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cdn_biggdogg

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Everything posted by cdn_biggdogg

  1. I found the problem with this. If you open up the oo_pdw.sqf and look for the section that says: PUBLIC FUNCTION("string","loadObject") { private ["_array", "_name", "_object", "_objectPart", "_objectDamage", "_item", "_count"]; and find the line below it that says: MEMBER("ClearObject", _this); and change it to MEMBER("ClearObject", _object); Should fix the problem of not clearing the inventory!
  2. This thread is for Supremacy! You'd have better luck if you posted your own thread in the editing/scripting section of the forums! One thing I did notice is your _lockstate. You compare it to equal 1. The command 'locked', the value 1 represents default and just looking at your code, to me it looks like you should be using 2 as 2 equals locked. But I'm not 100% sure what your code is trying to do! Syntax: locked vehicle Parameters: vehicle: Object Return Value: Number - since Arma 3: 0 - Unlocked; 1 - Default; 2 - Locked; 3 - Locked for player; -1 - vehicle is null. Older games will return Boolean
  3. If your mission is multiplayer, the setVariable command is only a local command. Executed only on the server so the clients never see it. You need to look into how to send those variables to the clients otherwise they don't mean anything. The BIS wiki is a good source for this. publicVariable and remoteExec are examples of this! ***EDIT*** My apologies. I missed the fact that setVariable can be transmitted to all clients and that you have used that syntax correctly. Disregard my comments please!
  4. If your in a MP environment you'll have to transmit the variables to the clients!
  5. LMAO! Welcome to my world! Obviously I'm a bad influence on you!
  6. I'm getting an error in the .rpt and my airdrop script has stopped working. Not sure what it is but see if recognize what's happening? It spawns the plane and makes the drop ok and (as far as I can see) it moves to the second "Land" position but errors after that with this error! (it repeats and spams the .rpt) Error in expression <nd; }; waitUntil { sleep 2; scriptDone _landScript; }; }; call Zen_StackRemove> Error position: <_landScript; }; }; call Zen_StackRemove> Error Undefined variable in expression: _landscript File mpmissions\__cur_mp.Tanoa\Zen_FrameworkFunctions\Zen_OrdersFunctions\Zen_OrderVehicleDrop.sqf, line 94 My script is this: _drop = [_plane, [_heliDropPos, _heliEgressPos], _box, "normal", 200, true, true] spawn Zen_OrderVehicleDrop; I'm using a plane ("B_T_VTOL_01_vehicle_F") as my delivery vehicle if that makes a difference!
  7. Hey Zenophon! Awesome update. Your fix: I tested this with the helicopters and it seems to have fixed the problem as not one got "stuck" in a 45 minute run of my test mission. The tanks also worked better but I had some get "stuck" but I don't believe that to be an issue with anything you've done because when I went to the tank it was sitting there with the engine revving but wasn't moving like it was trying to move but the brakes were stuck on. I also scoped out this from the 1.64 changelog: So it looks like they addressed that but still have another issue (probably with physix) that needs to be addressed! And thank you for adding the delete option to the vehicle drop function.
  8. I ran into this exact same problem a while back and even set up test missions to demonstrate what was happening with the AI drivers and pilots not responding to commands. I made missions for both helo's and tanks as both were prone to getting "stuck". Unfortunately we (I sent the missions to Zenophon for him to look at) weren't able to determine the cause!
  9. Would you consider adding support for us Coop players to the skills\Experience system? An enemy AI kill adds a EXP point and a friendly AI kill removes an EXP point?
  10. Regarding the medical system it's actually pretty robust with some nice customization. They also introduced a couple new commands called setUnitTrait and getUnitTrait for changing a units ability (ex medic, engineer). It's now possible have both the medic and engineer abilities at the same time and can be turned on and off on the fly throughout a mission.
  11. If you don't install the database then it just fails to connect and carries on but doesn't interfere with the running of the mission.
  12. Can you add the ability to make it delete (same as what's used in the Zen_OrderVehicleMove) instead of landing? So either land or delete so it can be truly used on all aircraft?
  13. I figured it was something like that. I'm glad I could help. I was wondering if you could script in an enable and disable for the different aspects of your framework? The reason I ask is I'd like to create a ravage mission with your framework and I'd like to be able to turn off the loot and vehicle spawn aspects. (I believe I could set them to 0% chance but still runs the code = same result). Haleks has a really good loot spawn system but your trader system is awesome!! I really like the interface and functionality of it! (So cudos to you!!) Also you should look into making a lot of the server setup (maybe all of it) as placeable modules for all the settings. It would be easier for mission makers to use rather than de\re Pbo'ing the server pbo. I also wanted to ask if your medical system uses the built in revive system or if it's all your own system that you use?
  14. I can't get this working with ExtDB3. It looks to me like the released version has the new EXTDB3 mod but none of the code in the supremacy_server.pbo was changed to match the DB changes. Won't connect to the DB so I changed dbinit.sqf from extDB2 to extDB3 and then it would connect but now I'm getting unknown protocol errors.
  15. If your referring to the multislot items then I'm guessing yes you'll need Apex because the multislot items are part of that DLC. Also have you considered using (and I haven't looked at your code) in using BIS_fnc_saveInventory and BIS_fnc_loadInventory for storing/restoring from the array's they create? I also believe that script commands are in development as well. setUnitLoadout and getUnitLoadout. This would make it easier to store and Bis maintains it's functionality with updates requiring less maintenance for your script. Also when you restore objects like vehicles can you clear the cargo before restoring it's inventory because right now the vehicles inventory is increased by the stock amount on every server reboot? This adds up to hundreds of first aid kits etc. The commands would be clearWeaponCargoGlobal, clearMagazineCargoGlobal, clearItemCargoGlobal and clearBackpackCargoGlobal. If this is already done then it's not working for me!!
  16. Hey Zenophon! I haven't been here in a while, mainly because your framework has been working great for me! But I did run into something you might want to look at. I don't fully understand your code but here's what I found regarding the function Zen_OrderVehicleDrop! Description: Zen_OrderVehicleDrop Orders (1) to fly over (2.1) and drop (3). (1) then lands at (2.2) or stops forever at an undefined location. Stops executing when (1) stops. Works for all aircraft. (3) can be an ammo boxes or any vehicle. (3) will be teleported to the aircraft. Usage : Spawn Params: 1. Object, helicopter AND 2. Array, the positions 1. Array, group, object, string, the point to drop (opt.) 2. Array, group, object, string, the point to land OR 2. Array, group, object, string, the point to drop AND 3. Object or string, the object or the classname of the object to drop (opt.) 4. String, speed of (1), 'limited' 'normal' 'full', (default: 'normal') (opt.) 5. Scalar, the height to fly at, (default: 80) (opt.) 6. Boolean, true to cleanup (1) if it crashes enroute, (default: false) Return: Void So the way I read that is an array of two positions or just a position Array or group or object or string so I put in : _drop = [_plane, _object, _box, "normal", 150, true] spawn Zen_OrderVehicleDrop; but it returned this error: 19:38:08 Error in expression <, ([_x] call Zen_ConvertToPosition)]; } forEach _posArray; _dropPoint = _posArr> 19:38:08 Error position: <forEach _posArray; _dropPoint = _posArr> 19:38:08 Error foreach: Type Object, expected Array 19:38:08 File C:\Users\I7-950\Documents\Arma 3 - Other Profiles\CDN_BiggDogg\mpmissions\ravaged.Tanoa\Zen_FrameworkFunctions\Zen_OrdersFunctions\Zen_OrderVehicleDrop.sqf, line 34 So I thought it has to be an array so I changed it to: _drop = [_plane, [_object], _box, "normal", 150, true] spawn Zen_OrderVehicleDrop; Now the drop worked but returned this error: 19:25:02 "-- Zen_CheckArguments Error --" 19:25:02 "Argument 2 is void" 19:25:02 286.317 19:25:02 [vehicle_38,<null>,"normal",150,false,true] 19:25:02 ["Zen_CheckArguments",[vehicle_38,<null>,"normal",150,false,true],286.317] 19:25:02 ["Zen_OrderHelicopterLand",[vehicle_38,<null>,"normal",150,false,true],286.317] So the function still works this way but throws an error so I thought you'd want to look into it. I assume that the second param isn't being checked to see what type it is and then acting accordingly. By the way I'm not using a helicopter but the BIS version of the V22 osprey so I don't need it to land. Just fly away then delete! As always thanks for this awesome framework!
  17. cdn_biggdogg

    Ravage

    This is a problem with arma. We figured this out earlier in this thread. It happens when you switch backpacks (mostly from a dead person) and will delete any of your items (map,gps compass etc. as well as NVG's,headgear etc.). Doesn't happen all the time and I think only with certain mods activated (which ones I don't know). Haleks couldn't reproduce it with just the mods needed for ravage running. Currently I put all the equipped items on the ground or in the backpack before switching backpacks. It's a pain in the ass workaround but it works!
  18. cdn_biggdogg

    Ravage

    Focus some attention on the mod 3den Enhanced. It's been the source of problems in missions for me to the point that I stopped using it! Not saying it's causing your issues but it would be a good one to start with!
  19. Hey SirMrE! Just curious why your not using ExtDB3? I don't think ExtDB2 is supported any more!
  20. cdn_biggdogg

    Question: remoteExec and AddAction!

    Thanks BB for clarifying. BTW on a side note.....I can't play arma with out your enhanced movement mod!! Thanks for that! Even better.....can control and track addActions even better!!
  21. I'm using code similar to this: [_Obj, ["title", {Executed code},nil,1,false,true,"","true" ,6]] remoteExec ["addAction", 0, true]; As you can see I'm putting an addaction on an object in a MP environment and it's executed on every machine but I want to track the unique id for that addaction so I can later delete it. I can't use removeAllActions as I have other addactions I want to keep. I can't figure out how to pass that unique id into a variable I can track. If I use: _var = [_Obj, ["title", {Executed code},nil,1,false,true,"","true" ,6]] remoteExec ["addAction", 0, true]; all I get back is the JIP id. Is there a way when I create this addaction to pass the addactions id to a variable? I couldn't figure it out!
  22. cdn_biggdogg

    Question: remoteExec and AddAction!

    Now that would give me a way to track the addActions by testing if a value is in the array returned from that command. Thanks KK for the heads up!
  23. cdn_biggdogg

    Question: remoteExec and AddAction!

    OK guys. Thanks very much for all of your help! This pretty much answers my questions that I had. Just as a side note. I know most of you guys here because I use scripts and mods created by you guys. You guys are awesome. Keep up the great work!
  24. cdn_biggdogg

    Question: remoteExec and AddAction!

    I was just actually trying to "test" to see if it was removed and then replace it if it was on a loop, but if the only way to do that is to remove and replace it then the end result would be the same.
  25. cdn_biggdogg

    Question: remoteExec and AddAction!

    That's true but if it's wrote as a function and called on every computer then the actual id number becomes irrelevant because it's all saved to the same variable name on every computer. So I assume that when you call the remove and replace function on every computer to remove that variable it will remove the correct one for each computer. Would that not be the case?
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