Kolmain
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Everything posted by Kolmain
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Insurgency Style Markers & BIS Respawn Points
Kolmain replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I spent some time adapting your code and integrated it here: https://github.com/kmain4/Hotfoot/blob/master/functions/handlers/fn_gridMarkers.sqf But when I run the mission, nothing happens. No error, no markers, nothing. any ideas? -
Insurgency Style Markers & BIS Respawn Points
Kolmain replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Derp. Completely missed the orange line. So if I'm reading this correctly then it would never switch back to a side color once contested? EDIT: I see. You're deleting the marker and recreating it, tracking the unit individually. Okay. -
Insurgency Style Markers & BIS Respawn Points
Kolmain replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the help Tajin, but why are you using count instead of ForEach? ---------- Post added at 14:12 ---------- Previous post was at 14:01 ---------- Actually, that's going to spazz out when there are different units from different sides in the same grid right? -
Insurgency Style Markers & BIS Respawn Points
Kolmain replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bump, looking for help with #1 still. :) -
Anyone have a clue where I can get my hands on all the radio sounds used in BI's new Support gamemode? ;)
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Anyone know the command to open the ramp of the new DLC Huron? Thanks!
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I'll be referencing my script located here: https://github.com/kmain4/Hotfoot/blob/master/functions/respawn/fn_createRespawnHeli.sqf if I call this function from a (isServer) condition, the units are spawned, but none of the he sideChat or addActions work on any clients. But if I run the script on all clients, it spawns for each client. So what do I need to do to properly execute the script so it only runs once, but all clients have the addaction and sideChats.
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I got ti working with your suggestions, thanks everyone! :D
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I'm using BIS' respawn system and their loadout selection. I've define the loadouts, which work, except for the uniform! I've tried uniform and uniformClass, neither of which give me an error or a uniform! My player is out fighting in his undies :( class rifleman_west{ displayName = "Rifleman"; // Exported from Arsenal by Kolmain uniform = "U_B_CombatUniform_mcam"; backpack = "B_AssaultPack_mcamo"; weapons[] = {"arifle_MX_ACO_pointer_F","hgun_P07_F","Throw","Put"}; magazines[] = {"SmokeShellBlue","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShellGreen","Chemlight_green","16Rnd_9x21_Mag","HandGrenade","HandGrenade","HandGrenade","SmokeShellBlue","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","HandGrenade"}; items[] = {"FirstAidKit","FirstAidKit","FirstAidKit"}; linkedItems[] = {"V_PlateCarrier2_rgr","H_HelmetB_light_snakeskin","","ItemMap","ItemCompass","ItemWatch","ItemRadio"};};
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Custom Respawn Loadouts' Uniforms
Kolmain replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah seems to be working now, thats odd. Thanks anyway! :o -
Public Community Scripter's Lounge
Kolmain replied to iceman77's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'll pop in when I get the chance :cool: -
Custom Respawn Loadouts' Uniforms
Kolmain replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'll double check. Thanks for taking the time to help me out. I'll get back to you by tomorrow! -
Right, but the problem is my local variables aren't in scope in that arguments array?
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I'm calling it via ---------- Post added at 15:40 ---------- Previous post was at 15:34 ---------- So would this code get an addAction on all clients? [compile format [ "_takeOffAction = _heli addaction ["<t color='#C2BF19'>Take Off</t>", { %1 removeAction %2; %1 setVariable ["transportReady", false, true]; [%3, "All in, dust off!"] call KOL_fnc_globalVehicleChat; sleep 2; ", (_this select 0), (_this select 2), (_this select 1)], "BIS_fnc_spawn", true] call BIS_fnc_MP;
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I prefer functions, so I'll give that approach a try when I get a chance. Thanks! ---------- Post added at 15:17 ---------- Previous post was at 13:54 ---------- As I'm coding this I noticed you're using globalChat and not sideChat. I'm looking for the sideChat channel.... ---------- Post added at 15:21 ---------- Previous post was at 15:17 ---------- What do you think about this, I've created this function, KOL_fnc_globalSideChat: if (isMultiplayer) then { [compile format ["%1 sideChat %2", (_this select 0), (_this select 1)], "BIS_fnc_spawn", true] call BIS_fnc_MP; } else { (_this select 0) sideChat (_this select 1); };
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Custom Respawn Loadouts' Uniforms
Kolmain replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://github.com/kmain4/Hotfoot/blob/master/description.ext Its a west uniform on a west player. The description.ext is https://github.com/kmain4/Hotfoot/blob/master/description.ext And roles.hpp is https://github.com/kmain4/Hotfoot/blob/master/includes/roles.hpp -
Custom Respawn Loadouts' Uniforms
Kolmain replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The class is in a .hpp file that is included in the description. It still doesnt work with uniformClass :( Does it need to be first/last? That page you linked doesnt have any info on the actual class of respawn inventories?.... :confused: -
Thanks Champ, I'll give it a go tonight and let you know if it works.
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So I tried it, but this line: [{_heli sideChat format["%1 is departing in 10 seconds with loaded troops, over.", groupID (group _heli)] },"BIS_fnc_spawn",true] call BIS_fnc_MP; But it says that _heli is undefined...
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Ill give it a go. Danke! ---------- Post added at 14:34 ---------- Previous post was at 14:33 ---------- If you use a vehicle, it uses the driver (commander?).
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Nope, I get 0 sideChat messages from that script. edit: when in multiplayer! Single player works fine.
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And the same with addAction?
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CfgCommunicationMenu Expression Arguments
Kolmain posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi BI & Co, I'm trying to create a custom support menu, and I've got it working, but I cant get the expression line right. I know these variables pass through, but how do I get them to my function? :confused: class mortarStrike { text = "Mortar Support"; // Text displayed in the menu and in a notification submenu = ""; // Submenu opened upon activation (expression is ignored when submenu is not empty.) expression = "nil = [] spawn KOL_fnc_mortarStrike;"; // Code executed upon activation icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\artillery_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 = 1; // 1 to remove the item after calling }; This doesn't work: _caller = _this select 0;_pos = _this select 1;_target = _this select 2;_is3D = _this select 3;_ID = _this select 4;_grpSide = side _caller; And I've tried passing the variables in the "expression". Still nothing :( Following arguments are passed into the expression field: [caller,pos,target,is3D,ID] -
CfgCommunicationMenu Expression Arguments
Kolmain replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Perfect, thanks! -
Insurgency Style Markers & BIS Respawn Points
Kolmain replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bump? :(