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Everything posted by Lucky44
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land command works in SP but not on dedicated server - why?
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
OK, I understand the problem (that I didn't include the variables in the addAction line. -Haha, the problem is that I'm not sure how to do that or which to include! I'm guessing I need to pass the _heli, _helicrew and _heligroup, but what would that addAction look like? This? this addAction ["Start it", "Larrow1.sqf", [_heli, _heliCrew, _heliGrp] ];- 20 replies
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land command works in SP but not on dedicated server - why?
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hmm. I actually don't know how to use the params with BIS_fnc_spawnVehicle. (I'm not the greatest coder!) I don't even see that explained on the https://community.bistudio.com/wiki/BIS_fnc_spawnVehicle page. Is the first argument going to name the spawned vehicle? Anyway, I've copied and pasted your code exactly. I created a blank mission on the VR map. I put the mission here, so you can see if I'm doing something wrong/different. ( https://drive.google.com/open?id=0BxwwP5x2h_hBbFlZM2ZQMVpDczA )- 20 replies
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land command works in SP but not on dedicated server - why?
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, Larrow! I was just writing a post to request someone who has a stripped down, simple version of the concept working on a dedicated server post it when I saw your post! I tried it, and I got an error on this line: waitUntil{ isTouchingGround _heli }; _heli was undefined. Did I do something wrong?- 20 replies
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land command works in SP but not on dedicated server - why?
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I thought it was important for the land command. But as I said, I took it out and it made no difference on the dedi server.- 20 replies
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land command works in SP but not on dedicated server - why?
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, Pierremgi and Larrow for the replies. Correct me if I'm wrong, but in both your points, the problem isn't that the helo isn't waiting long enough to land or landing too soon. The problem is that it won't land, that it gets stuck hovering. So making it wait until "unitReady" would not make it more free to land, would it? But I tried both solutions and nothing changed. Here's the code I changed it to: while {(_helo distance2D (getMarkerPos "WPair3")) >= 280} do { sleep 2; }; sleep 2; waitUntil {unitReady _helo}; doStop _helo; _helo land "land"; FWIW, I also tried removing the "doStop _helo" line, but that made no difference. As I said, it all works fine in single player, but on a dedi server, the helos won't land. Something about the dedi server is the problem, I think.- 20 replies
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Who killed the civilians?
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, sadness! I can live without some of the CUP civvies, but my group relies on ACE3 for our MP missions. Thanks for all the input. If anyone hears of a workaround, particularly for using ACE, please post back here!- 21 replies
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I have used Shuko's script to monitor when players kill civilians and then identify the killer. But it seems that it doesn't work in Arma 3 anymore. Does anyone have a solution to this or an alternative way to do this? Here's the code I had been using: ////////////////////////////////////////////////////////////////// // Count Civ Deaths, // Consider which faction killed them, // Identify killer in hint to everyone. // Created by: Shuko ////////////////////////////////////////////////////////////////// ////////////////////////CIVILIAN DEATH LIMIT///////////////////////////////////////////////////////////// SHK_DeadCivilianLimit = 99; // Set as specific number OR (paramsarray select 2) <--set in Description.ext SHK_DeadCivilianCount = 0; SHK_DeadCivilianArray = [SHK_DeadCivilianCount, objNull]; SHK_EndMission = false; [] spawn { waituntil {SHK_EndMission}; cuttext ["Mission Failure!\nUnfortunately, your team killed too many civilians.","PLAIN",2]; sleep 10; endmission "END2"; }; SHK_fnc_deadCivilians = { _count = _this select 0; _killer = _this select 1; hintSilent format ["Civilians dead: %1 \nLast civ killer: %2", _count, name _killer]; if (_count >= SHK_DeadCivilianLimit) then { SHK_EndMission = true; publicvariable "SHK_EndMission"; }; }; SHK_eh_killed = { private "_side"; _killer = _this select 1; _side = side _killer; //Set the players' side in next line if (_side == WEST) then { SHK_DeadCivilianCount = SHK_DeadCivilianCount + 1; SHK_DeadCivilianArray = [SHK_DeadCivilianCount, _killer]; publicvariable "SHK_DeadCivilianArray"; if isdedicated then { if (_this >= SHK_DeadCivilianLimit) then { SHK_EndMission = true; publicvariable "SHK_EndMission"; }; } else { [SHK_DeadCivilianCount, _killer] call SHK_fnc_deadCivilians; }; }; }; if isserver then { { if (side _x == Civilian && _x iskindof "Man") then { _x addEventHandler ["killed", SHK_eh_killed]; }; } foreach allunits; } else { "SHK_DeadCivilianArray" addpublicvariableeventhandler { _array = _this select 1; _count = _array select 0; _killer = _array select 1; [_count, _killer] call SHK_fnc_deadCivilians }; }; [] spawn { waituntil {!isnil "BIS_alice_mainscope"}; waituntil {!isnil "bis_fnc_variablespaceadd"}; [BIS_alice_mainscope,"ALICE_civilianinit",[{_this addEventHandler ["killed", SHK_eh_killed]}]] call bis_fnc_variablespaceadd; };
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Who killed the civilians?
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, we generally run CUP, and we use ACE3 Medical (Basic, atm). That would explain why I couldn't get the killer and killed straight! I tried switching the two vars, switching the output, etc. but it never worked. Does anyone know a way to make KK's simple code work with ACE3 Medical? (or have an alternative approach)?- 21 replies
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Who killed the civilians?
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, Froggyluv. Are you suggesting putting the same code (from KK) just in the description.ext? Does that work for adding a mission EH?- 21 replies
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Who killed the civilians?
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks. And should it work for spawned units?- 21 replies
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Who killed the civilians?
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bump??- 21 replies
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Who killed the civilians?
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@killzone_kid: you said to put it in the init.sqf, yes? (That's what I did.) Also, should it work on spawned AI units? I appreciate your help!- 21 replies
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Who killed the civilians?
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does anyone have suggestions for either A) why the Shuko code doesn't work anymore, or B) how to accomplish the 1-5 I listed for this?- 21 replies
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Who killed the civilians?
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I really appreciate the input! My goals for this script would be It has to work on dedi server in MP. Has to work for spawned as well as placed AI civs. Note whenever a player (or it could be by faction: West) kills a civilian human. Keep running count of total. Publish message (hint is fine) to everyone showing who the player was, and use the player's profile name. Originally, the mission would end if the # of civs killed hit a set amount. Maybe not do that and show the count and the killers' names at the end of mission too, but that's a detail. I'll try the code y'all sent. UPDATE: KK's code works in SP to ID the unit name of the civ killer but not MP. Does anyone see anything wrong with the Shuko code, for the current Arma 3 environment? -I'm not married to that code, but it does address #s 1-6 above.- 21 replies
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Seeking help with BIS_fnc_removeVirtualItemCargo
Lucky44 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've been trying everything I can think of to make this work, and nothing seems to do anything. I've read this over and tried various approaches, but nothing is working to limit the objects from the crate. I've tried putting the code in the init box of the crate (with the crate names VA1), like this: handle = ["AmmoboxInit", [this,true,{true}]] spawn BIS_fnc_arsenal; [ VA1, ["launch_B_Titan_short_F", "launch_B_Titan_short_tna_F", "launch_O_Titan_short_F", "launch_I_Titan_short_F","launch_I_Titan_short_ghex_F"] ] call BIS_fnc_removeVirtualItemCargo; And I've tried calling the code in other ways. Am I doing something wrong? Any suggestions?? -
Seeking help with BIS_fnc_removeVirtualItemCargo
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks a ton, Larrow. And so everyone knows: the BIS_fnc_removeVirtualItemCargo function only seems to work on items you have whitelisted already. That makes it useless for my purposes. -
Seeking help with BIS_fnc_removeVirtualItemCargo
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, I guess the problem is that I'm trying to create a Virtual Arsenal that has 99.9% of the possible items in it, including the mods my group uses. So I really only want to Blacklist a dozen or two things. So any approach where I have to whitelist everything I want to include is not going to work, it seems, right? I looked at your linked scripts/functions. If I understand correctly, they require a whitelist. I can't do that by adding whole classes (like configFile >> "CfgWeapons"), can I? I am just looking for a way to restrict 10-20 items from a VA crate w/o having to whitelist every single item that is acceptable. -You'd think that BIS would make such a method!! -
Seeking help with BIS_fnc_removeVirtualItemCargo
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for that explanation, Larrow. I can't say that I understood it all. But I was able to get the bottom section of code to work, creating a blacklist of items that don't appear in the crate, while everything else does. I have one problem still, though: if an item (e.g., the compact titan launchers in my list above) is in the blacklist, it doesn't appear in the crate, but it will still get given to someone who has it in their saved loadouts. That's true even if they don't have one in their current inventory. I'm testing this on a MP server, by the way. Any ideas how to prevent the blacklisted gear from showing up if it's someone's saved loadouts? Also, I assume that you do not find bis_fnc_removevirtualweaponcargo useful, correct? -
Seeking help with BIS_fnc_removeVirtualItemCargo
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the reply, Revo. I tried this: #define BOX VA1 //Create a full arsenal ["AmmoboxInit", [BOX,true]] spawn BIS_fnc_arsenal; //Retrieve all items private _magazines = BOX call BIS_fnc_getVirtualMagazineCargo; private _weapons = BOX call BIS_fnc_getVirtualWeaponCargo; private _items = BOX call BIS_fnc_getVirtualItemCargo; private _backpacks = BOX call BIS_fnc_getVirtualBackpackCargo; //Remove full arsenal ["AmmoboxExit",[BOX]] spawn BIS_fnc_arsenal; sleep 2; hint "New Arsenal created"; //Create new empty arsenal ["AmmoboxInit", [BOX]] spawn BIS_fnc_arsenal; //Add all items [BOX,_magazines] call BIS_fnc_addVirtualMagazineCargo; [BOX,_weapons] call BIS_fnc_addVirtualWeaponCargo; [BOX,_items] call BIS_fnc_addVirtualItemCargo; [BOX,_backpacks] call BIS_fnc_addVirtualBackpackCargo; /*The Arsenal can now be edited freely*/ [BOX,_backpacks] call BIS_fnc_removeVirtualBackpackCargo; [BOX, ["launch_B_Titan_short_F", "launch_B_Titan_short_tna_F", "launch_O_Titan_short_F", "launch_I_Titan_short_F","launch_I_Titan_short_ghex_F"] ] call BIS_fnc_removeVirtualWeaponCargo; And it creates a VA crate, and then it removes the backpacks, but it won't remove the launchers. Any idea why that would be? -
Seeking help with BIS_fnc_removeVirtualItemCargo
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No one uses this function to blacklist a few items on a VA crate? -
Seeking help with BIS_fnc_removeVirtualItemCargo
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is anyone using BIS_fnc_removeVirtualWeaponCargo effectively? I'd love to be able to use it! -
Seeking help with BIS_fnc_removeVirtualItemCargo
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for your reply, R3vo. Are you saying that you need to first whitelist anything that you're going to blacklist? I looked at the link and I tried this: EDIT: I changed the BIS_fnc_removeVirtualItemCargo to BIS_fnc_removeVirtualWeaponCargo, but that didn't change anything. handle = ["AmmoboxInit", [this,true,{true}]] spawn BIS_fnc_arsenal; [VA1, ["launch_B_Titan_short_F", "launch_B_Titan_short_tna_F", "launch_O_Titan_short_F", "launch_I_Titan_short_F","launch_I_Titan_short_ghex_F"], true] call BIS_fnc_addVirtualWeaponCargo; [VA1, ["launch_B_Titan_short_F", "launch_B_Titan_short_tna_F", "launch_O_Titan_short_F", "launch_I_Titan_short_F","launch_I_Titan_short_ghex_F"] ] call BIS_fnc_removeVirtualWeaponCargo; But it didn't do anything. Am I missing something? -
Creating and deleting ModuleEffectsFire_F
Lucky44 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
How should I create a ModuleEffectsFire_F via scripting? I tried "ModuleEffectsFire_F" createVehicle getMarkerPos "marker1"; but that did nothing. Similarly, deleteVehicle doesn't work on the module. How should this be done? -
Creating and deleting ModuleEffectsFire_F
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks. I didn't think createUnit would work (and didn't try it!). Any ideas about how to delete these effects modules? -
A better explanation of BIS_fnc_MP and remoteExec, please?
Lucky44 replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for trying to help, all. But frankly, this is not helping! I would benefit from examples, for one thing. Let me be more clear about what I don't understand and what might help. Say I want to put a trigger on the map to detect BluFor Present. Let's skip the fact that triggers on the map have their own sets of problem for now. And when the trigger conditions become true, I want to run a script called myScript1.sqf. It has no arguments. How would I script that with remoteExec? Another example, I want to addAction to an object to hide it (aka run a script that makes it drop into the ground then deleteVehicle's it. I'm thinking it's better to put the code in the initFramework.sqf rather than in the init box of the object - would there be a difference in how remoteExec would be used there? How would I code it if the script is called hideObject.sqf? Let's just start with those examples. I'm sure I'll have questions after seeing the syntax! Thanks in advance for the help!- 9 replies
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