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cdn_biggdogg

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Everything posted by cdn_biggdogg

  1. cdn_biggdogg

    Question: remoteExec and AddAction!

    So if you save the id to a variable and the id is removed, does the variable not become nil?
  2. cdn_biggdogg

    Question: remoteExec and AddAction!

    Well yes. That is where this thread originated from was your Ravage mod, and thank you very much for making those changes, however the purpose of the thread was for me to advance (with all your help) my scripting abilities. I fully understand that your mod (which is awesome by the way) evolved from SP to MP so such things are bound to happen. (I discovered the issue and reported it to you and you are making changes...None of that is what I'd call annoying. Just part of modding. People will always do things that you'd never think of) No disrespect was meant to you or your mod. And no. I never thought of adding it to the player rather than the object\vehicle. Yet again some sound advice that I wouldn't have thought of myself. Thanks.
  3. cdn_biggdogg

    Question: remoteExec and AddAction!

    Thanks for your replies guys! So instead of using remoteExec to push the command addAction I should use it to push the command call to every machine to run the function on every computer? Maybe I should explain my intentions more....I need to be able track the addAction that I placed on an object so if it's been removed by other means (eg. another script or addon uses removeAllActions) so that if it's removed then I can re-add it to the object until it's been activated. (keep in mind I'm a novice scripter and have no C++ experience outside of Arma) All this boils down to saving the objects to a database. It adds an action to make them saveable then once they are saveable I add an action to remove them from saveable. A constant loop. So if the actions are removed by other means then I'd like to be able to re add them.
  4. cdn_biggdogg

    Ravage

    Hey Haleks! I was wondering if I could make a request of you. I was wondering if you could, when you delete your addactions that you delete only the ones you created rather than using removeAllActions. I have created a mission that saves objects and vehicles that the players select via an addAction to be included in a list. However when I use your repair or scavenge system then it deletes my addActions as well. Either that or do you know a way that I can track to see if my addAction has been deleted or not so I can re add it to the list?
  5. cdn_biggdogg

    Ravage

    Thanks Haleks! I was on my way in here to post that it seemed to be a BIS issue and not a Ravage issue but you beat me to it. Today was the first day I could really sit down and troubleshoot this problem. I suspect it has to do with their new multislot items system like the helmet\NVG combo item.
  6. cdn_biggdogg

    Ravage

    I answered this earlier in the thread as to why this stuff disappears!
  7. cdn_biggdogg

    Ravage

    I'm not sure if this got noticed or not so I'll re-post it as there was no comment about it regarding the disappearing maps: Sorry to derail the traders conversation. Also I read that one person has never seen a friendly AI spawn in the MP game. I'd like to add that I've played several hours (50+) and also have never seen a friendly AI or trader. I run a dedicated server if that makes a difference. ***EDIT*** And now that I said that.....I ran into the first friendly patrol AND they were traders. I'm not sure but I was probably shooting them as enemy before...either that or they are extremely rare.
  8. Hey Code34! The release of Apex has brought us multi slot items such as the helmet/NVG combination. This seems to confuse inidbi2 and this mod. Any chance of an update to address this?
  9. cdn_biggdogg

    Ravage

    ok I figured the disappearing map thing out. Or at least part of it. Any time you pick a backpack (and maybe a vest too) up and equip it it will delete one, some or all of your equipped items. Map, compass etc. as well as NVG;s and binocs. Doesn't happen every time but it's reproducible. Equipping them from a box or vehicle doesn't seem to do this, it has to be from the ground or from a dead character.
  10. The Tanoa buildings and if you could could you add the MBG buildings.....they are used on the Napf island. Pretty please!
  11. cdn_biggdogg

    Ravage

    Ahh your right....the camo version was in there but the grey wasn't...exact same building with different textures. It's the big military two story building with the lots of rooms and the balcony. I had found 3 grey ones but no camo ones yet.
  12. cdn_biggdogg

    Ravage

    I downloaded the latest version and neither were in the building list. Nothing ever spawned in them ever. The other barracks from regular A3 are there Land_i_Barracks_V1_F and Land_i_Barracks_V2_F but not the new ones
  13. cdn_biggdogg

    Ravage

    I didn't read through all the posts so forgive me if these have been addressed: Issue 1 and 2 ... I can confirm. Multiple people on my server have reported that the map item disappears from their equipped slot. Also fuel canisters seem to be rare. Issue 3 I think is because of the lack of military buildings on Tanoa that causes the rarity of optics. Also there are 2 new military barracks classnames added to tanoa that I'm not sure you have added yet : Land_Barracks_01_grey_F and Land_Barracks_01_camo_F. So no loot was\is spawning in them.
  14. cdn_biggdogg

    Windows DS APEX troubleshooting

    I think there is a copy and paste error in your post? Mission list should look like this?
  15. Does this self clean? In other words if I'm saving an object and that object gets destroyed in the course of the mission, will the database entry get deleted so that after a restart it doesn't reappear again when the database is reloaded? If not, how do I go about getting rid of objects saved into the database. Specifically ones saved using "saveObjects" call _pdw; function? Or if I remove an object from my setIncludingObjects list and add it to my setExcludingObjects list how do I remove that item from the database? As you can see I'm struggling with the management of the database ATM. Any help would be appreciated!!
  16. cdn_biggdogg

    Ravage

    This was also the reason I had figured it would be a good idea to allow us to manage the custom loot lists, so you wouldn't have to. That way whatever mods a server runs can spawn loot according to what addons they prefer. There are so many good addons out there that it would be near impossible for you to maintain lists for them all. Even if it was a module in game that would allow us to put the loot in, like the custom uniform section for the zombies. One section for weapons\civilian, one for weapons\military etc. Make a module for weapons, one for ammo, one for items etc. I just think it would be less work for you if that list was modifiable!
  17. cdn_biggdogg

    Ravage

    Hey haleks! Would it be possible to add a custom lootlist option to your equipment pool module that will look for a specific named .sqf file in the mission root directory (rvg_customlootlist.sqf for example)?? So that I can specify exactly what I want spawning? Also I was wondering why you moved away from massi's weapons? I never used RHS but the CUP weapons are good but most use custom mags so a lot of different ammo spawns whereas massi's weapons will use stock ammo. Not saying to change it but was just curious?
  18. Has anyone else noticed that the UH-1Y Venom gunship (USMC version CUP_B_UH1Y_GUNSHIP_USMC) has no distance LOD's? I was watching one about 1KM to 1.5KM away and all that was visible were the rotors and the crew. (kinda funny actually). If there is no ticket for this and hasn't been resolved yet I will create a ticket for it!
  19. Hey Zenophon! Been a while, your framework has been very solid. I ran across something just now which is with your object function Zen_AreNotInArea not handling null groups and breaking the mission. Specifically I have a waitUntil looking for units to not be in an area and if they're killed it works fine but if they are deleted with a script it throws the null-group error and won't recognize they are no longer in the area. And the waitUntil never comes back true. I also have a feature request. Something I looked into but was never competent enough to accomplish. Is it possible (with the new remoteExec commands maybe) for you to create a vehicle repair, rearm and refuel function that can attach to an object, position or marker that can service the vehicle for all human players within the vehicle? Other service scripts work ok but if I'm a pilot and buddy is the gunner, he has to disembark until I have finished the service then he can jump back in. Otherwise his ammo is never restocked! Thanks as always for your hard work creating this framework!
  20. cdn_biggdogg

    Enhanced Movement

    I gotta say that your time wasn't wasted (IMHO) because this mod has totally changed the landscape of arma3 for me and my group. To be able to run through a town hopping fences and climbing on stuff and dropping down off stuff is simply put, AWESOME!!! BIS needs to implement this into the game! Me and my group thank you for your hard work to make this mod possible! CDN_BiggDogg
  21. Zen_SpawnInfantry Spawns (4) units of side (2) as a group with skill (3) at (1). (5,6) are based upon config file organization and are subject to change by BIS. Usage : Call Params: 1. Array, group, object, string, the spawn point 2. Side, of the units to spawn 3. Skill, see Zen_SetAISkill documentation (2) (Object Functions) AND 4. Scalar, how many units to spawn OR 4. Array: 1. Scalar, the minimum number of units to spawn 2. Scalar, the maximum number of units to spawn AND (opt.) 5. String, the type of soldiers to spawn, (default: 'Men'), 'MenDiver' 'MenRecon' 'MenSniper' (opt.) 6. String, the faction of soldiers to spawn, (default: 'All'), 'BLU_F', 'IND_F', 'OPF_F', 'BLU_G_F' (opt.) 7. Array of strings, classnames to blacklist from spawning, (default: []) (opt.) 8. Array or string, DLC type(s), 'All' for all DLC, (default: '') Return: Group One thing I can tell you is for modded units you'll have to dig into the cfgviewer and check out the entries for the type of unit! (opt.) 5. String, the type of soldiers to spawn, I use Massi's altis rebel units and the type I had to use wasn't 'men'! My spawn line ended up looking like this: _cqbGroup = [_cqbBuildingPosSelect, east, 1, 1, "mas_gue_rebl_o", "mas_gue_opf", ["O_mas_gue_Rebel_CREW_F","O_mas_gue_Rebel_UNA_F","O_mas_gue_Rebel_amort_F", "O_mas_gue_Rebel_smort_F", "O_mas_gue_Rebel_AA_F"]] call Zen_SpawnInfantry; So the type of unit ended up being called "mas_gue_rebl_o" and the faction was "mas_gue_opf". The type I had to dig out of the cfgviewer. Hope this helps!
  22. I personally do this a couple different ways depending on what I want. Keep in mind I'm by no means an expert coder and there's very likely better ways to do things! If I want all the enemy deleted after a mission is completed then I use this bit of code: { if (((side _x) == east) || ((side _x) == resistance)) then { deleteVehicle _x; }; } forEach allUnits; What that does is test every unit in the game and if they are from the east or Independent sides then it deletes them including units in vehicles. (you have to delete the vehicles separately) If I want to delete the units just within a certain array then I use: _InfArray = [_InfArray] call Zen_ConvertToObjectArray; {deleteVehicle _x;} forEach _InfArray; This converts the group array to an object array then deletes each index. I usually try to put the vehicles into an array when I spawn them so I can use the same technique to clean those up as well! (no need to convert it to an object array of course)
  23. cdn_biggdogg

    ASR AI 3

    I also forgot to mention that if you run a dedicated server you have to start it with the switch -filePatching as well or it will not load the userconfig on the server!
  24. cdn_biggdogg

    ASR AI 3

    If your running it on a dedicated server then you have to put the command for the server to allow filepatching in your server.cfg file as well: allowedFilePatching = 2; Prevent or allow file patching for the clients (including the HC) (since Arma 3 1.49+) 0 is no clients (default) 1 is Headless Clients only 2 is all clients Then the settings on the clients to allow filepatching will work. The server blocks them by default and has to be turned off. Keep in mind this condition is a major "security\hacker friendly" setting!!
  25. I'm not sure about the support but it still works so they may not have modified it for a long time! You might get better results too if you make your own post in the forums as this one is for Zenophon's awesome framework!
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