Kelsey Allen
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[Release] Simple Weapon Shop System
Kelsey Allen replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you @hoverguy! Weapons in equipment can be sold now! But backpacks and vests in equipped the backpack not functioning. In the trader UI it says "truex" or "falsex" before each backpack or vest name. Displays price but the item can not be sold. [error in line 237(arma) line 89 (in .sqf) `... m]; (findDisplay 9200 displayCtrl 9204) |x|tvSetValue ...` error type [Error type bool, expected number] Is there possibly any other files I need to update or reconfigure to get this to work? Or do you believe it is an issue within the "fn_refreshTrader" script? -
Kelsey Allen started following [Release] Simple Weapon Shop System
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[Release] Simple Weapon Shop System
Kelsey Allen replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, @hoverguy, I'm getting an error with the trader (selling) system. If I have a primary or secondary weapon in my backpack, vest, or uniform I get an error in the "fn_getConfig.sqf" script in line 11. I can remove all attachments and ammo from the weapon and still receive the error. But when I move that weapon to the primary or secondary weapon slot, I can then see the weapon, and my set prices, and I no longer get the error. .sqf location : "HG\Functions\Client\Generic\fn_getConfig.sqf" The error type stated is : Type array, expected String |#| = error location in script. case(isClass(configFile >> "CfgMagazines" |#|>> _item)): {"CfgMagazines"}; (RHSUSAF RHSAFRF RHSGREF weapon mods are being used) Is there any known solutions I can use to fix this error? Thank you for your time! 😁 -
Displaying respawn tickets
Kelsey Allen replied to shambler's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've found I can get the ticket counter HUD to dispay if you setup a sector control module. Then just set the sector to be the entire play area and that nobody can capture it so the marker disappears. You'll also have an A or a grey box under the counter respawn and time limit but it's a simple fix for now. Doesn't work with the civilians though. -
help needed - Supply Drop on Smoke Grenade
Kelsey Allen replied to Kelsey Allen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yea, I was realizing that it was eating my fps. I'll definitely try to slim it down but my skills are pretty low with this stuff.- 11 replies
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help needed - Supply Drop on Smoke Grenade
Kelsey Allen replied to Kelsey Allen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
For some reason that last script stopped working and wouldn't drop the cargo... this one should work. My bad!- 11 replies
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Kelsey Allen started following help needed - Supply Drop on Smoke Grenade
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help needed - Supply Drop on Smoke Grenade
Kelsey Allen replied to Kelsey Allen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
OKAY! So here is a working script! It can defiantly be cleaned up and optimized but it works! If any player throws a blue smoke grenade a helicopter will spawn, fly over the some grenades position, and drop a supply crate attached to a parachute. The supply crate will spawn random vanilla loot and supply a random amount of magazines for the chosen random weapons. the helicopter will then fly away and delete. (FYI: sometimes the helicopter fly's a little too high and misses the drop zone trigger and wont delete after flying away) Add this script to a .sqf file and execute it in your init.sqf- 11 replies
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help needed - Supply Drop on Smoke Grenade
Kelsey Allen replied to Kelsey Allen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yea I was trying to clear it then have a call out to another .sqf to assign random items to _suppyBox. I have found some script that can select and add random loot but I'm not getting how to reference it properly in my script. I've made sure the add item command is referencing the same _supplyBox. I tried to "ExecVM" the random loot .sqf after cleaning the cargo but it errors.- 11 replies
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help needed - Supply Drop on Smoke Grenade
Kelsey Allen replied to Kelsey Allen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
OKAY! That took forever. But script is mostly working! After a blue smoke grenade is thrown by the player, a helicopter will spawn, fly to the smoke grenades position, drop a supply box with a parachute and smoke grenade, fly away, then delete. But... the Supply Box spawns empty in this script. Trying to come up with a way to add random loot to the supply box. If anyone has ideas how to accomplish this let me know! Here is the full script! //script start player addEventHandler ["Fired", { if ((_this select 4) isEqualTo "SmokeShellBlue") then { _grenadeObj = (_this select 6); _doArsenalCrateDrop = [_grenadeObj] spawn { // private ["_grenadePos","_grenadeObj"]; params ["_grenadeObj"]; waitUntil {speed _grenadeObj == 0}; // wait until smoke grenade has stopped moving _grenadeLPos = getPosATL _grenadeObj; // get position of smoke grenade _grenadePos = createMarker ["grenadepos", _grenadeLPos]; // _supplyType = selectRandom ["B_supplyCrate_F"]; // crate type(s) _arsenalParachuteType = selectRandom ["O_Parachute_02_F"]; // parachute type(s) //_supplyLocArray = [+1000,-1000,1500,-1500, 1300,-1300]; _supplyLocArray = [+500,-500]; _supplyRandomLocX = _supplyLocArray select floor random count _supplyLocArray; _supplyRandomLocY = _supplyLocArray select floor random count _supplyLocArray; /////////////////////////////////////////////////////////////////////////////////////// _heliSpawn = [(_grenadeLPos select 0)+_supplyRandomLocX,(_grenadeLPos select 1)+_supplyRandomLocY, (_grenadeLPos select 2) + 50]; _heliDeSpawn = [(_grenadeLPos select 0)+_supplyRandomLocX,(_grenadeLPos select 1)+_supplyRandomLocY, (_grenadeLPos select 2) + 100]; _heli0 = [_helispawn, 180, "I_Heli_Transport_02_F", WEST] call bis_fnc_spawnvehicle; _helisupp = _heli0 select 0; _supplyHeliPos = getPos _helisupp; _supplyMrkrHeli = createMarker ["supplyMrkrHeli", _supplyHeliPos]; _helicrew = _heli0 select 1; _heligroup = _heli0 select 2; _heligroup setSpeedMode "FULL"; _heligroup setBehaviour "CARELESS"; _wp0 = _heligroup addWaypoint [_grenadeLPos,-1]; _wp0 setWaypointType "MOVE"; _wp1 = _heligroup addWaypoint [_heliDeSpawn,-1]; _wp1 setWaypointType "MOVE"; _supplyMrkrLZ = createMarker ["supplyMrkrLZ", _grenadeLpos]; "supplyMrkrLZ" setMarkerType "Empty"; "supplyMrkrHeli" setMarkerType "Empty"; _helisupp flyInHeight 150; // _supplyMrkrHeliPos = getMarkerPos "supplyMrkrHeli"; _supplyMrkrHeliPos2 = [_supplyMrkrHeliPos select 0, _supplyMrkrHeliPos select 1, (_supplyMrkrHeliPos select 2)+50]; _helisupp = _supplyMrkrHeliPos2 nearestObject "I_Heli_Transport_02_F"; _supplyMrkrLZPos = getMarkerPos "supplyMrkrLZ"; _supplyLZ = createVehicle ["Land_Laptop_device_F", getMarkerPos "supplyMrkrLZ", [], 0, "NONE"]; deleteMarker "supplyMrkrHeli"; deleteMarker "supplyMrkrLZ"; _supplyLZ hideObject true; waitUntil {( _supplyLZ distance _helisupp)<400}; _helisupp animateDoor ["CargoRamp_Open",1]; _helisupp flyInHeight 80; waitUntil {( _supplyLZ distance _helisupp)<120}; sleep 2; _helisupp flyInHeight 150; _supplyBox = createVehicle ["B_supplyCrate_F", position _helisupp, [], 0, "CAN_COLLIDE"]; clearBackpackCargoGlobal _supplyBox; clearWeaponCargoGlobal _supplyBox; clearMagazineCargoGlobal _supplyBox; clearItemCargoGlobal _supplyBox; _supplyBox disableCollisionWith _helisupp; _helisupp disableCollisionWith _supplybox; _supplyBox allowDammage false; _supplyBox attachTo [_helisupp, [0, 0, 0], "CargoRamp"]; _supplyBox setDir ([_supplyBox, _helisupp] call BIS_fnc_dirTo); detach _supplyBox; deleteVehicle _supplyLZ; _supplyChute = createVehicle ["B_parachute_02_F", position _supplyBox, [], 0, "CAN_COLLIDE"]; _supplyBox attachTo [_supplyChute,[0,0,-0.5]]; _supplyChute hideObject true; _supplyChute setPos getPos _supplyBox; sleep .1; //hint "The supplies have been dropped"; _supplyChute hideObject false; _helisupp allowDammage true; _supplyBox allowDammage true; _helisupp animateDoor ["CargoRamp_Open",0]; //:::::::::::|SMOKE|::::::::::: _supplySmoke = "SmokeShell" createVehicle (position _supplyBox); _supplySmoke attachTo [_supplyBox, [0,0,0]]; waitUntil {(getPos _supplyBox select 2)<2}; detach _supplyBox; _supplyChute setPos [ (getPos _supplyChute select 0)+0.75, getPos _supplyChute select 1, getPos _supplyChute select 2]; hint ""; sleep 5; {deleteVehicle _x;}forEach crew _helisupp;deleteVehicle _helisupp; //hint "end"; }; }; }]; //script end- 11 replies
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help needed - Supply Drop on Smoke Grenade
Kelsey Allen replied to Kelsey Allen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay, that could definitely be an issue. I'll try replacing my find smoke function with this one, see if that works. 👍👍👍- 11 replies
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help needed - Supply Drop on Smoke Grenade
Kelsey Allen posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello! I'm very new to scripting in Arma, or any form of code in general. I"m struggling to get this script to work. My current goal is to throw a green smoke grenade and have a helicopter spawn, fly to the smoke grenade position, drop a supply crate, and fly away. Any help would be amazing! Original script credits go to Tym Cooper's video on helicopter positon to smoke grenades - "https://www.youtube.com/watch?v=e_hOKoOfqfw" and Soolie's supply drop script - "https://forums.bohemia.net/forums/topic/177299-customizable-supply-drop-release/" Arma tells me my error is in this line of code (around line 44) places "lxl" before select 0 _supplyWP2 = _supplyGrp addWaypoint [[(_dropPos select 0)+_supplyRandomLocX, (_dropPos select 1)+_supplyRandomLocY, _dropPos select 2], 2]; HERE is the full script //script start _shooter = _this Select 0; _ammotype = _this Select 4; _dropPos = getpos player nearestObject "SmokeShellBlue"; _supplyBoxFnc = "b_supplycrate_f"; _supplyCargoFnc = { _supplyBoxFnc addWeaponCargoGlobal ["hgun_Pistol_Signal_F",3]; _supplyBoxFnc addMagazineCargoGlobal ["6Rnd_RedSignal_F", 10]; _supplyBoxFnc addWeaponCargoGlobal ["hgun_Pistol_heavy_01_snds_F",3]; _supplyBoxFnc addMagazineCargoGlobal ["11Rnd_45ACP_Mag", 10]; _supplyBoxFnc addWeaponCargoGlobal ["srifle_GM6_LRPS_F",3]; _supplyBoxFnc addMagazineCargoGlobal ["5Rnd_127x108_APDS_Mag", 10]; _supplyBoxFnc addItemCargoGlobal ["V_PlateCarrierGL_rgr", 10]; _supplyBoxFnc addItemCargoGlobal ["U_I_GhillieSuit", 10]; _supplyBoxFnc addBackpackCargoGlobal ["B_AssaultPack_ocamo", 10]; }; //hint format["%1",_ammotype]; sleep 2; switch (_ammotype) do { case "SmokeShellBlue": //add script below { //_supplyLocArray = [+1000,-1375,-1500,-1125,+1250,-1000,+1375,-1250,+1500,+1125]; _supplyLocArray = [+100,-100]; _supplyRandomLocX = _supplyLocArray select floor random count _supplyLocArray; _supplyRandomLocY = _supplyLocArray select floor random count _supplyLocArray; _supply = [[( _player select 0)+_supplyRandomLocX, ( _player select 1)+_supplyRandomLocY, ( _player select 2)+50], 180, "I_Heli_Transport_02_F", WEST] call bis_fnc_spawnvehicle; _supplyHeli = _supply select 0; _supplyHeliPos = getPos _supplyHeli; _supplyMrkrHeli = createMarker ["supplyMrkrHeli", _supplyHeliPos]; _supplyCrew = _supply select 1; _supplyGrp = _supply select 2; _supplyGrp setSpeedMode "FULL"; _supplyGrp setBehaviour "CARELESS"; _supplyWP1 =_supplyGrp addWaypoint [(_dropPos),1]; _supplyWP1 setWaypointType "MOVE"; _supplyWP2 = _supplyGrp addWaypoint [[(_dropPos select 0)+_supplyRandomLocX, (_dropPos select 1)+_supplyRandomLocY, _dropPos select 2], 2]; _supplyMrkrLZ = createMarker ["supplyMrkrLZ", _dropPos]; "supplyMrkrLZ" setMarkerType "Empty"; "supplyMrkrHeli" setMarkerType "Empty"; _supplyHeli flyInHeight 150; hint "The supplies are on the way"; _supplyMrkrHeliPos = getMarkerPos "supplyMrkrHeli"; _supplyMrkrHeliPos2 = [_supplyMrkrHeliPos select 0, _supplyMrkrHeliPos select 1, (_supplyMrkrHeliPos select 2)+50]; _supplyHeli = _supplyMrkrHeliPos2 nearestObject "I_Heli_Transport_02_F"; _supplyMrkrLZPos = getMarkerPos "supplyMrkrLZ"; _supplyLZ = createVehicle ["Land_Laptop_device_F", getMarkerPos "supplyMrkrLZ", [], 0, "NONE"]; deleteMarker "supplyMrkrHeli"; deleteMarker "supplyMrkrLZ"; _supplyLZ hideObject true; waitUntil {( _supplyLZ distance _supplyHeli)<400}; _supplyHeli animateDoor ["CargoRamp_Open",1]; waitUntil {( _supplyLZ distance _supplyHeli)<200}; sleep 2; _supplyHeli allowDammage false; _supplyBox = createVehicle [_supplyBoxFnc, position _supplyHeli, [], 0, "CAN_COLLIDE"]; clearBackpackCargoGlobal _supplyBox; clearWeaponCargoGlobal _supplyBox; clearMagazineCargoGlobal _supplyBox; clearItemCargoGlobal _supplyBox; _supplyBox disableCollisionWith _supplyHeli; _supplyHeli disableCollisionWith _supplyBox; _supplyBox allowDammage false; _supplyBox attachTo [_supplyHeli, [0, 0, 0], "CargoRamp"]; _supplyBox setDir ([_supplyBox, _supplyHeli] call BIS_fnc_dirTo); detach _supplyBox; deleteVehicle _supplyLZ; //concerned area [_supplyBox,_supplyCargoFnc,nil,true] call BIS_fnc_MP; [_supplyBox,"FncSupplyLight",nil,true] call BIS_fnc_MP; //concerned area _supplyChute = createVehicle ["B_parachute_02_F", position _supplyBox, [], 0, "CAN_COLLIDE"]; _supplyBox attachTo [_supplyChute,[0,0,-0.5]]; _supplyChute hideObject true; _supplyChute setPos getPos _supplyBox; _supplyLight = "Chemlight_green" createVehicle (position _supplyBox); _supplyLight attachTo [_supplyBox, [0,0,0]]; sleep 1; hint "The supplies have been dropped"; _supplyChute hideObject false; _supplyHeli allowDammage true; _supplyBox allowDammage true; _supplyHeli animateDoor ["CargoRamp_Open",0]; //:::::::::::|SMOKE|::::::::::: _supplySmoke = "SmokeShell" createVehicle (position _supplyBox); _supplySmoke attachTo [_supplyBox, [0,0,0]]; //::::::::::::::::::::::::::::: waitUntil {(getPos _supplyBox select 2)<2}; detach _supplyBox; _supplyChute setPos [ (getPos _supplyChute select 0)+0.75, getPos _supplyChute select 1, getPos _supplyChute select 2]; hint ""; sleep 5; {deleteVehicle _x;}forEach crew _supplyHeli;deleteVehicle _supplyHeli; }; case "1Rnd_SmokeGreen_Grenade_shell": { Hint "Green SmokeShell Detected"; }; case "FlareGreen_F": { Hint "Green Flare Detected"; }; case "3Rnd_SmokeGreen_Grenade_shell": { Hint "Green SmokeShell Detected"; }; case "UGL_FlareGreen_F": { Hint "Green Flare Detected"; }; case "3Rnd_UGL_FlareGreen_F": { Hint "Green Flare Detected"; }; }; //script end used for players unit init player addEventHandler ["fired",{_this execvm "supply_smoke.sqf"}]- 11 replies
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