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fbbull

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Posts posted by fbbull


  1. @ L etranger first off all very nice Mission! TXH for your work.

    If you try to load the mission with rksl-typhoon the

    generatingconfig.sqf

    stops working @ line 154 with

    _classname=configName(_c>

    Error position: <>1) ) then

    {

    _classname=configName(_c>

    Error >: Typ Zeichenfolge, erwartet Zahl

    Don´t know if you can fix it, but I would let you know this.

    Ceers and keep on working :)


  2. HI

    if you use the CBA you can do this:

    [['Team Status', 'Scripts\TeamStatusDialog\TeamStatusDialog.sqf', [['Page', 'Team'], 'AllowPlayerInvites', 'HideOpposition'], 0, false, true, 'teamSwitch',""]] call CBA_fnc_addPlayerAction;
    

    /*
    Function: CBA_fnc_addPlayerAction
    
    Description:
    Adds persistent action to player (which will also be available in vehicles
    and after respawn or teamswitch).
    
    Remove action with <CBA_fnc_removePlayerAction>. *Do not* use standard
    removeAction command with these player-action indices!
    
    Parameters:
    _actionArray - Array that defines the action, as used in addAction command [Array]
    
    Returns:
    Index of action if added. -1 if used on a dedicated server [Number]
    
    Example:
    (begin example)
    	_actionIndex = [["Teleport", "teleport.sqf"]] call CBA_fnc_addPlayerAction;
    (end)
    
    Author:
    Sickboy
    
    */
    #include "script_component.hpp"
    
    PARAMS_1(_actionArray);
    TRACE_1(_this);
    
    private "_return";
    
    _return = if (isDedicated) then
    {
    WARNING("Function ran on a dedicated server. Function only usable on a client. Action: " + str _actionArray);
    -1; // Invalid action number.
    } else {
    _index = GVAR(nextActionIndex);
    [GVAR(actionList), _index, _actionArray] call CBA_fnc_hashSet;
    GVAR(actionListUpdated) = true;
    INC(GVAR(nextActionIndex));
    _index;
    };
    
    _return;
    
    

    CU


  3. @froggyluv

    call your Addaction with :

    ID1 = player addAction ["Photograph", "cam2.sqs", [], 0, false,false,'teamSwitch',""];

    ID2 = player addAction ["Action2", "Script2.sqs", [], 0, false, false, 'teamSwitch',""];

    Syntax:

    Number = unitName addAction [title, filename, (arguments, priority, showWindow, hideOnUse, shortcut, condition)]

    to remove : player removeaction ID1;

    so ID1 & ID2 are the Index of your Actions.

    CU


  4. So here is what i did :

    _LogicCenter = createCenter sideLogic;
    _LogicGroup = createGroup _LogicCenter;
    
    BIS_ACM = _LogicGroup createUnit ["AmbientCombatManager", [0, 0, 0], [], 0, ""];
    BIS_ACM synchronizeObjectsAdd [player];
    
    sleep 5;
    [] spawn {
    waitUntil {!(isnil "BIS_fnc_init")};
    sleep 5;
    [bIS_ACM, 200, 400] call BIS_ACM_setSpawnDistanceFunc;
    [0.2, 0.8, BIS_ACM] call BIS_ACM_setAmmoFunc;
    [0.2, 0.5, BIS_ACM] call BIS_ACM_setSkillFunc;
    [["RU"], BIS_ACM] call BIS_ACM_setFactionsFunc;
    [1, BIS_ACM] call BIS_ACM_setIntensityFunc;
    [bIS_ACM,
    [
    "RU_InfSquad",
    "RU_InfSection",
    "RU_InfSection_AT",
    "RU_InfSection_AA",
    "RU_InfSection_MG",
    "RU_SniperTeam",
    "RUS_ReconTeam",
    "MVD_AssaultTeam"
    ]
    ] call BIS_ACM_addGroupClassesFunc;
    };
    

    all you have todo is:

    - place a FunctionModule

    - place a player

    - copy the code to "Init.sqf"

    now the INIT will create a ACMModule, sync it to you an will start spawning only RU Inf Troops .

    Hope I could help you out!!! :)

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