rimblock
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settting group side and unit overriding the side ?.
rimblock posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I am currently setting the side for a group and then assigning a unit to the group who may not belong to the groups side. This seems to be setting the unit to the unit (models) side and not the group side. i.e. _group = createGroup EAST; _unit = _group createUnit ["I_G_medic_F", [9057.23,989.063,0], [], 0, "NONE"]; If I then use the debug console in the game and point at the unit and use the command "side cursorTarget;" I get GUER. Is the unit designated side (for that model) overriding the applied side given when the group was created and if so any way to override ?. I would rather not have to change models for the unit just to move them to a different side. -
settting group side and unit overriding the side ?.
rimblock replied to rimblock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for all the replies. Ideally I would like to use any unit for any side. I would also like to be able to move any unit to any side at any time during the MP mission. This will be for player units so they can switch to different factions if they wish to. The units seem to be locked to a particular side (probably in the configs) which makes it problematic in using them for other sides. Just wondering if anyone has found an easy way around this. I do have a couple of ideas but rather than reinventing the wheel I was wondering if people had already found a working solution. @jShock, the Side change is in order to inherit side relations which I believe is based on the units side rather than the groups side ?. @FilaMOD, The units are the only units in the group so by default they are the highest ranked. @KillzoneKid, Thanks, will add that in and see if it makes a difference. -
An useful Photoshop tutorial links for GUI builders ?.
rimblock posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi, Not sure where to put this so will drop it in here. I am building some A3 GUIs for a new total conversion and my Photoshop skills are very limited (basic photo editing). Has anyone got any recommendations to any Photoshop tutorials or vids that would be helpful in building up a decent foundation of the skills needed to make some very nice GUIs. I am aware there are lots of guides etc out there and that is partly the issue (one of volume). Rather than spending hours / days trawling through them all I was just wondering if anyone has a few 'go to' guides they use that they would be kind enough to recommend. Thanks -
extDB (arma3 extension linux/windows)
rimblock replied to torndeco's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Cheers, I say v31 as that is what my archive folder is named but I suspect it may be v33 or v34. I am def using extDB2. Will check the version from the server logs tonight. I am also using DB_Custom_V5 IIRC. No issues with what I am using it for so far. The build seems pretty stable but I have not lost DB connectivity. Ok, got the $CUSTOM_x$ functionality. Not needed for me at this time but can see where it can be helpful. Yeah, I saw some of the versions were just bug fixes :). I may try to catch you at the weekend if I see you on Skype. I am using custom sqf to handle the calls, returns and error handling but as long as the same results come back int he same format then there shouldn't be an issue. The INSERTID may also be of interest to save a DB call to find the ID of a new character added to the DB. -
rscTitle pictures coming up as masks only.
rimblock posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
So I have been trying to get this to work for the last two days and am getting nowhere. I have a three pictures which I intend to use for a player status GUI. They are all converted to paa in textview2 and look fine with transparent backgrounds during and after conversion (psd -> 32bit TGA with alpha channel -> TextView2 -> .paa). I have added some classes to the config.cpp (via a .hpp include) but either the pictures do not appear at all ot they appear as masks (i.e. no detail, just like a shadow in a single colour). I am clearly missing something pretty fundamental but as there are next to no guides for picture boxes that I have found it has been pretty much trial and error. class RscTitles { class StatusGUI // Player status GUI { idd = 9000; duration = 99999; class controls { class StatusGUIBack { idc = 9000; type = CT_STATIC; style = ST_BACKGROUND; font = "EtelkaNarrowMediumPro"; sizeEx = 0.1; colorBackground[] = {0.4196,0.5568,0.1372,1}; colorText[] = {0,0,0,1}; x = "0.814511 * safezoneW + safezoneX"; y = "0.741971 * safezoneH + safezoneY"; w = "0.170145 * safezoneW"; h = "0.197976 * safezoneH"; text = ""; }; class StatusGUIFrame { idc = 9001; type = CT_STATIC; style = ST_FRAME; font = "EtelkaNarrowMediumPro"; sizeEx = 0.1; colorBackground[] = {0.4196,0.5568,0.1372,1}; colorText[] = {1,1,1,0}; x = "0.814511 * safezoneW + safezoneX"; y = "0.741971 * safezoneH + safezoneY"; w = "0.170145 * safezoneW"; h = "0.197976 * safezoneH"; text = ""; }; class StatusGUIFood // Left picture { idc = 9002; type = CT_STATIC; style = ST_PICTURE; font = "EtelkaNarrowMediumPro"; sizeEx = 0.1; x = "0.819666 * safezoneW + safezoneX"; y = "0.75297 * safezoneH + safezoneY"; w = "0.0412473 * safezoneW"; h = "0.175979 * safezoneH"; text = d\addons\dominion_code\cfgGUIs\icons\StatusGUIGaugeLeft.paa; colorText[] = {1,1,1,1}; colorBackground[] = {0,0,0,0}; background = 1; }; class StatusGUIBlood // middle picture { idc = 9003; type = CT_STATIC; style = ST_PICTURE; font = "EtelkaNarrowMediumPro"; sizeEx = 0.1; colorText[] = {1,1,1,1}; colorBackground[] = {0,0,0,0}; x = "0.866069 * safezoneW + safezoneX"; y = "0.75297 * safezoneH + safezoneY"; w = "0.0670268 * safezoneW"; h = "0.175979 * safezoneH"; text = "d\addons\dominion_code\cfgGUIs\icons\PlayerModel.paa"; background = 1; }; class StatusGUIWater // Right picture { idc = 9004; type = CT_STATIC; style = ST_PICTURE; font = "EtelkaNarrowMediumPro"; sizeEx = 0.1; colorText[] = {1,1,1,1}; colorBackground[] = {0,0,0,0}; x = "0.938252 * safezoneW + safezoneX"; y = "0.75297 * safezoneH + safezoneY"; w = "0.0412473 * safezoneW"; h = "0.175979 * safezoneH"; text = d\addons\dominion_code\cfgGUIs\icons\StatusGUIGaugeRight.paa; }; }; }; }; The defines are #define ST_PICTURE 48 #define ST_FRAME 64 #define ST_BACKGROUND 80 #define CT_STATIC 0 Any ideas ? -
rscTitle pictures coming up as masks only.
rimblock replied to rimblock's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks for that. The pictures are not sized to be ^2 so I will fix that and give it another go tonight. Update: Yep that did it. Thanks again. -
extDB (arma3 extension linux/windows)
rimblock replied to torndeco's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well you have been busy. Thought you were stopping development. I am still on v31 from Jan and here we are at the end of march and we are 16 versions on.... :eek:. v31 is running fine for what I need it for at this time. Will look at upgrading later. Steam protocol support is nice to have along with RCon but they are needed closer to a release which we are still far from at the moment. Some more info on $Custom_X$ would be good. Very little on the Wiki that I have seen. -
Hi, I am looking at building a new gui for a number of uses. The gui will generally use the standard inventory icons plus a few custom ones I will be adding. I see the GUI editor in A3 has a gridf that goes from 0x0 -> 40x26 and the icons in TextVeiw2 seem to be 256x256 (small), 512x512 (handgun) and IIRC 1025x512 (rifle / AT etc). I am trying to find out what the scales are so I know what size to make the background for the GUI in Photoshop. Are the icon sizes in Pixels ?. What is the units of size for the GUI editor grid ?. Any info or links would be gratefully received. Thanks
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Getpos producing strange results from the server.
rimblock posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, So I have a unit that is created on the server, passed to the client (setownergroup) and the player is put in to the unit. The unit is then placed at a specific location (setpos). So far, all good. Now, The server is also running a script to monitor the position of all playable units that are players (currently only this one player) but using getpos (or getposATL etc) only seems to be returning the original setpos position of the unit. getdir is also only returning 0. Any ideas why that would be ?. Code to get position run on the server. private ["_scriptname","_allPlayers","_charLocation","_playerCharacterID","_charData","_playerDirection","_playerLocation","_locationsDontMatch","_charLocSave","_lastLocation","_locationElement","_oldLocationElement"]; _scriptname = __FILE__; diag_log format["[%1] Started.", _scriptname]; waitUntil {var_g_serverInitComplete}; diag_log format["[%1] Server load complete.", _scriptname]; // Sleep to give a chance for players to join. diag_log format["[%1] Pause %2 seconds to allow player to connect.", _scriptname, var_s_playerMonitorWait]; uisleep var_s_playerMonitorWait; diag_log format["[%1] Pause completed.", _scriptname]; While {true} do { { diag_log format["[%1] New cycle started.", _scriptname]; if (isPlayer _x) then { diag_log format["[%1] Playable unit found: %2.", _scriptname, _x]; _playerLocation = [_x] call fnc_g_getpos; _playerDirection = getdir _x; diag_log format["[%1] %2 unit found at %3 facing %4.", _scriptname, _x, _playerLocation, _playerDirection]; }; } forEach playableUnits; diag_log format["[%1] Waiting %2 seconds for next cycle.", _scriptname, var_s_playerMonitorWait]; uisleep var_s_playerMonitorWait; }; Log file output (same output repeats regardless of if I move the player unit). 20:26:23 "[fnc_s_playerMonitor.sqf] New cycle started." 20:26:23 "[fnc_s_playerMonitor.sqf] Playable unit found: R Alpha 2-1:1 (RimBlock) REMOTE." 20:26:23 "[fnc_g_GetPos.sqf] Started." 20:26:23 "[fnc_g_GetPos.sqf] Parameters received: [R Alpha 2-1:1 (RimBlock) REMOTE]." 20:26:23 "[fnc_s_playerMonitor.sqf] R Alpha 2-1:1 (RimBlock) REMOTE unit found at [9023.66,914.016,0] facing 0." 20:26:23 "[fnc_s_playerMonitor.sqf] Waiting 60 seconds for next cycle." Note: fnc_g_getpos just dows a getposASL and then converts if not over water. THe same result occurs with a plain "_playerLocation = getpos _x;" var_s_playerMonitorWait = 60 The map is a custom map not yet publicly released. Running the code in global or local scope in the debug console works fine. Running it under server scope returns nothing for playableunits. Thanks. -
Getpos producing strange results from the server.
rimblock replied to rimblock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, disabling the enablesimulation false resolved the issue. Unfortunately enableSimulation true seems not to enable the server to get updated location data of objects within a reasonible amount of time (15+ minutes). -
Getpos producing strange results from the server.
rimblock replied to rimblock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not wishing to stray to far away from the original question but... The server side script I have will be used to perform server side actions on each player at set times (it will be running from server start until the server is stopped). This is one script doing so for all players for the life of the players character(s) until they logoff. If I tried to do the same thing using the initPlayerServer then I could have 80 scripts all running, each tracking only one player. One script checking 80 players seems to be a better solution to me. Now, I could use initPlayerServer, MPKilled, MPRespawn and HandleDisconnect event handlers to manage a server side global array of players for the single, server side, script to monitor rather than the single script using playableUnits and isPlayer to find players units. That may work out more efficient but would need to test it. How to fire the script doesn't answer the question as to why the getpos is not working as expected though. The issue persists on the Straits map as well. I am leaning towards the change unit process prior to this script running being the root cause. 1. When a player logs in they get assigned the 'default unit" by ARMA <-- anyway to not assign a unit until scripts create one and then assign the player to it ??. 2. The unit is then made invisible, enablesimulationGlobal false, made invincible <-- unit remains visible etc for around 2 seconds before being locked in place and switched only for JIP players. Spawns work fine. 3. A new unit is then created on the server and equiped depending on details loaded from the backend DB. 4. The new unit is then passed to the client and the player is moved in to it. 5. The new unit is then enablesimulationGlobal true, made visible and made non-invincible. I am wondering if the enablesimulationGlobal, even though it is set to true, is stopping the server from seeing any client units position updates. I do use a reveal but need to check the code when home to see where. Most of the work is done server side, deliberately. -
Getpos producing strange results from the server.
rimblock replied to rimblock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The script is called currently from the servers init.sqf (called from the mission init.sqf). I want it as a single source for tracking players to enable various actions to be performed by the server rather than the clients using PVS calls to tell the server to perform those actions. I may have to put one of the stock maps back in and try it on those. -
Hi, So I have a script working fine where a new unit would be created and equipped on the server and then passed to the client via the setOwner command. The client would then place the player in the new unit and dispose of the old unit. Since A3 v1.4 came out I am now getting a new error. Everything still seems to be working but I would still like to dig into what is causing it and remove it if possible. Script command setOwner cannot be used for object 'C_man_p_beggar_F_euro'. Use setGroupOwner instead. What are the new constraints with setOwner ?.
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Changes with SetOwner in A3 1.40 ?
rimblock replied to rimblock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I noticed the updated text in the Wiki after posting and changed to setGroupOwner and the answer seems to be that setOwner is no longer any good for AI units. -
Mission event handler not passing parameters.
rimblock posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all, So I am trying to get the mission event handler "HandleDisconnect" to call a function ands pass the player details of the person who disconnected. So I have setup a mission event handler _nul = addMissionEventHandler ["HandleDisconnect",{diag_log format ["Player Disconnected: %1.",_this]; _id = _this spawn playerDisconnect}]; The start of the called function reports the parameters that were passed. diag_log format["[%1] Started.", _scriptname]; diag_log format["[%1] Parameters received: .", _scriptname, _this]; The script errors as it receives no parameters. The diag_log lines produced are. 11:27:17 "Player Disconnected: [R Alpha 1-1:1,8.35969e+008,"76561197970856200","RimBlock"]." 11:27:17 "[playerDisconnect.sqf] Started." 11:27:17 "[playerDisconnect.sqf] Parameters received: ." Any ideas (different namespace issues / bug with the mission event handler) ?. -
Mission event handler not passing parameters.
rimblock replied to rimblock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ahh.... thanks. There is actually another error in the log directly after that with putting the value of _this in to s avar then checking to see if it was empty. I presumed that was failing as _this was empty but I was using isnull rather than isnil.... Sorted. Thanks. -
control[CA_ServerDetailExpansion]: Unexpected control type [0]
rimblock replied to mrchy's topic in ARMA 3 - TROUBLESHOOTING
Yep, I have the same. The message did not exist in the previous version of stable with the same code I am using. -
Pushback error (Error Type Number, expected Bool)
rimblock posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I am having a strange pushback error I am having a problem trying to track down. I am trying to add elements to an array. If the array is empty I am using the following code which works fine if ((count _newMagArray) isEqualTo 0) then { _newMagArray pushback [_magType, _shotsLeft, 1]; THe problem is that if there is already an element in the array, the same pushback command is throwing an error. _newMagArray: [["20Rnd_762x51_Mag",20,2]] New array element to add: [20Rnd_762x51_Mag, 10, 1] Code Block if !(_magAdded) then { diag_log format["[%1] newMagArray: %2.",_scriptname, _newMagArray]; diag_log format["[%1] No match found. Adding new mag to array: [%2, %3, %4].",_scriptname, _magType, _shotsLeft, 1]; _newMagArray pushback [_magType, _shotsLeft, 1]; }; Result in the server RPT file 22:49:07 "[ds\addons\dominion_server\functions\playerLoad\fnc_consolidateMagArray.sqf] Mag Added: false." 22:49:07 "[ds\addons\dominion_server\functions\playerLoad\fnc_consolidateMagArray.sqf] newMagArray: [["20Rnd_762x51_Mag",20,2]]." 22:49:07 "[ds\addons\dominion_server\functions\playerLoad\fnc_consolidateMagArray.sqf] No match found. Adding new mag to array: [20Rnd_762x51_Mag, 10, 1]." 22:49:07 Error in expression < _magType, _shotsLeft, 1]; _newMagArray pushback [_magType, _shotsLeft, 1]; }; > 22:49:07 Error position: <pushback [_magType, _shotsLeft, 1]; }; > 22:49:07 Error Type Number, expected Bool Banging my hear against the wall on this one. Any suggestions before I move back to Set for the time being ?. Thanks -
Pushback error (Error Type Number, expected Bool)
rimblock replied to rimblock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just hit midnight here so will try some other stuff tomorrow but when I changed it to set it errored saying the _newMagArray was not defined. I then put in another diag_log line between the matching 'count' loop and the if (not added) clause and no it is working. I will try putting the pushback back in tomorrow. All other instances of using pushback are working as expected. -
Striping then adding a loadout to a new unit. Most efficient commands.
rimblock posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, Coming from A2, the new A3 equipment options are vast can a little confusing. 1. Removing items. I am currently removing all default items from an new unit using the following commands. Are all of them needed or am I missing anything ?. removeAllAssignedItems _newUnit; removeGoggles _newUnit; removeHeadgear _newUnit; removeAllWeapons _newUnit; removeAllContainers _newUnit; 2. Adding items. The items I would like to add are currently in an arrays. Some items do not seem to be added correctly and I am not clear what I am doing wrong. Any pointers would be very welcome. Primary Weapon (none of the weapons adds are working so probably something fundamentally wrong with this method). Array(_charPrimaryWeapon): ["arifle_MX_ACO_pointer_F",["","acc_pointer_IR","optic_Aco"]] Code: if !((_charPrimaryWeapon select 0) isEqualTo "") then { diag_log format["[%1] Adding primary weapon (%2).",_scriptname, (_charPrimaryWeapon select 0)]; _newUnit addWeapon (_charPrimaryWeapon select 0); if ((count (_charPrimaryWeapon select 1)) > 0) then { { if !(_x isEqualTo "") then { diag_log format["[%1] Adding item to primary weapon (%2).",_scriptname, _x]; _newUnit addPrimaryWeaponItem _x; }; } count (_charPrimaryWeapon select 1); }; }else{ diag_log format["[%1] No primary weapon to add.",_scriptname]; }; Result: No weapon added. Assigned items Array (_charAssignedItems): ["ItemMap","ItemCompass","ItemWatch"] Code: if !((_charAssignedItems select 0) isEqualTo "") then { { diag_log format["[%1] Adding assigned item (%2).",_scriptname, _x]; _newUnit linkItem _x; } count _charAssignedItems; }; Result: No items added. items (added to uniform in this case) Array (_charUniform): ["U_IG_Guerilla1_1",["FirstAidKit","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","Chemlight_green"],[""]] Code: if !(((_charUniform select 1)select 0) isEqualTo "") then { { diag_log format["[%1] Adding item to uniform (%2).",_scriptname, _x]; _newUnit addItemToUniform _x; } count (_charUniform select 1); }; Result: All items added but only one of the two mags added. For all of the above examples, the diaglog lines come out as I would expect if it had worked. 2:34:47 "[ds\addons\dominion_server\functions\playerLoad\fnc_s_assignloadout.sqf] Adding item to uniform (FirstAidKit)." 2:34:47 "[fnc_s_assignloadout.sqf] Adding item to uniform (30Rnd_65x39_caseless_mag)." 2:34:47 "[fnc_s_assignloadout.sqf] Adding item to uniform (30Rnd_65x39_caseless_mag)." 2:34:47 "[fnc_s_assignloadout.sqf] Adding item to uniform (Chemlight_green)." 2:34:47 "[fnc_s_assignloadout.sqf] Adding primary weapon (arifle_MX_ACO_pointer_F)." 2:34:47 "[fnc_s_assignloadout.sqf] Adding item to primary weapon (acc_pointer_IR)." 2:34:47 "[fnc_s_assignloadout.sqf] Adding item to primary weapon (optic_Aco)." 2:34:47 "[fnc_s_assignloadout.sqf] No secondary weapon to add." 2:34:47 "[fnc_s_assignloadout.sqf] Adding handgun (hgun_P07_F)." 2:34:47 "[fnc_s_assignloadout.sqf] Adding assigned item (ItemMap)." 2:34:47 "[fnc_s_assignloadout.sqf] Adding assigned item (ItemCompass)." 2:34:47 "[fnc_s_assignloadout.sqf] Adding assigned item (ItemWatch)." I can add hats and uniforms just fine but the other items are proving to be problematic. -
Striping then adding a loadout to a new unit. Most efficient commands.
rimblock replied to rimblock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, I have moved the assign items script to the client so it is now; Server - Create character - PVC character and loadout details. Client - Wait until owner character = owner player (character has moved to player client) - assign loadout. Same problem. I have changed count to foreach. Same problem. I have split up the loadout adding script to smaller scripts for equipment, items, weapons and assigned items. Same problem. Now here is the interesting thing.... In debug I ran player addMagazine "20Rnd_762x51_Mag";player addMagazine "20Rnd_762x51_Mag";player addMagazine "20Rnd_762x51_Mag"; Result: 1 mag added, not 3. Whilst I am aware that I can addmagazinearray I am trying to take the output from a 'player items' command and feed it in to a script to add those items so it is an array of individual items rather than classnames and quantity. -
Striping then adding a loadout to a new unit. Most efficient commands.
rimblock replied to rimblock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well it seems it is pretty random. I had changed the uisleep to 0.02 a couple of nights ago and it was working fine. I spun it up last night and stuff was missing again. Changing the sleep length fixed it again but this random amount of time to sleep seems to be a bit too random for my liking. I do not seem to be able to test on the server to see if the items are added as it returns the items but when the player is put in to the unit the items are missing. This means I cannot waituntil etc. I also cannot get mags to appear in the inventory. If I add two primary gun mags and two handgun mags then when I get control of the unit it has 1 of each mag loaded in to the right weapons but no second mag in the inventory (there is space available). It is only mags as the first aid kit and chemlight is fine. I have tried checking isclass for mags and using addmagazine and addmagazineglobal but neither is fixing the problem of the missing mags. Any other ideas ?? -
Striping then adding a loadout to a new unit. Most efficient commands.
rimblock replied to rimblock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, so I have tried two different ways of detecting whether the items have been added. First try; After adding the assigned items, checking for the last assigned item in the array using assignedItems to see if it is reported as being available on the unit. Result: No change. The assigned items are reported as being available on the unit on the server but when the unit is sent to the client for ownership the items are missing still. Just putting in a 1 sec uiSleep at the end of the loadout script. Result: Most of the items are available on the unit when it arrives at the client (have one mag missing out of two). My assumption based on this... AddXXXXXX basically queues up the action to add the items int he game engine and updates the record that lists what is added to the unit. AssignedItems takes its info from this unit record. The inventory GUI actually checks the items on the unit. If local commands are queued but the unit gets passed to another client before they execute then they get confused. The array containing the assignedItems to be added is only available on the server so if the unit is passed to the client before the addXXXXX queue ius cleared it cannot get the array with the items to add and thus provides that error in the client RPT file. The UISleep is giving time for the ADDXXXXX queues to clear. This is pure assumption based on testing. The problem is how long to wait. Surely it will take longer if more items need to be added. Update: So far I am down to a UISleep of 0.02 for all the items to be added (well give or take a single 7.62x51 mag added to the uniform for some reason). -
Striping then adding a loadout to a new unit. Most efficient commands.
rimblock replied to rimblock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
NP, we are all here to learn, me more than most :). Back to the original question... I suspect the adding code is fine but the unit is getting moved from the server to the client before the items are correctly added to it in the loadout script (due to code execution speed). Basic flow is; Server... - Create unit - Assign loadout - unit setOwner players client - PVC the unit id to the client Client... - Swap player to the unit. Assign loadout order... Headgear (Helmet / HMD) Eyewear (Goggles, binoculars) Uniform Vest Backpack Uniform items Vest items Backpack items Primary Weapon SecondaryWeapon Handgun Assigned items Headgear and uniform are fine. No eyewear, vest or backpack to add. Uniform items are fine as it the primary weapon. Handgun is missing, all assigned items are missing. I am getting some of the following errors on both server and client. The addweaponglobal is working fine for the primary weapon but the pistol is missing. All the assigned items are missing. I am also getting the following error in the client rpt after the diag lines telling me the scripts are complete (remember the code to add assigned items is run on the server). I am going to put a loop in to check that the last assigned item is listed with assigneditems before exiting and maybe that will solve it. -
Striping then adding a loadout to a new unit. Most efficient commands.
rimblock replied to rimblock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why is that ?. I have never set either true or false in count loops which I use fairly extensively for my Dayz Epoch mods. The wiki mentions I take this to mean if counting an array then the index must return an element (ie. does the next element exist - yes = true and count it, no = false and don't count it) for the element to be counted. Thanks for double checking. It all seems to be working ok on the server but is incorrect when the unit becomes the player on the players client. Not using addWeaponGlobal may be the issue. The unit is created and equipped on the server then passed at a specific client. The player of that client is then moved in to the unit. I had presumed that the equipment would be passed with the unit to the client but if the loadout is not is not sent globally then maybe when added then the unit may be missing some stuff at the cleint as the items are not sync'd with what was added on the server. Sound reasonable ?. Update: Ok, checked out the command and it is forced rather than global to the network. Oh well.