Grovesy57
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Everything posted by Grovesy57
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First time modeling
Grovesy57 replied to StarFish-50124bf6f5acc6e5's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hey mate, welcome to send me a message on steam and I can try give you a hand to create a config file for the building. Same username, different picture though. Shouldn’t be too hard to find me. Once you add me just drop me a message and I’ll be happy to help -
G'day guys, I'm trying to build my own script for creating 3d Markers when a player goes unconscious, similar to domination. I've tried to combine the example from domination with an example I found in an old forum post, but can't seem to get this to work. Feel out of my comfort zone with 3Dmarkers. I'm also trying to add this to Liberation, with ACE Medical. int_client.sqf: player addEventHandler ["ace_unconscious", {execVM "..\TARF\EventHandlers\3dMarker.sqf"}]; 3dMarker.sqf: _unit = _this select 0; _state = _this select 1; if ("UnconMarkers" call BIS_fnc_getParamValue == 1) then { _icons = addMissionEventHandler ["Draw3D", { { if ((_x distance _unit) < 100 && {_unit getVariable "ACE_isUnconscious", false}) then { drawIcon3D ["a3\ui_f\data\map\MapControl\hospital_ca.paa", [0.6,0.15,0,0.8], _x, 0.5, 0.5, 0, format["%1 (%2m)", name _unit, ceil (_x distance _unit)], 0, 0.02]; }; } forEach allPlayers; }]; }; I've been tweaking and re-uploading onto the server, but yet to have any luck with the markers appearing. Hoping someone here can help me get this ironed out, I'm probably doing something silly as I'm still figuring out remote execs and MP scripting. Plus I've not had experience with 3dMarkers before.
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Still unsolved. All help appreciated.
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remoteExec function not working on Dedi
Grovesy57 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
G'day guys, me again. Trying to create a simple skipTime action ingame. Got another script calling the addAction for skip12.sqf. The script runs fine, but for whatever reason my dedicated server will not read the function. This works on my machine perfectly fine, and I've added hints to ensure the script is running as it should. The function will also run when executed everywhere BUT the server, but the server flicks the time back straight away. Any reason the server wouldn't run my function? I even tried with only the skipTime inside the function, still no effect. Everything ran fine except that inside the function. All help would be appreciated. _target = _this select 0; _caller = _this select 1; _action = _this select 2; grovSkip12 = { // Executes Everywhere BUT my dedicated server: params ["_target", "_caller", "_action"]; skipTime 12; _target removeAction _action; _caller globalChat format ["%1 Has skipped 12 Hours.", name _caller]; //Will NOT work (on Dedi) sleep 60; //Delay to avoid spamming of function. _target addAction ["Skip 12 Hours","TARF\skip12.sqf"]; }; [_target, _caller, _action] remoteExec ["grovSkip12", 2]; //_caller globalChat format ["%1 Has skipped 12 Hours.", name _caller]; //Will work. (on Dedi) -
remoteExec function not working on Dedi
Grovesy57 replied to Grovesy57's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Legend. Understood and fixed. Cheers -
Sorry internet's been dropping in/out. Given me time to figure some stuff out since I last posted, and I'll share where I am now. init_client.sqf: grov_unconMarkers = { params [_unit, _state]; if (("UnconMarkers" call BIS_fnc_getParamValue) == 1) then { [_unit, _state] execVM "..\TARF\EventHandlers\3dMarkers.sqf"; }; }; 3dMarkers.sqf: _unit = _this select 0; _state = _this select 1; _icons = addMissionEventHandler ["Draw3D", { { if ((_x distance _unit) < 100 && {_unit getVariable "ACE_isUnconscious", false}) then { drawIcon3D ["a3\ui_f\data\map\MapControl\hospital_ca.paa", [0.6,0.15,0,0.8], _x, 0.5, 0.5, 0, format["%1 (%2m)", name _unit, ceil (_x distance _unit)], 0, 0.02]; }; } forEach allPlayers; }]; Hoping this will work. But looking back over the examples I'm using, I'm having some doubts. Mainly in the forEach statement. I'm still wrapping my head around scripting for MP.
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The script may be a place to start, but it only handles vanilla, and not ACE Unconscious, which may be a slight issue. Right. Cheers. I've not fiddled with cba event handling before.. Will swapping out the addEventHandler line for a CBA_fnc_remoteEvent work as intended? Or will I need to somehow edit the ace_unconscious event before I can use it? --Or... Could I change the ace_unconscious event to the vanilla Hit event, and have it check to see if the player has entered unconscious state after being hit?
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G'day guys, need some help figuring out an issue with my mod. Currently unable to build the .pbo, pboProject is giving me the error: "P:\TARF_ModPack\cfgPatches.hpp: circa Line 5 Spurious ; in array" yet for the life of me I can't seem to find the issue. It may be something simple, so I'm hoping someone can give me a second set of eyes. Maybe spot my idiocy and save me. cfgPatches.hpp: class TARF_Modpack { units[] = { "TARF_ModPack"; "TARF_511_Unit"; "TARF_511_Unit_SS"; "TARF_ATACSAU_Unit"; "TARF_ATACSAU_Unit_SS"; "TARF_ATACSFG_Unit"; "TARF_ATACSFG_Unit_SS"; "TARF_GerMulti_Unit"; "TARF_GerMulti_Unit_SS"; "TARF_Tropic_Unit"; "TARF_Tropic_Unit_SS"; "TARF_Multicam_Unit"; "TARF_Multicam_Unit_SS"; "TARF_Night_Unit"; "TARF_Night_Unit_SS"; "TARF_Navy_Unit"; "TARF_Navy_Unit_SS"; "TARF_BlackBetty"; "TARF_BlackBetty_Ghost"; "TARF_Bandit"; "TARF_Bandit_Ghost"; "TARF_Witch"; "TARF_Witch_Ghost"; "TARF_MRAP"; "TARF_SUV"; "TARF_CP"; "TARF_HEMTT"; "TARF_HEMTT_Ammo"; "TARF_HEMTT_Repair"; "TARF_HEMTT_Fuel"; "TARF_MH6"; "TARF_MH6_Navy"; "TARF_GHawk"; "TARF_GHawk_Navy"; "TARF_GHawk_SF"; "TARF_Huron"; "TARF_Huron_Navy"; "TARF_Huron_Armed"; "TARF_Huron_Armed_Navy"; "TARF_Hellcat"; "TARF_Hellcat_SF"; "TARF_Hellcat_Navy"; "TARF_Blackfish_Infantry_Navy"; "TARF_Blackfish_Vehicle_Navy"; "TARF_Blackfish_Infantry_Army"; "TARF_Blackfish_Vehicle_Army"; "TARF_Gunship"; }; weapons[] = { "TARF_511"; "TARF_511_SS"; "TARF_ATACSAU"; "TARF_ATACSAU_SS"; "TARF_ATACSFG"; "TARF_ATACSFG_SS"; "TARF_Germulti"; "TARF_Germulti_SS"; "TARF_Tropic"; "TARF_Tropic_SS"; "TARF_Multicam"; "TARF_Multicam_SS"; "TARF_Night"; "TARF_Night_SS"; "TARF_Navy"; "TARF_Navy_SS"; }; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; };
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Aaaaand I feel like a proper tool. Thanks mate, greatly appreciated. Knew it'd be something crazy obvious. Worse thing is I tried this last night and it didn't work.. Realised this morning I've been editing a copy of the config instead of my actual one... D'Oh.. Maybe sleep ain't all that bad.
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Special Objects and Vehicles
Grovesy57 replied to HptFw. MoinxDGamer's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hope I'm not intruding on this one, as you didn't list it as a problem, but.. Can we use a MarkerLights class for this? class CfgVehicles { class Boat_F; class Life_Raft_8 : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\LifeRaft8.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungsinsel (8 Personen)"; class MarkerLights { class StrobeLight { activeLight = 1; ambient[] = {0.05,0.005,0.005,1}; blinking = 1; brightness = 0.01; color[] = {0.05,0.005,0.005,1}; daylight = 0; name = "position_ref"; }; }; }; }; -
Question About Fog Settings
Grovesy57 replied to Alpine_gremlin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Make sure you're doing a server exec in the debug console, a Local exec will be reverted automatically. Is this originally someone else's mission? If so it may have a code in place that keeps resetting the weather settings. -
simple weapon safety for vehicles
Grovesy57 replied to DSabre's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
If that's the case you should be able to get away with just using weapons[] = {"TruckHorn"}; I might take a closer look tonight -
Facewear random problem
Grovesy57 replied to Victim_913's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Try Replacing your init line with this. init = " (_this select 0) setVariable [""BIS_enableRandomization"",false]; if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};"; Let me know if that works. -
simple weapon safety for vehicles
Grovesy57 replied to DSabre's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Need more info to help with your horn issue.. Are you trying to add a completely new horn? class cfgWeapons { class TruckHorn; class yourhornclass: TruckHorn { displayname = "Ship Horn"; reloadTime = 4; scope = 2; drySound[] = {"filepath_to_custom_sound", 1, 1, 200}; }; }; then add weapons[] = {"yourhornclass"}; into your ship's class under cfgVehicles -
Upgunning the Moira possible?
Grovesy57 replied to shiftysean's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Seems like this one is not as easy as I originally thought it may be. Unfortunately I can't be too much help, but while I was investigating, I did come across these resources which may help you out: https://community.bistudio.com/wiki/CfgVehicles_Config_Reference - Right at the bottom it details the "weaponsGroup" https://community.bistudio.com/wiki/Arma_3_Vehicle_Weapon_Switching -
Attaching objects/compositions to vanilla vehicles
Grovesy57 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
G'day guys, I'm working on a small mod to retexture and improve the vanilla arma 3 vehicles. However am currently stuck at attaching items to the exterior of said vehicles. Currently I'm running everything inside my config.cpp file, and have the prowler retextured using: class B_T_LSV_01_unarmed_F; class Custom_Prowler: B_T_LSV_01_unarmed_F { side = 1; scope = 2; crew = "Custom_Unit"; faction = "Custom_Faction"; displayName = "Custom Prowler" hiddenSelections[] = {"Camo_1"}; hiddenSelectionsTextures[] = {"filepath.paa"}; class textureSources { class Prowler_Texture { displayName = "Prowler Texture"; author = "Grovesy"; textures[] = {"filepath.paa"}; materials[] = {}; factions[] = {"BLU_F","BLU_G_F"}; }; }; }; Now I'm pretty confident I could use the eventHandlers class and add some attachTo's in the init, but is there a cleaner/quicker way to attach the objects in the conifg.cpp? I have a composition.sqe file of how I want everything set up, but I'm unsure how I can manipulate that into my config.cpp My end goal is having a few jerry cans and other vanilla extras attached to the outside of the vehicles. Wanting them to look more like special ops, long range vehicles. Any help is appreciated, Cheers -Grovesy