Jump to content

Big_Daddy

Member
  • Content Count

    208
  • Joined

  • Last visited

  • Medals

Posts posted by Big_Daddy


  1. Can anyone help with these errors this UAV gives me?

    Error in expression <ynchronizedobjects _logic) then {_logic synchronizeobjectsadd [_x]}} foreach _ru>

    Error position: <synchronizeobjectsadd [_x]}} foreach _ru>

    Error Type Side, expected Object

    File ca\modules\uav\data\scripts\uav.sqf, line 95

    That has nothing to do with karmichael's (or mine) scripts.

    That is an error generated from the UAV module itself. It happens when you tell the UAV module to add an entire side using:

    BIS_uav_1 setvariable ["rules",[west]]

    When the UAV module goes through and adds everything it needs to be synchronized to, it tries to synchronize to the WEST side. it errors, but it still works.


  2. See, that's weird. Cause thats all we play on is a dedicated server. And we've never had issues with the UAV. Now understand that if someone comes in after you've launched the UAV, they cannot control that UAV. But they should be able to control the next one that is launched.

    Did you notice the init of the UAV module? that's important as well. Everyone on west has access. If you don't have that, then yes, you'd not be able to control the UAV. (UAV has been destroyed)


  3. well.... I use a script for teleporting using on mapclick. I allow the shift click (actually bypass shift click cause people were teleporting while flying. funny stuff)

    Couldn't a script be written that bypasses everything else, and just blocks shift click? Then run that script at player init? (the else at the bottom of the script is for getting ontop of buildings)

    _pos = _this select 0;
    _shift = _this select 1;
    _alt = _this select 2;
    //hint format ["%1 - %2 - %3",_pos, _shift, _alt];
    if (_shift) exitwith {}; //<- This allows the bypass
    if (!(_alt)) then {
    player setPosATL  [_pos select 0, _pos select 1,(_pos select 2)+5];
    } else {
    _cone = "RoadCone" createVehiclelocal [_pos select 0, _pos select 1, (_pos select 2)];
    _obj= nearestObject [_cone, "Building"];
    deletevehicle _cone;
    _array = boundingBox _obj;
    _max = _array select 1; 
    _max = _obj modelToWorld _max;
    _height=_max select 2;
    _height = ceil _height;
    player setPos  [_pos select 0, _pos select 1,_height];
    player allowDamage false; 
    sleep 15;
    player allowDammage true;
    
    };
    
    


  4. Latest version of UAV script.

    /*  
    =========================================================
      Default values of all settings are:
    nul = this addAction ["Launch UAV", "uav.sqf",[xvec1,100,BIS_uav_1,"xvec2,xvec1",MQ9PredatorB,west],0,false]
    
     1: spawn vehicle/building
     2: spawn height
     3: Name of UAV Module - ie BIS_UAV 
     4: units to be syncronized with Names, "xvec2, xvec1"
     5: Version of UAV - MQ9PredatorB
     6: side/group
    
    =========================================================
    */
    
    
    private ["_vec_array","_myarray"];
    _myarray = _this select 3;
    _spawloc = _myarray select 0;
    _spawhei = if (count _myarray > 1) then {_myarray select 1} else {100};
    _uavMod = if (count _myarray > 2) then {_myarray select 2} else {BIS_UAV_1};
    _units = if (count _myarray > 3) then {_myarray select 3} else {xvec1, xvec2};
    _uavType = if (count _myarray > 4) then {_myarray select 4} else {MQ9PredatorB};
    _grp = if (count _myarray > 5) then {_myarray select 5} else {"west"};
    
    _vclname="MyUAV";
    
    _vec_array = [[getPos _spawloc select 0, getPos _spawloc select 1, (getPos _spawloc select 2) +_spawhei], random 360, _uavType, _grp] call BIS_fnc_spawnVehicle;
    _vcl = _vec_array select 0;
    _vcl SetVehicleVarName _vclname;
    _vcl Call Compile Format ["%1=_vcl;PublicVariable ""%1"";",_vclname];
    _initCmd=format["this addMagazine ""4Rnd_Sidewinder_AV8B"";this addWeapon ""SidewinderLaucher""; this disableAI ""AUTOTARGET"" ; this disableAI ""TARGET"" ; this setCombatMode ""BLUE"";this setBehaviour ""careless"";%1 synchronizeObjectsAdd [%2,%3];",_uavmod,_vcl,_units];
    _vcl setVehicleInit _initCmd;
    
    
    processInitCommands;
    clearVehicleInit _vcl;
    
    
    Player sideChat "UAV has been Launched";
    


  5. You don't..

    The reason the map kept saying that you needed the addon after you removed it is inside the mission.sqm at the top, the addon was still listed. You'd just have to delete that entry.

    Also, with steam, you have to check 2 places for command line options.

    First, the actual icon.

    Second, In Steam Games, Properties on Arma 2, Set launch Options.

    For myself. I have all the options I use for programing, and playing, listed in the Second area.

    -nosplash -world=empty -winxp -maxmem=2047 -noPause

    Then in the programing icon I have:

    D:\Steam\Steam.exe -applaunch 33900 -window -showScriptErrors


  6. I've played around with your script some.

    I don't think there will be a way to reliably get the index number. You'll have to check to see if the unit is carrying hand grenades, mines, and satchels as that is included in the actions. You'd have to get that from magazines. And add it in. Only issue is where to add it. You can't add it at the beginning, or the end i.e. _weapons + _mags.

    From the limited testing I did, it seemed index 3-4 depending on the primary weapon used was the hand grenades.

    Possibly, if your remove all weapons, then add them back in a certain order. Something like:

    grenades

    satchels

    mines

    magazines

    Primary weapon

    Secondary weapon

    Pistol

    night vision

    compas etc

    Then you could add the mags + _weapons, check to see if it has a muzzle (grenades, satchels, mines) then add the modes to that but only if it has a muzzle.

    so:

    grenade - 0

    grenade - 0

    grenade - 0

    satchel - 1

    primary weapon single - 2

    primary weapon burst - 3

    secondary weapon single - 4

    pistol - 5

    night vision - 6

    etc

×