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nullsystems

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Everything posted by nullsystems

  1. Thanks, worked great for units already on the map but... I have units spawning after the mission has begun, it doesn't appear to work at all for them. Any ideas?
  2. Hi. No matter what I do, what I try...nothing spawns. The script I try activates, it even gets to the end, but no units are ever created. This is also true for old methods, using createUnit or whatever it was. Do I need to activate the script from a static object, or using a certain way to call the script? Tried things like: null = this execVM "spawn.sqf" null = player execVM "spawn.sqf" null = [this] execVM "spawn.sqf" All fire the script, but no units. Btw, if you wondering on any code ive used, its exactly the same as whats been said here before. Things like: [getPosASL player, side player, ["USMC_Soldier_SL", "USMC_Soldier_AR"]] call BIS_fnc_spawnGroup; EDIT: I tried creating a trigger and placing: dum = player execVM "spawn.sqf" This spawned the units, but its fairly impractical for me. Does it have to be done this way, any other way ?
  3. ello, Im using a simple respawn script. How can I get the vehicle to remember its original name ( set from the editor ) after it respawns? I tried: _vcl = _type createVehicle _pos; _vcl setVehicleVarName _name_vcl; publicVariable "_name_vcl"; call compile format["%1 = _vcl", _name_vcl]; hint format["%1",vehicleVarname _vcl]; But this does not work. The hint comes up with the name I want, but when I try and do anything by calling that name, it doesnt identify it.
  4. Ello, Silly question I know, but... Is there one way to set a marker local to one side via the editor/scripting? I would presume its the "local" version of marker commands, would I be correct? Any help would be appreciated!
  5. Im probably best off sticking that in the init.sqf aren't I ? Btw, thanks again Xeno. oh, I updated our version of Aircav recently. Removed the jip_fix since 1.03 and added a few other features, dunno if you want a copy to take a look see?
  6. ah, thats what I thought. Just wasnt a way to test it without doin a whole mp session. There is an example on here: //_plMarker = createMarker [_name, position player]; //_plMarker setMarkerColor "ColorBlue"; //_plMarker setMarkerType "Air"; //_plMarker setMarkerText format["%1",name player]; //_plMarker setMarkerSize [1, 1]; //_plMarker setMarkerDir getdir player; So, to create it from a script I would use: //_plMarker = createMarkerLocal [_name, position player]; //_plMarker setMarkerColorLocal "ColorBlue"; //_plMarker setMarkerTypeLocal "Air"; //_plMarker setMarkerTextLocal format["%1",name player]; //_plMarker setMarkerSizeLocal [1, 1]; //_plMarker setMarkerDirLocal getdir player; But how do I ensure its local to blufor only, so that only they can see it? Kinda got my head stuck on this one.
  7. Ello, I've been trying to make some adjustments to the ui.pbo which is default to A2. Ive tried extracting and editing the configs I wish, however when I re-pack into a .pbo, the screen goes absolutely insane, tons of oddly looking colors and changes items i've not even touched. I believe this is due to something out of my control, something I'm missing or not doing. Its worth noting the ui.pbo has all its files in a config.bin file. Do I need to re-pack the files into config.bin format, then into .pbo? I shouldn't see how this would cause the problems im seeing on my screen, even as i've tried it in an @addon format also. I've also tried keeping all the files original, not changing anything and just repacking. This also causes the faults. Any clues?
  8. Once again the update has caused problems with pre-made missions that use the 3d editor. "Contains bad link to static object. open in editor and save it again" While this might seem like a small problem, it is extremely annoying. Ive also had waypoints error too. Don't think im going to bother with the 3d editor again. Pointless.
  9. What is the purpose of having this file in MP missions: initJIPCompatible.sqf Its empty, so surely it must trigger a function? It sounds fairly obvious from the name but whats its exact doing?
  10. ^ well I wanted too lol. Its very annoying that they keep doing this. I can see it happening all the way through the patches.
  11. I tried executing the createUnit/Vehicle script from a trigger. Nothing happened at all. Odd. No matter what "createUnit" style of code I use, no units are ever created in the editor.
  12. Generally I see "mission creating" and "mission editing" as two seperate entities. Creating is very easy, but only available to you once you have sucessfully completed one mission with non-buggy, working scripts. Currently my Pathway mission has taken around a month. Probably several hours a week. But thats resolving tiny issues, fixing bugs, changing units around etc. However now all the scripting works I can reuse the template and quickly develop missions with a nice copy n paste feature ;)
  13. nullsystems

    Longest Day CO10 (Ghost)

    Probably get too much confusion with the popular A2 mission - The Longest Day.
  14. nullsystems

    JIP Issues

    Hi, Some people have mentioned on here the common "I spawned in the middle of no-where" or "slots are dissapearing" problems. The BI wiki states: "Join in Progress (JIP) The Join In Progress (JIP for short) feature was first introduced in Operation Flashpoint: Elite, and expected to be a very big hit in Armed Assault. This feature allows you to join in a multi player match/game while it is running, you don't have to wait for the next mission as you do in Operation Flashpoint. Many expect this feature to be popular and benefit all modes of game play. Based on information from OFP: Elite you can disable the JIP on the server admin level by simply disabling any AI (playable slots) on the server screen. This reverts back the OFP style, where you can join the MP game but are stuck in the lobby so to speak. " But I have a few questions which I could do with some help on. How do I update the "TASKS" and mission markers for new players, after the game has started? How do I stop people from spawning in the middle of no-where ( an AI "playable" character ), but still stop slots from closing ( such as when you disable AI in the lobby )? How do I update scores for COOP and team scores for PVP multiplayer missions for new players? I know they seem like "newbie" questions ,but I have searched around, looked at a few new missions ( including warfare and aircav ) but most are extremely bulky and hard to follow or dont solve the problems listed above. I think more people than just myself would benefit from a solution here. Any help would be great, thank you!
  15. nullsystems

    BlackOps and desert mercs

    There is no desert!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  16. Hi, I placed this in the init.sqf player addEventHandler ["fired", {[player] execVM "fired.sqf"}]; After an hour or so, I reconnected and it no longer worked. Any idea why? Does this need to be in the players init line from the editor?
  17. nullsystems

    eventhandler problems...

    Thats kinda what I was thinking. So essentially, once again due to ArmA's buggy MP I have to compromise? lol AiConSolve resets players to base if they arent within 400m of it. So I guess thats out now. Not really wanting to use the trigger method, but I guess its going to have to do. Thanks. ---------- Post added at 09:42 PM ---------- Previous post was at 09:29 PM ---------- Why then, does the briefing always get set on connection...but nothing else? That shows the init is working, just not other commands set in there. Also, your "execVM "x_playerweapons.sqf";" works just fine, why not the others? In both of my scripts being called I have " if (side _unit == WEST)" going on, could this be why ?
  18. nullsystems

    eventhandler problems...

    1. firecount is a global var that is LOCAL!!! on the client... jip dont affect the var on other clients than the jip-player. I know this lol 2. The init.sqf is just executed on clients at mission start. So it just affect players. If you want to add a handler to the ai, the server must place one. Best way is to add it to the init line of a unit (this affects playable units and players too) I dont want to add an eventhandler to AI. If I add the addeventhandler to the init line in the editor, will this work for new players later? If init.sqf is only executed at the mission start then why are they being updated with my briefing? Surely its executed as you connect, not just mission start. ---------- Post added at 07:22 PM ---------- Previous post was at 06:49 PM ---------- This also does not explain why... execVM "KHPack\AIConSolve.sqf"; Does not execute either. But the mission briefing does?
  19. nullsystems

    eventhandler problems...

    firecount is personal to the user. It counts how many times they have fired. So, whats the solution then ? Would the addeventhandler work fine if I just placed it in the units init from the editor? What im thinking is: Since the init file is executed for every unit when they connect... If you have AI on the mission from the start, surely they execute the init too? Which means the fired eventhandler is being added to the AI unit... And when you connect into that slot, the fired eventhandler cannot be re-added to you? ---------- Post added at 05:47 PM ---------- Previous post was at 03:52 PM ---------- Here is my current new init.sqf Both the addeventhandler and AIConSolve.sqf script do not fire when a new player connects...this can be from 30 seconds after start to hours. setViewDistance 1600; //Time if (!isNil "param1") then { switch (param1) do { case 1: {skipTime 6}; case 2: {skipTime 12}; case 3: {skipTime 15;0 setOvercast 0.5;0 setRain 0}; case 4: {skipTime 24;0 setOvercast 0.69;0 setRain 0}; }; } else { skipTime 12; }; if ( (!isServer) && (player != player) ) then { waitUntil {player == player}; waitUntil {time > 10}; }; sleep 0.1; firecount = 0; player addEventHandler ["fired", {[player] execVM "KHPack\fired.sqf"}]; execVM "x_playerweapons.sqf"; execVM "KHPack\AIConSolve.sqf"; execVM "intro.sqf"; [] spawn { if (isNil "town1") then { if (playerSide == EAST) then { execVM "briefinge.sqf"; }; if (playerSide == WEST) then { execVM "briefingw.sqf"; }; }; }; if (true) exitWith {};
  20. nullsystems

    eventhandler problems...

    1. Yes 2. Works fine after respawn 3. I have no idea if players already connected from mission start have this problem after new players connect. 4. Dedicated tested only. 5. setViewDistance 1600; waitUntil {local player}; sleep 0.001; firecount = 0; player addEventHandler ["fired", {[player] execVM "KHPack\fired.sqf"}]; if (true) exitWith {}; firecount is counted from the fired.sqf script. If it is 3, the script continues. The script works perfectly fine, no problems. However, I suspect its either because I have "player" in the init, or because I have "firecount = 0"; Which if (>3) then it continues to some other stuff. Without complaining about my fired.sqf script, would the above script work fine for JIP ? It works fine right now, but as I say, after connecting to a mission which has already started, it doesnt work.
  21. Ello, Does anyone know the function/command sets for adding the map to a dialog? I know of this: http://community.bistudio.com/wiki/Dialog_Control_Map But it doesnt help much. Eg, for displaying text: class contr2 { idc = 100; type = CT_STATIC; style = ST_LEFT; x = 0.75; y = 0.57; w = 0.2; h = 0.035; font = FontM; sizeEx = 0.024; colorText[] = { 1, 1, 1, 1 }; colorBackground[] = { 0, 0.0, 0.0, 0.0 }; text = "UP/DOWN/LEFT/RIGHT"; default = false; }; Instead of text, how do I show the map and the current position of an object on it ?
  22. You can add players and preview it. Add a CENTER, GROUP then a Unit :) Three annoying problems with the edit: Some items continue to swivel 360 ( like the ROUND sandbags ). When you click "save", some items revert to their default level ( flat ) and not following the contour of the ground. Also, I wish you could have an extra axis to turn items on
  23. Several times now ive been playing and the weather has advanced to rain or storm etc... People have connected and reported perfectly fine normal sunny weather. How do I update the weather for people connecting? Note: Please delete the post in the addons section, was an errror.
  24. nullsystems

    Global Weather

    Thanks for that info. If i were to just place: 0 setOvercast 5; Into the init.sqf would that set everyone to the same overcast level on connect?
  25. I dont understand how that will help. I have to pass an argument to the addAction script. That argument points to a vehicle name. When the vehicle dies, I reset its name after it respawns. IF the addAction is not removed and a new one set ( with removeAction ) the argument no longer points to the new object so the script wont work. By using that method, which does not remove the addAction, but just hides it, the new vehicle is never found.
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