Jump to content

Desrat

Member
  • Content count

    297
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About Desrat

  • Rank
    Staff Sergeant

core_pfieldgroups_3

  • Interests
    Programming, Gaming, TV, Film, Music, Playing Guitar

Contact Methods

  • Twitter
    dessyrascal
  • Xfire
    desrat
  • Steam url id
    desrat
  • Origin
    VOWS_Desrat
  • Twitch.Tv
    dessyrascal
  1. =BTC= Revive

    any reason people can think that respawn isn't working for me.. I'm using v0.97 with ALivE/CBA, the revive is in my mission in a mostly unedited state (I've only removed other faction objects/respawns by leaving an empty array), I've placed and named a mobile respawn vehicle(mobile_west_0), i've placed and named an object(BTC_base_flag_west), I've placed and named a marker(respawn_west), I've got the init call in place (regular, not lite) and the respawn and include entries in description.ext. Now other features seem to work, I can teleport to mobile from the flag and when I get killed I get the spectator dialog, but when I hit respawn I'm not getting the respawn dialog (i.e choose from base/mobile) and my character simply awakes on the floor where I died unable to stand or interact with anything (although I can crawl) NOTE: Having just tested the included default mission (switching the init call to the regular version from lite) the same happens, so is this a bug with the regular version?
  2. add the following to init.sqf if using Jmans version with vehicle respawn module instead of a respawn script LIFT_RESPAWN = {[[[[_this]],"scripts\transport\classify.sqf"],"BIS_fnc_execVM",true,false] spawn BIS_fnc_MP;}; and in the "expression" field of the module in the editor (_this select 0) spawn LIFT_RESPAWN;
  3. FSM Suppport Arma 3

    working on it - I have the the following working so far: CAS (Gunships) Ammo Drop Vehicle Drop Transport TO DO: Bomb runs Artillery Now the caveat that comes with this is that we have no large fixed wing aircraft to perform the air drops (really need the c130 back :)) so Im having to rely on the Mohawk which kinda looks ridiculous dropping vehicles that physically wouldn't fit inside it. I'm also working on tidying up some of the inconsistencies that came with the A2 version.
  4. fine here also - win7 x64 - UAC is disabled. eliteness v2.95
  5. I'm actually unable to reproduce the error in a clean mission.. so maybe an issue with script execution timing I've posted it anyway with my WIP mission with the time > 1 fix removed. http://feedback.arma3.com/view.php?id=14472
  6. is your artillery unit actually called "arty1"?, you initial posted stating it was "myarty"
  7. Not possible currently to get guid with sqf commands...
  8. Sure I'll put a repro together and post it later.
  9. Any chance of having it save/load values from profile namespace or something so clients don't have to change it every time they join the server?
  10. Sorry I mistyped "change" should be "chance", anyway I have my own example to create an array of infantry groups and then spawn a random one... TAG_WEST_GROUPS_INF = []; _cfgGroups = ( configfile >> "CfgGroups" >> "West" >> "BLU_F" >> "Infantry"); for "_i" from 0 to ( count _cfgGroups ) -1 do { _entry = _cfgGroups select _i; if( isClass _entry ) then { TAG_WEST_GROUPS_INF = TAG_WEST_GROUPS_INF + [_entry]; }; }; _grp = TAG_WEST_GROUPS_INF call BIS_fnc_selectRandom; [getPos player, side player, _grp] call BIS_fnc_spawnGroup;
  11. any change of an example for extracting the infantry (configfile >> "CfgGroups" >> "West" >> "BLU_F") groups classnames from cfgGroups storing as an array
  12. really need this to finish my current mission...
  13. waituntil {time > 1}; at the top of the VOWS_Comms_Menu_Init.sqf seems to have fixed it
  14. This is obviously a locality issue as it works fine on a listen server but on the dedi, no dice. on player init line null = [] execVM "Support\VOWS_Comms_Menu_Init.sqf"; VOWS_Comms_Menu_Init.sqf _cas = [player,"VOWS_Support_CAS"] call BIS_fnc_addCommMenuItem;_transport = [player,"VOWS_Support_Transport"] call BIS_fnc_addCommMenuItem; _ammo = [player,"VOWS_Support_Ammo"] call BIS_fnc_addCommMenuItem; _vehDrop = [player,"VOWS_Support_Vehicle"] call BIS_fnc_addCommMenuItem; Description.ext class cfgCommunicationMenu{ #include "Support\cfgCommunicationMenu.hpp" }; cfgCommunicationMenu.hpp class VOWS_Support_CAS { text = "Air Support"; // Text displayed in the menu and in a notification submenu = ""; // Submenu opened upon activation (expression is ignored when submenu is not empty.) expression = "['Rotor','CAS'] execFSM 'Support\Support.fsm'"; // Code executed upon activation icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\cas_ca.paa"; // Icon displayed permanently next to the command menu cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; // Custom cursor displayed when the item is selected enable = "1"; // Simple expression condition for enabling the item removeAfterExpressionCall = 0; // 1 to remove the item after calling }; class VOWS_Support_Transport { text = "Call Transport"; // Text displayed in the menu and in a notification submenu = ""; // Submenu opened upon activation (expression is ignored when submenu is not empty.) expression = "['Rotor','Transport'] execFSM 'Support\Support.fsm'"; // Code executed upon activation icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\transport_ca.paa"; // Icon displayed permanently next to the command menu cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; // Custom cursor displayed when the item is selected enable = "1"; // Simple expression condition for enabling the item removeAfterExpressionCall = 0; // 1 to remove the item after calling }; class VOWS_Support_Ammo { text = "Call Ammo"; // Text displayed in the menu and in a notification submenu = ""; // Submenu opened upon activation (expression is ignored when submenu is not empty.) expression = "['Fixed','Ammo'] execFSM 'Support\Support.fsm'"; // Code executed upon activation icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\supplydrop_ca.paa"; // Icon displayed permanently next to the command menu cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; // Custom cursor displayed when the item is selected enable = "1"; // Simple expression condition for enabling the item removeAfterExpressionCall = 0; // 1 to remove the item after calling }; class VOWS_Support_Vehicle { text = "Call Vehicle Drop"; // Text displayed in the menu and in a notification submenu = ""; // Submenu opened upon activation (expression is ignored when submenu is not empty.) expression = "['Fixed','Vehicle'] execFSM 'Support\Support.fsm'"; // Code executed upon activation icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\supplydrop_ca.paa"; // Icon displayed permanently next to the command menu cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; // Custom cursor displayed when the item is selected enable = "1"; // Simple expression condition for enabling the item removeAfterExpressionCall = 0; // 1 to remove the item after calling }; When its run exactly like that I get an error Error in expression <nc_addCommMenuItem_menu",[]];if (count _menu >= 10) exitwith {"Cannot add comm > Error position: <_menu >= 10) exitwith {"Cannot add comm > Error Undefined variable in expression: _menu File A3\functions_f\Misc\fn_addCommMenuItem.sqf, line 45 I initially though that maybe the player wasn't initialised yet so added the following to the top of VOWS_Comms_Menu_Init.sqf {waitUntil{!isNull player}; That stops the error but I still don't get my comms menu. Any ideas guys?
  15. I don't get that when players respawn but I do when the chopper respawns - effectively making it a 1 time deal. EDIT: And I don't use a respawn script - I'm currently relying on the BIS vehicle respawn module.
×