your mod and lets say Grad Persistence? https://github.com/gruppe-adler/grad-persistence
  21. I have a UI that can be used with scripts so you can get rid of the AddActions and have as many options as you want. If you are interested I can send it to you... Here is a pic:
  22. Hello guys. I need your help once again. I have this line of code working perfectly for the Server Host: openMap true; MapClicked = false; onMapSingleClick "HHH setPos [_pos select 0,_pos select 1, 0] ;(group transportHeli) move _pos; MapClicked = true; onMapSingleClick ''; true;"; Where HHH is the name of a Helipad placed on the Eden Editor. That previous line does not work in MP of course since when a client calls the script the helicopter with crew (also placed via Editor) nor the Helipad move to the onMapSingleClick location. I've tried the following remoteExec code: onMapSingleClick "[HHH,[_pos select 0,_pos select 1, 0]] remoteExec ["setPos", HHH]; [(group transportHeli),[_pos]] remoteExec ["move", (group transportHeli)]; MapClicked = true; onMapSingleClick ''; true;"; But I get this error: Error SETPOS: TYPE ANY , EXPECTED OBJECT. If I remove: "[HHH,[_pos select 0,_pos select 1, 0]] remoteExec ["setPos", HHH]; And just leave: [(group transportHeli),[_pos]] remoteExec ["move", (group transportHeli)]; Then the error is: Error MOVE: TYPE ANY , EXPECTED OBJECT. But I double checked and the location of both the SetPos and Move commands on the remoteExec are in the correct location and should be working... BIS BUG? Any ideas on how I can solve this issue and/or any other method to get the client to move the server placed helicopter on command? Thanks in advanced.
  23. That is good to know, thanks! The script is called via a custom UI interface with: I made it work in Hosted MP with this (full script so you can understand the context): And this is how it looks IN GAME: Any advice on performance/network optimizations for the script would be greatly appreciated. (PS: I am quite new at MP scripting so you will find lots of redundancies in the script :()
  24. Ok, I got it to work with this: onMapSingleClick "[HHH,[_pos select 0,_pos select 1, 0]] remoteExec ['setPos', HHH]; [(group transportHeli),[getPos HHH select 0,getPos HHH select 1,0]] remoteExec ['move', (group transportHeli)]; {(group transportHeli) move [getPos HHH select 0,getPos HHH select 1,0];} remoteExec ['bis_fnc_spawn', 0]; MapClicked = true; onMapSingleClick ''; true;"; Just in case it is useful to someone. EDIT: Scratch all that... it is only working for the host again... and now with no errors... IDK why it is not working...
  25. Wow! This is just what I've been looking for, will be using this for my missions. Thanks!
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