Jump to content

bearbison

Member
  • Content Count

    255
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by bearbison

  1. bearbison

    3CB BAF Units

    Sounds good, also the same issue in the 3CB BAF Weapons (RHS ammo compatibility) mod.
  2. bearbison

    3CB BAF Units

    They are in the main mod, but not in the 3CB BAF Units (RHS compatibility) one which is pointed to this thread for compatibility where they are in the main directory and not an optional folder which is what is causing the issue.
  3. Nah, that was for BIS_fnc_infoText although BIS_fnc_typeText did have a problem not long after release when if I remember correctly they added some other parameters but not had a problem since then.
  4. Unless I am missing something here, why not just use BIS_fnc_typeText?
  5. bearbison

    No Text In GUI From Editor?

    Have a look at https://community.bistudio.com/wiki/User_Interface_Editor_(Arma_2)#Controls Shift + Ctrl + P - Clipboard Export grid proportions Ctrl + P - Clipboard Export parent classes Combine the output of the two above into your Defines.hpp
  6. A few people have been asking about a push script for when boats are beached, the below is something I put together for my missions: In the vehicle init put this addAction ["<t color='#FF9900'>Push</t>","scripts\BoatPush.sqf",[],-1,false,true,"","_this distance _target < 8"]; \scripts\BoatPush.sqf /* Boat push script - v0.1 Pushes the boat in the direction the player is looking Created by BearBison */ if (isDedicated) exitwith {}; private ["_Object","_Soldier","_isWater"]; _Object = _this select 0; _Soldier = _this select 1; _isWater = surfaceIsWater position _Soldier; if (_isWater) exitwith {titleText ["You can't push from in the water","PLAIN DOWN",1];}; if (_Soldier in _Object) exitwith {titleText ["You can't push from inside the vehicle","PLAIN DOWN",1];}; _Object setOwner (owner _Soldier); _Soldier playMove "AmovPercMstpSnonWnonDnon_AinvPercMstpSnonWnonDnon_Putdown"; if (currentWeapon _Soldier == "") then {sleep 1;} else {sleep 2;}; _Object setVelocity [(sin(direction _Soldier))*3, (cos(direction _Soldier))*3, 0];
  7. bearbison

    Locking helo except for pilots

    Do you have it setup exactly the same as the test mission that I provided as I cannot see why it isn't working for you in dedi, as it works in all of our groups missions for all players without any errors?
  8. bearbison

    Locking helo except for pilots

    It works in MP on a dedi server as it's the only time I play. Did you move the bracket to the correct position? A working example of the script can be seen in this test mission for you.
  9. bearbison

    Locking helo except for pilots

    Serves me right for doing the init quickly :) Should be this addEventHandler ['GetIn', {_this execVM 'scripts\Vehicle\Crew.sqf'}];
  10. bearbison

    Locking helo except for pilots

    Try this which I use for both my air and ground vehicles and prevents people from bypassing the restriction by swapping to protected seats. vehicle init this addEventHandler ['GetIn', {_this execVM 'scripts\Vehicle\Crew.sqf'}]; scripts\Vehicle\Crew.sqf /* Crew check script - v0.3 Checks for crew in positions of vehicle Created by BearBison */ /* Private variables */ private ["_Vehicle","_Soldier","_Position","_CrewCheck"]; /* Defines the variables */ _Vehicle = _this select 0; _Position = _this select 1; _Soldier = _this select 2; /* Checks the crew */ _CrewCheck = { switch (_Position) do { case "driver": { switch (true) do { case (_Vehicle isKindOf "Air"): { if (typeOf _Soldier == "B_Helipilot_F") exitWith {}; _Vehicle vehicleChat "Let's leave piloting to those with the appropriate training!"; sleep 1; _Soldier action ["getout",_Vehicle]; }; default { if (typeOf _Soldier == "B_crew_F") exitWith {}; _Vehicle vehicleChat "Let's leave driving to those with the appropriate training!"; sleep 1; _Soldier action ["getout",_Vehicle]; }; }; }; case "gunner": { switch (true) do { case (_Vehicle isKindOf "Air"): { if (typeOf _Soldier == "B_Helipilot_F") exitWith {}; _Vehicle vehicleChat "Let's leave gunning to those with the appropriate training!"; sleep 1; _Soldier action ["getout",_Vehicle]; }; default { if (typeOf _Soldier == "B_crew_F") exitWith {}; _Vehicle vehicleChat "Let's leave gunning to those with the appropriate training!"; sleep 1; _Soldier action ["getout",_Vehicle]; }; }; }; case "Turret": { switch (true) do { case (_Vehicle isKindOf "Air"): { if (typeOf _Soldier == "B_Helipilot_F") exitWith {}; _Vehicle vehicleChat "Let's leave gunning to those with the appropriate training!"; sleep 1; _Soldier action ["getout",_Vehicle]; }; default { if (typeOf _Soldier == "B_crew_F") exitWith {}; _Vehicle vehicleChat "Let's leave gunning to those with the appropriate training!"; sleep 1; _Soldier action ["getout",_Vehicle]; }; }; }; }; }; /* Calls crew check */ call _CrewCheck; /* Waits until position is changed */ waitUntil {((assignedVehicleRole _Soldier) select 0 != "cargo")||(vehicle _Soldier == _Soldier)}; sleep 1; /* Exits if no longer in a vehicle */ if (vehicle _Soldier == _Soldier) exitwith {}; /* Gets new position */ _Position = (assignedVehicleRole _Soldier) select 0; /* Calls crew check */ call _CrewCheck;
  11. try the below that I created for my basic training mission, stops the unit moving when in spectator script and exits using Ctrl + T. Probably not the best way of doing it but only way I could figure it out. On object this addAction ["<t color='#00FF00'>Spectator</t>", "scripts\Cameras\Spectator.sqf", [], -4, false, true, "", "_this distance _target < 3"]; scripts\Cameras\Spectator.sqf /* Spectator camera script - v0.2 Runs spectator camera Created by BearBison */ /* Private variables */ private ["_Key","_RscLayer"]; /* Prevents unit moving */ (_this select 1) enableSimulation false; /* Prevents free spectator camera */ RscSpectator_allowFreeCam = false; /* Disable post processing effects for spectator */ BIS_fnc_feedback_allowPP = false; /* Runs spectator script */ _RscLayer = "BIS_fnc_respawnSpectator" call bis_fnc_rscLayer; _RscLayer cutrsc ["RscSpectator","plain"]; /* Exits spectator camera using the Ctrl + T key */ BEARB_SpectatorKeyDown = { _Key = _this select 1; if ((_Key == 20) && (_this select 3)) then { /* Enables post processing effects for spectator */ BIS_fnc_feedback_allowPP = true; /* Stops spectator script */ ("BIS_fnc_respawnSpectator" call BIS_fnc_rscLayer) cutText ["", "PLAIN"]; /* Removes event handlers detecting key press */ (findDisplay 46) displayRemoveEventHandler ["KeyDown", BEARB_SpectatorEH]; /* Allows unit moving */ player enableSimulation true; }; }; /* Ensures the primary display is found */ waitUntil {!isNull(findDisplay 46)}; /* Adds event handlers to detect key press */ BEARB_SpectatorEH = (findDisplay 46) displayAddEventHandler ["keyDown", "_this call BEARB_SpectatorKeyDown"];
  12. Not sure about with Zeus as haven't used it but through scripts, you should be able to do it with something like scripts\VehicleSpawn.sqf private["_Position","_Vehicle"]; _Position = getMarkerPos "BoatSpawn"; _Vehicle = "B_Boat_Transport_01_F" createVehicle _Position; [[[_Vehicle],"scripts\InitVehicles.sqf"],"BIS_fnc_execVM",TRUE,TRUE] call BIS_fnc_MP; Then in the following script you could define the types of vehicles etc. so you can use it for more than the one vehicle or just remove the switch and excess other bits if only going to be used for one vehicle type scripts\InitVehicles.sqf private["_Vehicle","_VehicleType ","_VehicleClass"]; _Vehicle = _this select 0; _VehicleType = typeOf _Vehicle; _VehicleClass = getText(configFile >> "CfgVehicles" >> _VehicleType >> "vehicleClass"); switch (true) do { case (_Vehicle isKindOf "Ship"): { _Vehicle addAction ["<t color='#FF9900'>Push</t>","scripts\BoatPush\Push.sqf",[],-1,false,true,"","_this distance _target < 8"]; }; ​ case (_VehicleType == "[i]classname[/i]"): { [i]someinit;[/i] }; ​ case (_Vehicle == [i]vehname[/i]): { [i]someinit;[/i] }; case (_VehicleClass == "Autonomous"): { [i]someinit;[/i] }; default { }; };
  13. bearbison

    Rank icons were moved

    Not sure about within the pbo as very rarely bother opening them unless I need something that is not in the config viewer or not working. But I have just tested the locations on the mission I am currently updating by adding them into the briefing for ease of use and both the marker and rank are working as per my path in the briefing and the ranks also work on my unit as insignia. So not sure why they won't show up in the pbo path but they are working as per the config.
  14. bearbison

    Rank icons were moved

    As far as I can see both are still in the same location according to the config viewer: CfgMarkers \A3\ui_f\data\map\markers\nato\b_inf.paa CfgRanks \A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa Never use the full path when calling markers but the ranks are still working fine using the same path I have used for a long time
  15. Try http://forums.bistudio.com/showthread.php?185479-RELEASE-Recurring-Cleanup-Script
  16. I haven't tested with todays update but it was working fine yesterday, with my local dedi config file being: steamPort = 8766; hostName = "BearBison Testing"; password = ""; passwordAdmin = "test"; logFile = "logfile_console.log"; loopback = true; motd[] = {}; motdInterval = 3; maxPlayers = 6; kickduplicate = 0; verifySignatures = 0; requiredSecureId = 0; voteMissionPlayers = 3; voteThreshold = 0.33; disableVoN = 0; vonCodecQuality = 10; persistent = 1; timeStampFormat = "full"; BattlEye = 0; doubleIdDetected = ""; onUserConnected = ""; onUserDisconnected = ""; onHackedData = ""; onDifferentData = ""; onUnsignedData = ""; regularCheck = ""; class Missions { class Mission_1 { template = "32_BasicTraining_v25.Altis"; difficulty = "veteran"; }; };
  17. Digital Compass Bearing mod This adds the ability to have a digital compass heading (bearing) in either a hint box or the original text mode which can be toggled on or off. Note: The k (default compass) key is the toggle key Thumbnails: Old text style: New hint style: ​ Requirements: CBA - Community Base Addons Signed: Yes (key included) Installing the mod: Extract the contents of the downloaded file into the ArmA 3 Directory and install CBA_A3. Launch ArmA3 with the following launch parameter: -mod=@CBA_A3;@BEARB_CH Changing the display style: To change from the new hint method of display to the older text method, open the file userconfig\BEARB_CH\BEARB_CH_Settings.hpp and edit the value for BEARB_compassheading_old from false to true. /* BEARB Compass Heading Settings file Determines if the old (text) or the new (hint) display method is used for the digital compass bearing false = new style (in hint message) true = old style (in text on screen) Created by [RIP]BearBison */ BEARB_compassheading_old = false; Download: v3 http://www.armaholic.com/datas/users/a3_bearb_ch_v3_9749.7z v2 Changelog: Note: A script version is available for mission makers here
  18. Don't have a separate copy about at the moment but have a look at my Basic Training mission which is the default on our server [RIP] Public Teamplay and you should be able to extract a few variations of working ranges from that.
  19. bearbison

    Need a Script ASAP

    Unless they have fixed the issue I reported, which according to the tracker they haven't. I don't see a way of doing it without a script.
  20. bearbison

    Digital Compass Bearing

    Cheers Kremator, sounds like if they use the v3 version it should be good. This was made when you couldn't read the compass :D and people wanted some extra bits added. I don't use it myself now but will keep it updated as required for others to use. As such, first post updated with a link to v3 since it sounds like no issues with it.
  21. bearbison

    Digital Compass Bearing

    Can you try the version posted in the post above, sorts the sound issue and maybe the other. Then let me know. Never got round to amending the post as a release version. Otherwise I should be able to look at it this week.
  22. Looks like the downloaded PBOs are now stored in \Steam\userdata\<yourID>\ugc\referenced
  23. Digital Compass Bearing script This adds the ability to have a digital compass heading (bearing) in either a hint box or the original text mode which can be toggled on or off. Note: The k (default compass) key is the toggle key Thumbnails: Old text style: New hint style: ​ Enabling the script: To use this script in a mission, copy the following code lines into your init.sqf file. /* Compass bearing */ call compile preprocessFile "scripts\BEARB_heading.sqf"; Then copy the scripts folder into your mission. Changing the display style: To change from the new hint method of display to the older text method, open the file scripts\BEARB_heading.sqf and edit the value for BEARB_compassheading_old from false to true. /* Determines if the old (text) or the new (hint) display method is used for the digital compass bearing false = new style (in hint message) true = old style (in text on screen) */ BEARB_compassheading_old = false; Download: Changelog: Note: A mod version for use in all missions is available here
  24. Try changing the file BE.cfg to BEServer.cfg and it should work as described, not something I had noticed as had copied my A2 file over.
  25. bearbison

    Digital Compass Script

    Cheers guys, this was made before they added they sound back to silent, updated the mod version but don't really use this any more since the compass is readable :) Thanks for the updates and suggestions holo and mindstorm, need to have a look at the draw3d as not played with it yet but sounds interesting.
×