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tomturner

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Everything posted by tomturner

  1. Is it possible to include an existing dialog within a main dialog? I have a main dialog simulating a rugged pc tablet. I have pre existing dialogs that I would like to display on the tablet screen by clicking on a button on the tablet's edge. Is this possible? And if so, what would the structure look like? Thanks
  2. How would I integrate a showCommandingMenu inside a dialog display? I guess what I am asking is what kind of box (rscCombo, rscListBox, etc) and get it to show in the dialog display instead of the normal player's game screen? This is the commandingMenu: ThorMenu = [ ["Thor Command Menu",true], ["Mission Tasking", [2], "#USER:TaskCmds", -5, [["expression", ""]], "1", "1",""], ["Mission Time-Of-Day", [3], "#USER:MissionTime", -5, [["expression", ""]], "1", "1",""], ["Opfor Operations", [4], "#USER:OpforOper", -5, [["expression", ""]], "1", "1",""], ["Blufor Operations", [5], "#USER:BluforOper", -5, [["expression", ""]], "1", "1",""], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1",""] ]; TaskCmds = [ ["Task Commands",true], ["Start New Task", [2], "", -5, [["expression", "nultsk2 = [player] execVM 'teg\thor\tasks\a_task_create.sqf';"]], "1", "1",""], ["Set Alpha Area of Operation", [3], "", -5, [["expression", "nultsk3 = [player] execVM 'teg\thor\tasks\set_alpha_ao.sqf';"]], "1", "1",""], ["Set Bravo Area of Operation", [4], "", -5, [["expression", "nultsk4 = [player] execVM 'teg\thor\tasks\set_bravo_ao.sqf';"]], "1", "1",""], ["End Mission Succeeded", [5], "", -5, [["expression", "nultsk5 = [player] execVM 'teg\thor\tasks\end_succeeded.sqf';"]], "1", "1",""], ["End Mission Failed", [6], "", -5, [["expression", "nultsk6 = [player] execVM 'teg\thor\tasks\end_failed.sqf';"]], "1", "1",""], ["End Mission Cancelled", [7], "", -5, [["expression", "nultsk7 = [player] execVM 'teg\thor\tasks\end_cancelled.sqf';"]], "1", "1",""], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1",""] ]; MissionTime = [ ["Set Mission Time of Day",true], ["Early Morning", [2], "", -5, [["expression", "[[],'teg_fnc_morningMsg',true,true] call BIS_fnc_MP;"]], "1", "1",""], ["Mid Morning", [3], "", -5, [["expression", "[[],'teg_fnc_midmorningMsg',true,true] call BIS_fnc_MP;"]], "1", "1",""], ["Noon", [4], "", -5, [["expression", "[[],'teg_fnc_noonMsg',true,true] call BIS_fnc_MP;"]], "1", "1",""], ["Late Afternoon", [5], "", -5, [["expression", "[[],'teg_fnc_afternoonMsg',true,true] call BIS_fnc_MP;"]], "1", "1",""], ["Evening", [6], "", -5, [["expression", "[[],'teg_fnc_eveningMsg',true,true] call BIS_fnc_MP;"]], "1", "1",""], ["Night Full Moon", [7], "", -5, [["expression", "[[],'teg_fnc_moonMsg',true,true] call BIS_fnc_MP;"]], "1", "1",""], ["Night No Moon", [8], "", -5, [["expression", "[[],'teg_fnc_nomoonMsg',true,true] call BIS_fnc_MP;"]], "1", "1",""], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1",""] ]; OpforOper = [ ["Opfor Operations",true], ["Opfor Infantry", [2], "#USER:OpforInfCmds", -5, [["expression", ""]], "1", "1",""], ["Opfor Vehicles", [3], "#USER:OpforVehCmds", -5, [["expression", ""]], "1", "1",""], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1",""] ]; BluforOper = [ ["Blufor Operations",true], ["Airborne Operations", [2], "#USER:AirborneOps", -5, [["expression", ""]], "1", "1",""], ["Blufor Infantry", [3], "#USER:BluforInfCmds", -5, [["expression", ""]], "1", "1",""], ["Blufor Air Vehicles", [4], "#USER:BluforAirVeh", -5, [["expression", ""]], "1", "1",""], ["Blufor Land Vehicles", [5], "#USER:BluforLandVeh", -5, [["expression", ""]], "1", "1",""], ["Blufor Sea Vehicles", [6], "#USER:BluforSeaVeh", -5, [["expression", ""]], "1", "1",""], ["Blufor UAV Vehicles", [7], "#USER:BluforUAV", -5, [["expression", ""]], "1", "1",""], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1",""] ]; OpforInfCmds = [ ["Opfor Infantry",true], ["Create Inf Patrol", [2], "", -5, [["expression", "nulpat2 = [player] execVM 'teg\thor\opfor_inf\opfor_inf_patrol.sqf';"]], "1", "1",""], ["Create Fire Team", [3], "", -5, [["expression", "nulpat3 = [player] execVM 'teg\thor\opfor_inf\opfor_fireteam.sqf';"]], "1", "1",""], ["Create MachineGun Nest", [4], "", -5, [["expression", "nulpat4 = [player] execVM 'teg\thor\opfor_inf\opfor_mgnest.sqf';"]], "1", "1",""], ["Create Mortar Team", [5], "", -5, [["expression", "nulpat5 = [player] execVM 'teg\thor\opfor_inf\opfor_mortar.sqf';"]], "1", "1",""], ["Create Sniper Team", [6], "", -5, [["expression", "nulpat6 = [player] execVM 'teg\thor\opfor_inf\opfor_sniperteam.sqf';"]], "1", "1",""], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1",""] ]; OpforVehCmds = [ ["Opfor Vehicles",true], ["Create APC Patrol", [2], "", -5, [["expression", "nuloveh2 = [player] execVM 'teg\thor\opfor_veh\patrol_apc.sqf';"]], "1", "1",""], ["Create HMG Patrol", [3], "", -5, [["expression", "nuloveh3 = [player] execVM 'teg\thor\opfor_veh\patrol_hmg.sqf';"]], "1", "1",""], ["Create OffRoad Patrol", [4], "", -5, [["expression", "nuloveh4 = [player] execVM 'teg\thor\opfor_veh\patrol_ofr.sqf';"]], "1", "1",""], ["Create Heli Patrol", [5], "", -5, [["expression", "nuloveh5 = [player] execVM 'teg\thor\opfor_veh\patrol_hel.sqf';"]], "1", "1",""], ["Create Tank Patrol", [6], "", -5, [["expression", "nuloveh6 = [player] execVM 'teg\thor\opfor_veh\patrol_tnk.sqf';"]], "1", "1",""], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1",""] ]; BluforInfCmds = [ ["Blufor Infantry",true], ["Alpha Squad Recruits", [2], "#USER:AlphaRecruits", -5, [["expression", ""]], "1", "1",""], ["Bravo Squad Recruits", [3], "#USER:BravoRecruits", -5, [["expression", ""]], "1", "1",""], ["Charlie Reinforcements", [4], "", -5, [["expression", "nulcrf4 = [player] execVM 'teg\thor\blufor_inf\charlie_rinf.sqf';"]], "1", "1",""], ["Delta Reinforcements", [5], "", -5, [["expression", "nuldrf5 = [player] execVM 'teg\thor\blufor_inf\delta_rinf.sqf';"]], "1", "1",""], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1",""] ]; AlphaRecruits = [ ["Select Alpha Recruit",true], ["Recon Team Leader", [2], "", -5, [["expression", "_unit = 'B_recon_TL_F' createUnit [getMarkerPos 'respawn_west_1', BIS_grpAlpha,'', 0.9, 'corporal'];"]], "1", "1",""], ["Recon Marksman", [3], "", -5, [["expression", "_unit = 'B_recon_M_F' createUnit [getMarkerPos 'respawn_west_1', BIS_grpAlpha,'', 0.6, 'corporal'];"]], "1", "1",""], ["UAV Operator", [4], "", -5, [["expression", "_unit = 'B_soldier_UAV_F' createUnit [getMarkerPos 'respawn_west_1', BIS_grpAlpha,'', 0.6, 'corporal'];"]], "1", "1",""], ["Recon Medic", [5], "", -5, [["expression", "_unit = 'B_recon_medic_F' createUnit [getMarkerPos 'respawn_west_1', BIS_grpAlpha,'', 0.6, 'corporal'];"]], "1", "1",""], ["Recon Scout AT", [6], "", -5, [["expression", "_unit = 'B_recon_LAT_F' createUnit [getMarkerPos 'respawn_west_1', BIS_grpAlpha,'', 0.6, 'corporal'];"]], "1", "1",""], ["Recon Scout GL", [7], "", -5, [["expression", "_unit = 'B_recon_F' createUnit [getMarkerPos 'respawn_west_1', BIS_grpAlpha,'', 0.6, 'corporal'];"]], "1", "1",""], ["Recon Pilot", [8], "", -5, [["expression", "_unit = 'B_Pilot_F' createUnit [getMarkerPos 'respawn_west_1', BIS_grpAlpha,'', 0.6, 'corporal'];"]], "1", "1",""], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1",""] ]; BravoRecruits = [ ["Select Bravo Recruit",true], ["Recon Team Leader", [2], "", -5, [["expression", "_unit = 'B_recon_TL_F' createUnit [getMarkerPos 'respawn_west_2', BIS_grpBravo,'', 0.9, 'corporal'];"]], "1", "1",""], ["Recon Marksman", [3], "", -5, [["expression", "_unit = 'B_recon_M_F' createUnit [getMarkerPos 'respawn_west_2', BIS_grpBravo,'', 0.6, 'corporal'];"]], "1", "1",""], ["UAV Operator", [4], "", -5, [["expression", "_unit = 'B_soldier_UAV_F' createUnit [getMarkerPos 'respawn_west_2', BIS_grpBravo,'', 0.6, 'corporal'];"]], "1", "1",""], ["Recon Medic", [5], "", -5, [["expression", "_unit = 'B_recon_medic_F' createUnit [getMarkerPos 'respawn_west_2', BIS_grpBravo,'', 0.6, 'corporal'];"]], "1", "1",""], ["Recon Scout AT", [6], "", -5, [["expression", "_unit = 'B_recon_LAT_F' createUnit [getMarkerPos 'respawn_west_2', BIS_grpBravo,'', 0.6, 'corporal'];"]], "1", "1",""], ["Recon Scout GL", [7], "", -5, [["expression", "_unit = 'B_recon_F' createUnit [getMarkerPos 'respawn_west_2', BIS_grpBravo,'', 0.6, 'corporal'];"]], "1", "1",""], ["Recon Pilot", [8], "", -5, [["expression", "_unit = 'B_Pilot_F' createUnit [getMarkerPos 'respawn_west_2', BIS_grpBravo,'', 0.6, 'corporal'];"]], "1", "1",""], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1",""] ]; BluforAirVeh = [ ["Blufor Air Vehicles",true], ["AH9 Pawnee", [2], "", -5, [["expression", "nulair2 = [player] execVM 'teg\thor\blufor_veh\wst_ah9.sqf';"]], "1", "1",""], ["MH9 LittleBird", [3], "", -5, [["expression", "nulair3 = [player] execVM 'teg\thor\blufor_veh\wst_mh9.sqf';"]], "1", "1",""], ["AH99 BlackFoot", [4], "", -5, [["expression", "nulair4 = [player] execVM 'teg\thor\blufor_veh\wst_ah99.sqf';"]], "1", "1",""], ["UH80 Transport", [5], "", -5, [["expression", "nulair5 = [player] execVM 'teg\thor\blufor_veh\wst_uh80.sqf';"]], "1", "1",""], ["A143 Buzzard", [6], "", -5, [["expression", "nulair6 = [player] execVM 'teg\thor\blufor_veh\wst_a143.sqf';"]], "1", "1",""], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1",""] ]; BluforLandVeh = [ ["Blufor Land Vehicles",true], ["OffRoad", [2], "", -5, [["expression", "nulveh2 = [player] execVM 'teg\thor\blufor_veh\wst_ofr.sqf';"]], "1", "1",""], ["MRAP", [3], "", -5, [["expression", "nulveh3 = [player] execVM 'teg\thor\blufor_veh\wst_mrap.sqf';"]], "1", "1",""], ["MRAP HMG", [4], "", -5, [["expression", "nulveh4 = [player] execVM 'teg\thor\blufor_veh\wst_hmg.sqf';"]], "1", "1",""], ["MRAP GMG", [5], "", -5, [["expression", "nulveh5 = [player] execVM 'teg\thor\blufor_veh\wst_gmg.sqf';"]], "1", "1",""], ["APC Marshall", [6], "", -5, [["expression", "nulveh6 = [player] execVM 'teg\thor\blufor_veh\wst_apc.sqf';"]], "1", "1",""], ["Hemmitt Covered", [7], "", -5, [["expression", "nulveh7 = [player] execVM 'teg\thor\blufor_veh\wst_hmc.sqf';"]], "1", "1",""], ["Hemmitt Open", [8], "", -5, [["expression", "nulveh8 = [player] execVM 'teg\thor\blufor_veh\wst_hmo.sqf';"]], "1", "1",""], ["M2A4 Tusk", [9], "", -5, [["expression", "nulveh8 = [player] execVM 'teg\thor\blufor_veh\wst_m2a4.sqf';"]], "1", "1",""], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1",""] ]; BluforSeaVeh = [ ["Blufor Sea Vehicles",true], ["SpeedBoat MiniGun", [2], "", -5, [["expression", "nulsea2 = [player] execVM 'teg\thor\blufor_veh\wst_rib.sqf';"]], "1", "1",""], ["Assault Boat", [3], "", -5, [["expression", "nulsea3 = [player] execVM 'teg\thor\blufor_veh\wst_ass.sqf';"]], "1", "1",""], ["Submarine", [4], "", -5, [["expression", "nulsea4 = [player] execVM 'teg\thor\blufor_veh\wst_svd.sqf';"]], "1", "1",""], ["MotorBoat", [5], "", -5, [["expression", "nulsea5 = [player] execVM 'teg\thor\blufor_veh\wst_mtr.sqf';"]], "1", "1",""], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1",""] ]; BluforUAV = [ ["Blufor UAV Vehicles",true], ["Stomper GMG", [2], "", -5, [["expression", "nulsea2 = [player] execVM 'teg\thor\blufor_veh\wst_ugv1.sqf';"]], "1", "1",""], ["Stomper Ammo", [3], "", -5, [["expression", "nulsea3 = [player] execVM 'teg\thor\blufor_veh\wst_ugv.sqf';"]], "1", "1",""], ["GreyHawk CAS", [4], "", -5, [["expression", "nulsea4 = [player] execVM 'teg\thor\blufor_veh\wst_mq4a2.sqf';"]], "1", "1",""], ["GreyHawk", [5], "", -5, [["expression", "nulsea5 = [player] execVM 'teg\thor\blufor_veh\wst_mq4a.sqf';"]], "1", "1",""], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1",""] ]; AirborneOps = [ ["AirBorn Ops",true], ["Get-Put On Parachute", [2], "", -5, [["expression", "nulpara = [player] execVM 'teg\thor\airborne\parachutewest.sqf';"]], "1", "1"], ["Show Altimeter", [3], "", -5, [["expression", "nulsalt = [player] execVM 'teg\thor\airborne\show_altimeter.sqf';"]], "1", "1"], ["Alpha Squad UH80 Commands", [4], "#USER:AlphaUH80Cmds", -5, [["expression", ""]], "1", "1"], ["Bravo Squad UH80 Commands", [5], "#USER:BravoUH80Cmds", -5, [["expression", ""]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1",""] ]; AlphaUH80Cmds = [ ["Alpha UH80 GhostHawk Commands",true], ["Open UH80 Doors", [2], "", -5, [["expression", "if (alive uh80_alpha) then {uh80_alpha animateDoor ['door_L',1]; uh80_alpha animateDoor ['door_R',1];};"]], "1", "1"], ["Close UH80 Doors", [3], "", -5, [["expression", "if (alive uh80_alpha) then {uh80_alpha animateDoor ['door_L',0]; uh80_alpha animateDoor ['door_R',0];};"]], "1", "1"], ["Alpha PickUp-Insertion", [4], "", -5, [["expression", "nulainsl = [player] execVM 'teg\thor\airborne\alpha_insert_land.sqf';"]], "1", "1"], ["Alpha ParaDrop 250M", [5], "", -5, [["expression", "nulains2 = [player] execVM 'teg\thor\airborne\alpha_insert_250.sqf';"]], "1", "1"], ["Alpha ParaDrop 600M", [6], "", -5, [["expression", "nulartb = [player] execVM 'teg\thor\airborne\alpha_insert_600.sqf';"]], "1", "1"], ["Return To Base", [7], "", -5, [["expression", "nulains8 = [player] execVM 'teg\thor\airborne\alpha_rtb.sqf';"]], "1", "1"], ["Auto Hover", [8], "", -5, [["expression", "uh80_alpha action ['autoHover', uh80_alpha];"]], "1", "1"], ["Land Chopper", [9], "", -5, [["expression", "nulaland = [player] execVM 'teg\thor\airborne\alpha_land.sqf';"]], "1", "1"], ["Alpha Pilot Standby", [10], "", -5, [["expression", "doStop uh80_alpha;"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; BravoUH80Cmds = [ ["Bravo UH80 GhostHawk Commands",true], ["Open UH80 Doors", [2], "", -5, [["expression", "if (alive uh80_bravo) then {uh80_bravo animateDoor ['door_L',1]; uh80_bravo animateDoor ['door_R',1];};"]], "1", "1"], ["Close UH80 Doors", [3], "", -5, [["expression", "if (alive uh80_bravo) then {uh80_bravo animateDoor ['door_L',0]; uh80_bravo animateDoor ['door_R',0];};"]], "1", "1"], ["Bravo PickUp-Insertion", [4], "", -5, [["expression", "nulbinsl = [player] execVM 'teg\thor\airborne\bravo_insert_land.sqf';"]], "1", "1"], ["Bravo ParaDrop 250M", [5], "", -5, [["expression", "nulbins2 = [player] execVM 'teg\thor\airborne\bravo_insert_250.sqf';"]], "1", "1"], ["Bravo ParaDrop 600M", [6], "", -5, [["expression", "nulbins8 = [player] execVM 'teg\thor\airborne\bravo_insert_600.sqf';"]], "1", "1"], ["Return To Base", [7], "", -5, [["expression", "nulbrtb = [player] execVM 'teg\thor\airborne\bravo_rtb.sqf';"]], "1", "1"], ["Auto Hover", [8], "", -5, [["expression", "uh80_bravo action ['autoHover', uh80_bravo];"]], "1", "1"], ["Land Chopper", [9], "", -5, [["expression", "nulbland = [player] execVM 'teg\thor\airborne\bravo_land.sqf';"]], "1", "1"], ["Bravo Pilot Standby", [10], "", -5, [["expression", "doStop uh80_bravo;"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; //showCommandingMenu "#USER:ThorMenu"; I can execute it using a button but I would rather it display inside the dialog display I have created resembling a pc tablet.
  3. tomturner

    GUI background texture/paa

    My background picture shows but it is transparent, what control or setting is causing this? The pic is a .paa 1024x1024 and am using RscPicture as above. Thanks class bomsf_skin: RscPicture { idc = -1; //2200; text = "images\bomsf_tablet.paa"; //--- ToDo: Localize; x = 0.176628 * safezoneW + safezoneX; y = 0.105957 * safezoneH + safezoneY; w = 0.8 * safezoneW; h = 0.8 * safezoneH; }; Edit: Solved, reloaded it in the GUI Editor using missionConfig >> "my_dialog" and moved the order of the layers. Apparently, moving the background pic to the top results in it exporting it in the controls= to the bottom, which is where the ingame dialog wants it. I had been moving the exported back to the top which resulted in it appearing as transparent.
  4. As is written, is it dedicated compatible? And if not, what would it need to make it so? Thanks
  5. _texttuf = "<t color='#58FA58' size='1.0' align='left'>A member of your sqaud is deploying a Mortor.<br/><br/>It is marked with green smoke and chemlight. <br/><br/>"; is missing the closing element for <t such as </t>
  6. It still isn't large enough to even display the notifications created in the default campaigns, missions, etc. Can we make it a little larger?
  7. In my mission, I have created a sea platform for sealteam operations. the choppers, however, fall through the rooftop when landing of any building I use as the surface of my platform. Such as the piers and the hospital for example. It is as though they aren't solid. Also, the pier surface is not drivable by vehicles or choppers, they just fall through as though the pier isn't there. Is there a scripting command that would help? I noticed the piers already existing on the island don't seem to have this problem. Thanks
  8. I am using both classes and neither are solid to vehicles or choppers when placed through scripting but the "Land_pier_F" is solid if placed by the editor. Edit: It is the attachTo cmd in both the editor and scripting that causes the piers (or buildings) to lose their solidity with vehicles and choppers.
  9. This is a quick work-around for driving the Trawler in arma3. You need to use 3rd person view for best operation. I am sure there are much "cleaner" ways to do this and even this method can be improved upon. But, for those who can use it, here it is. ////////////////////////////////////////////////////////////// // BlackOpsMercenaries Special Forces [bOMSF] // http://www.bomsf.com // BOMSF Scripts // cobra@bomsf.com // Trawler Mgmt System // // In the mission editor, Place the trawler, speedboat, and submarine near each other. // Name each in the editor as below or change to your specifications. // // Then in your mission init.sqf place the following line (code): // [] spawn compile preprocessFileLineNumbers "trawler.sqf"; // --> (this file or code) // // modify the actions as you desire, experiment to improve ////////////////////////////////////////////////////////////// /// Trawler Ini trawler1 attachTo [rib1,[0,9,2.5]]; trawler1 addAction ["Board Ship as Driver",{player moveInDriver rib1;}, [], 3, false, true, ""]; trawler1 addAction ["Board Ship as Cargo",{player moveInCargo rib1;}, [], 3, false, true, ""]; trawler1 addAction ["Get In Sub as Driver",{player moveInDriver sub1;}, [], 3, false, true, ""]; trawler1 addAction ["Get In Sub as Gunner",{player moveInGunner sub1;}, [], 3, false, true, ""]; trawler1 addAction ["Get In Sub as Cargo",{player moveInCargo sub1;}, [], 3, false, true, ""]; /// SpeedBoat Ini rib1 lockturret [[0,0],true]; //this locks the commander rib1 lockturret [[0],true]; //this locks the gunner rib1 addAction ["Detach Sub",{detach sub1;}, [], 3, false, true, ""]; rib1 addAction ["Attach Sub",{sub1 attachTo [rib1,[0,-8,2]];}, [], 3, false, true, ""]; /// Submarine Ini sub1 attachTo [rib1,[0,-8,2]]; sub1 addAction ["Attach to Ship",{sub1 attachTo [rib1,[0,-8,2]];}, [], 3, false, true, ""]; sub1 addAction ["Detach from Ship",{detach sub1;}, [], 3, false, true, ""]; sub1 addAction ["Get In Sub as Driver",{player moveInDriver sub1;}, [], 3, false, true, ""]; sub1 addAction ["Get In Sub as Gunner",{player moveInGunner sub1;}, [], 3, false, true, ""]; sub1 addAction ["Get In Sub as Cargo",{player moveInCargo sub1;}, [], 3, false, true, ""];
  10. tomturner

    SP/ Full AI Vehicle

    Please see this post with video --> http://forums.bistudio.com/showthread.php?172849-Driving-the-Arma3-Trawler-with-submarine-demo Just a simple work-around but maybe someone will find it useful. Use THIRD PERSON VIEW for driving the Trawler. ////////////////////////////////////////////////////////////// // BlackOpsMercenaries Special Forces [bOMSF] // http://www.bomsf.com // BOMSF Scripts // cobra@bomsf.com // Trawler Mgmt System // // In the mission editor, Place the trawler, speedboat, and submarine near each other. // Name each in the editor as below or change to your specifications. // // Then in your mission init.sqf place the following line (code): // [] spawn compile preprocessFileLineNumbers "trawler.sqf"; // --> (this file or code) // // modify the actions as you desire, experiment to improve ////////////////////////////////////////////////////////////// /// Trawler Ini trawler1 attachTo [rib1,[0,9,2.5]]; trawler1 addAction ["Board Ship as Driver",{player moveInDriver rib1;}, [], 3, false, true, ""]; trawler1 addAction ["Board Ship as Cargo",{player moveInCargo rib1;}, [], 3, false, true, ""]; trawler1 addAction ["Get In Sub as Driver",{player moveInDriver sub1;}, [], 3, false, true, ""]; trawler1 addAction ["Get In Sub as Gunner",{player moveInGunner sub1;}, [], 3, false, true, ""]; trawler1 addAction ["Get In Sub as Cargo",{player moveInCargo sub1;}, [], 3, false, true, ""]; /// SpeedBoat Ini rib1 lockturret [[0,0],true]; //this locks the commander rib1 lockturret [[0],true]; //this locks the gunner rib1 addAction ["Detach Sub",{detach sub1;}, [], 3, false, true, ""]; rib1 addAction ["Attach Sub",{sub1 attachTo [rib1,[0,-8,2]];}, [], 3, false, true, ""]; /// Submarine Ini sub1 attachTo [rib1,[0,-8,2]]; sub1 addAction ["Attach to Ship",{sub1 attachTo [rib1,[0,-8,2]];}, [], 3, false, true, ""]; sub1 addAction ["Detach from Ship",{detach sub1;}, [], 3, false, true, ""]; sub1 addAction ["Get In Sub as Driver",{player moveInDriver sub1;}, [], 3, false, true, ""]; sub1 addAction ["Get In Sub as Gunner",{player moveInGunner sub1;}, [], 3, false, true, ""]; sub1 addAction ["Get In Sub as Cargo",{player moveInCargo sub1;}, [], 3, false, true, ""];
  11. There surely must be a better way to accomplish this script. I would appreciate someone taking a look-see and suggest a better way. Thanks #define PP preprocessfilelinenumbers if (isServer or isDedicated) then { [] spawn { while {TRUE} do { sleep 5; if (server_1 getVariable "ch49_crew_board" == "true") then { server_1 setVariable ["ch49_crew_board","false", true]; [] spawn compile PP "teg\airborne\ch49_crew_board.sqf"; }; if (server_1 getVariable "ch49_crew_disembark" == "true") then { server_1 setVariable ["ch49_crew_disembark", "false", true]; [] spawn compile PP "teg\airborne\ch49_crew_disembark.sqf"; }; if (server_1 getVariable "ch49_crew_land" == "true") then { server_1 setVariable ["ch49_crew_land", "false", true]; [] spawn compile PP "teg\airborne\ch49_crew_land.sqf"; }; if (server_1 getVariable "ch49_crew_refuel" == "true") then { server_1 setVariable ["ch49_crew_refuel", "false", true]; [] spawn compile PP "teg\airborne\ch49_crew_refuel.sqf"; }; if (server_1 getVariable "ch49_crew_rtb" == "true") then { server_1 setVariable ["ch49_crew_rtb", "false", true]; [] spawn compile PP "teg\airborne\ch49_crew_rtb.sqf"; }; if (server_1 getVariable "ch49pickup" == "true") then { server_1 setVariable ["ch49pickup", "false", true]; [] spawn compile PP "teg\airborne\ch49_pickup.sqf"; }; if (server_1 getVariable "mh9_crew_board" == "true") then { server_1 setVariable ["mh9_crew_board", "false", true]; [] spawn compile PP "teg\airborne\mh9_crew_board.sqf"; }; if (server_1 getVariable "mh9_crew_disembark" == "true") then { server_1 setVariable ["mh9_crew_disembark", "false", true];[] spawn compile PP "teg\airborne\mh9_crew_disembark.sqf"; }; if (server_1 getVariable "mh9_crew_land" == "true") then { server_1 setVariable ["mh9_crew_land", "false", true]; [] spawn compile PP "teg\airborne\mh9_crew_land.sqf"; }; if (server_1 getVariable "mh9_crew_refuel" == "true") then { server_1 setVariable ["mh9_crew_refuel", "false", true]; [] spawn compile PP "teg\airborne\mh9_crew_refuel.sqf"; }; if (server_1 getVariable "mh9_crew_rtb" == "true") then { server_1 setVariable ["mh9_crew_rtb", "false", true]; [] spawn compile PP "teg\airborne\mh9_crew_rtb.sqf"; }; if (server_1 getVariable "mh9pickup" == "true") then { server_1 setVariable ["mh9pickup", "false", true]; [] spawn compile PP "teg\airborne\mh9_pickup.sqf"; }; if (server_1 getVariable "ch49_train_low" == "true") then { server_1 setVariable ["ch49_train_low", "false", true]; [] spawn compile PP "teg\airborne\ch49_train_lowlevel.sqf"; }; if (server_1 getVariable "ch49_train_mid" == "true") then { server_1 setVariable ["ch49_train_mid", "false", true]; [] spawn compile PP "teg\airborne\ch49_train_midlevel.sqf"; }; if (server_1 getVariable "ch49_train_high" == "true") then { server_1 setVariable ["ch49_train_high", "false", true]; [] spawn compile PP "teg\airborne\ch49_train_highlevel.sqf"; }; if (server_1 getVariable "ch49_ins_low" == "true") then { server_1 setVariable ["ch49_ins_low", "false", true]; [] spawn compile PP "teg\airborne\ch49_ins_lowlevel.sqf"; }; if (server_1 getVariable "ch49_ins_mid" == "true") then { server_1 setVariable ["ch49_ins_mid", "false", true]; [] spawn compile PP "teg\airborne\ch49_ins_midlevel.sqf"; }; if (server_1 getVariable "ch49_ins_high" == "true") then { server_1 setVariable ["ch49_ins_high", "false", true]; [] spawn compile PP "teg\airborne\ch49_ins_highlevel.sqf"; }; if (server_1 getVariable "mh9_ins_low" == "true") then { server_1 setVariable ["mh9_ins_low", "false", true]; [] spawn compile PP "teg\airborne\mh9_ins_lowlevel.sqf"; }; if (server_1 getVariable "mh9_ins_mid" == "true") then { server_1 setVariable ["mh9_ins_mid", "false", true]; [] spawn compile PP "teg\airborne\mh9_ins_midlevel.sqf"; }; if (server_1 getVariable "mh9_ins_high" == "true") then { server_1 setVariable ["mh9_ins_high", "false", true]; [] spawn compile PP "teg\airborne\mh9_ins_highlevel.sqf"; }; }; }; };
  12. I realized that I did in fact set a "busy" or in my case "avail" var to get around the need to use a terminator. I like your suggestion about setting the player as the variable, will explore that some more. Right now, everything is working very well and my concerns about the many, many, If/then statements originally used have been answered, thanks to you.
  13. I have an "Airborne Command" that is nothing more than a fleet of AI piloted choppers that provide services such as paradrops, combat insertions, extractions, etc. They also provide some lowlevel, midlevel, and HALO type training missions. When any of the services are being performed by them, ie. combat inserttion, I need to be able to terminate the script that called them and redirect them to a new location or simply rtb. The scenarios are many, but essentially, I need to pass the "player" [player] to the execVM and be able to terminate "handler" when the player selects a new task from the Airborne Command Menu. EDIT: Perhaps terminating is not such a good idea. After replying to your question, I realized a better approach. currently the associated Airborne Command Menu and the monitor are: AirBorne Command Menu AirborneMenu = [ ["Airborne Menu",true], ["Get-Put On Parachute", [2], "", -5, [["expression", "nulpara = [player] execVM 'teg\airborne\parachutewest.sqf';"]], "1", "1"], ["Show Altimeter", [3], "", -5, [["expression", "nulsalt = [player] execVM 'teg\airborne\show_altimeter.sqf';"]], "1", "1"], ["Call For Extraction", [4], "#USER:Extraction", -5, [["expression", ""]], "1", "1"], ["Combat Paradrop Insertion", [5], "#USER:CombatInsertion", -5, [["expression", ""]], "1", "1"], ["Jump School", [6], "#USER:JumpSchool", -5, [["expression", ""]], "1", "1"], ["Chopper Commands", [7], "#USER:ChopperCMDS", -5, [["expression", ""]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; Extraction = [ ["Select Extraction AirCraft",true], ["CH49 Mohawk", [2], "", -5, [["expression", "nulcpickup = [player] execVM 'teg\airborne\ch49_puloc.sqf';"]], "1", "1"], ["MH9 LittleBird", [3], "", -5, [["expression", "nulmpickup = [player] execVM 'teg\airborne\mh9_puloc.sqf';"]], "1", "1"], ["UH80 GhostHawk", [4], "", -5, [["expression", "nulupickup = [player] execVM 'teg\airborne\uh80_puloc.sqf';"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; CombatInsertion = [ ["Select AirCraft",true], ["CH49 Mohawk Insertion", [2], "#USER:CH49Insertion", -5, [["expression", ""]], "1", "1"], ["MH9 LittleBird Insertion", [3], "#USER:MH9Insertion", -5, [["expression", ""]], "1", "1"], ["UH80 GhostHawk Insertion", [4], "#USER:UH80Insertion", -5, [["expression", ""]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; CH49Insertion = [ ["Select CH49 Paradrop Level",true], ["CH49 Insertion Low Level Jump", [2], "", -5, [["expression", "nulcinsll = [player] execVM 'teg\airborne\ch49_ins_low_loc.sqf';"]], "1", "1"], ["CH49 Insertion Mid Level Jump", [3], "", -5, [["expression", "nulcinsml = [player] execVM 'teg\airborne\ch49_ins_mid_loc.sqf';"]], "1", "1"], ["CH49 Insertion High Level Jump", [4], "", -5, [["expression", "nulcinshl = [player] execVM 'teg\airborne\ch49_ins_high_loc.sqf';"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; MH9Insertion = [ ["Select MH9 Paradrop Level",true], ["MH9 Insertion Low Level Jump", [2], "", -5, [["expression", "nulminsll = [player] execVM 'teg\airborne\mh9_ins_low_loc.sqf';"]], "1", "1"], ["MH9 Insertion Mid Level Jump", [3], "", -5, [["expression", "nulminsml = [player] execVM 'teg\airborne\mh9_ins_mid_loc.sqf';"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; UH80Insertion = [ ["Select UH80 Paradrop Level",true], ["UH80 Insertion Low Level Jump", [2], "", -5, [["expression", "nuluinsll = [player] execVM 'teg\airborne\uh80_ins_low_loc.sqf';"]], "1", "1"], ["UH80 Insertion Mid Level Jump", [3], "", -5, [["expression", "nuluinsml = [player] execVM 'teg\airborne\uh80_ins_mid_loc.sqf';"]], "1", "1"], ["UH80 Insertion High Level Jump", [4], "", -5, [["expression", "nuluinshl = [player] execVM 'teg\airborne\uh80_ins_high_loc.sqf';"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; JumpSchool = [ ["Training Jump Height",true], ["Training Low Level Jump 200 CH49", [2], "", -5, [["expression", "nulctl = [player] execVM 'teg\airborne\ch49_train_lowlevel.sqf';"]], "1", "1"], ["Training Mid Level Jump 500 CH49", [3], "", -5, [["expression", "nulctm = [player] execVM 'teg\airborne\ch49_train_midlevel.sqf';"]], "1", "1"], ["Training High Level Jump 800 CH49", [4], "", -5, [["expression", "nulcth = [player] execVM 'teg\airborne\ch49_train_highlevel.sqf';"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; ChopperCMDS = [ ["Select AirCraft",true], ["CH49 Mohawk", [2], "#USER:CH49Cmds", -5, [["expression", ""]], "1", "1"], ["MH9 LittleBird", [3], "#USER:MH9Cmds", -5, [["expression", ""]], "1", "1"], ["UH80 Ghost Hawk", [4], "#USER:UH80Cmds", -5, [["expression", ""]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; CH49Cmds = [ ["CH49 Mohawk Commands",true], ["CH49 Crew Board Chopper", [2], "", -5, [["expression", "server_1 setVariable ['ch49_crew_board','true',true];"]], "1", "1"], ["CH49 Crew Disembark", [3], "", -5, [["expression", "server_1 setVariable ['ch49_crew_disembark','true',true];"]], "1", "1"], ["CH49 Land Chopper", [4], "", -5, [["expression", "server_1 setVariable ['ch49_crew_land','true',true];"]], "1", "1"], ["CH49 Return To Base", [5], "", -5, [["expression", "server_1 setVariable ['ch49_crew_rtb','true',true];"]], "1", "1"], ["CH49 Refuel and Repair", [6], "", -5, [["expression", "server_1 setVariable ['ch49_crew_refuel','true',true];"]], "1", "1"], ["CH49 Respawn Chopper and Crew", [7], "", -5, [["expression", "ch49_1 setDamage 1; ch49grp1_1 setDamage 1; ch49grp1_2 setDamage 1;"]], "1", "1"], ["Open CH49 Doors", [8], "", -5, [["expression", "if (alive ch49_1) then {ch49_1 animateDoor ['door_back_L',1]; ch49_1 animateDoor ['door_back_R',1];};"]], "1", "1"], ["Close CH49 Doors", [9], "", -5, [["expression", "if (alive ch49_1) then {ch49_1 animateDoor ['door_back_L',0]; ch49_1 animateDoor ['door_back_R',0];};"]], "1", "1"], ["Lower CH49 Ramp", [10], "", -5, [["expression", "if (alive ch49_1) then {ch49_1 animate ['CargoRamp_Open',1];};"]], "1", "1"], ["Raise CH49 Ramp", [11], "", -5, [["expression", "if (alive ch49_1) then {ch49_1 animate ['CargoRamp_Open',0];};"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; MH9Cmds = [ ["MH9 LittleBird Commands",true], ["MH9 Crew Board Chopper", [2], "", -5, [["expression", "server_1 setVariable ['mh9_crew_board','true',true];"]], "1", "1"], ["MH9 Crew Disembark", [3], "", -5, [["expression", "server_1 setVariable ['mh9_crew_disembark','true',true];"]], "1", "1"], ["MH9 Land Chopper", [4], "", -5, [["expression", "server_1 setVariable ['mh9_crew_land','true',true];"]], "1", "1"], ["MH9 Return To Base", [5], "", -5, [["expression", "server_1 setVariable ['mh9_crew_rtb','true',true];"]], "1", "1"], ["MH9 Refuel and Repair", [6], "", -5, [["expression", "server_1 setVariable ['mh9_crew_refuel','true',true];"]], "1", "1"], ["MH9 Respawn Chopper and Crew", [7], "", -5, [["expression", "mh9_1 setDamage 1; mh9grp1_1 setDamage 1; mh9grp1_2 setDamage 1;"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; UH80Cmds = [ ["UH80 GhostHawk Commands",true], ["UH80 Crew Board Chopper", [2], "", -5, [["expression", "server_1 setVariable ['uh80_crew_board','true',true];"]], "1", "1"], ["UH80 Crew Disembark", [3], "", -5, [["expression", "server_1 setVariable ['uh80_crew_disembark','true',true];"]], "1", "1"], ["UH80 Land Chopper", [4], "", -5, [["expression", "server_1 setVariable ['uh80_crew_land','true',true];"]], "1", "1"], ["UH80 Return To Base", [5], "", -5, [["expression", "server_1 setVariable ['uh80_crew_rtb','true',true];"]], "1", "1"], ["UH80 Refuel and Repair", [6], "", -5, [["expression", "server_1 setVariable ['uh80_crew_refuel','true',true];"]], "1", "1"], ["UH80 Respawn Chopper and Crew", [7], "", -5, [["expression", "uh80_1 setDamage 1; uh80grp1_1 setDamage 1; uh80grp1_2 setDamage 1;"]], "1", "1"], ["Open UH80 Doors", [8], "", -5, [["expression", "if (alive uh80_1) then {uh80_1 animateDoor ['door_L',1]; uh80_1 animateDoor ['door_R',1];};"]], "1", "1"], ["Close UH80 Doors", [9], "", -5, [["expression", "if (alive uh80_1) then {uh80_1 animateDoor ['door_L',0]; uh80_1 animateDoor ['door_R',0];};"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; showCommandingMenu "#USER:AirborneMenu"; AirBorne Menu Monitor [] spawn { private ["_airborne","_str"]; _airborne = [ "ch49_crew_board", "ch49_crew_disembark", "ch49_crew_land", "ch49_crew_rtb", "ch49_crew_refuel", "ch49_pickup", "ch49_ins_lowlevel", "ch49_ins_midlevel", "ch49_ins_highlevel", "mh9_crew_board", "mh9_crew_disembark", "mh9_crew_land", "mh9_crew_rtb", "mh9_crew_refuel", "mh9_pickup", "mh9_ins_lowlevel", "mh9_ins_midlevel", "uh80_crew_board", "uh80_crew_disembark", "uh80_crew_land", "uh80_crew_rtb", "uh80_crew_refuel", "uh80_pickup", "uh80_ins_lowlevel", "uh80_ins_midlevel", "uh80_ins_highlevel" ]; while {true} do { for "_i" from 0 to (count _airborne)-1 do { _str = _airborne select _i; if ((server_1 getVariable _str) == "true") then { server_1 setVariable [_str,"false",true]; [] spawn compile PP format ["teg\airborne\%1.sqf",_str]; }; sleep 1; }; }; };
  14. cuel's suggestion has been the best answer to my question in this thread so far. However, I still need the correct syntax-format for changing the code from a "compile PP" to a "handler = [] execVM". Nothing I have tried seems to be correct.
  15. @cuel I had already designed the scripts around the EventHandling systems but actually, the only event is what choice the player made from a commanding menu. The real problem is not so much the multiple (if/thens) or the (while) but the fact that the commanding menu, the onMapSingleClick, and etc. do not transfer control or ownership of objects and vehicles in order for the exec scripts to work properly on Dedicated Server. They all work fine in SP or Listen Server but NOT on a dedicated. I used the commanding menu to turn a server_1 (Game Logic) variable to "true" in order to have the DEDICATED server perform the executable. Those executables may have some onMapSingleClick interactions with the player but when kept within the scope will be passed to the DEDICATED server to perform the action. Again, all works fine without this Game Logic method on SP and Listen Servers but NOT on Dedicated. Hope this clarifys a little about the subject.
  16. If I understand it correctly (publicVariable and publicVariableEventHandler) this too would cause additional cpu cycles by broadcasting over the network to all the clients, etc. However, in my case, all the variables belong to a Game Logic which is also the "owner" and "controller" of other objects in the mission, all placed thru the editor and all controlled by the dedicated server( no need to broadcast). Those variables effect those objects in addition to running the associated scripts. So, unless I can find a better way to monitor the above, the While (TRUE) loop will have to do.
  17. } forEach _state; //loop runs for each entry in your array once, after that its terminated The while loop is a variable status monitor, it needs to monitor the status of each of those variables all during the game. If the status changes from "false" to "true" then it executes a script that performs an action. This may happen for the same variable many times throughout the mission.
  18. Thank you, I will give that a try. I'm using strings for Booleans because other related scripts will not accept Boolean but need strs instead. I am using a Game Logic as "server_1" to hold or "own" sectors (modules), vars, and controls. Actions are performed based on the state of a variable that can be toggled by any player. This is being done on Dedicated Server which is very picky about localization, object ownership, etc. This seems to solve most of those issues that I kept running into. while {true} do { for "_i" from 0 to (count _airborne)-1 do { _str = _airborne select _i; if ((server_1 getVariable [_str,"false"]) == "true") then { [] spawn compile PP format ["teg/airborne/%1.sqf",_str]; server_1 setVariable [_str,"false",true]; }; sleep 0.5; }; }; The delimiters "/" need to be reversed in the above code. It works very well and I thank you, cuel. But I have one more problem. I need to change the execution line from "compile PP" to a "_handler= [] execVM" format in order for the variable in accompanying scripts to work correctly. I tried various "formatting" in order to do this but am still stumped.
  19. The script above is monitoring the state or condition of a true/false variable assigned to some of the actions/selections in this Commanding Menu below. Hope this helps. And thanks for your quick reply. AirborneMenu = [ ["Airborne Menu",true], ["Get-Put On Parachute", [2], "", -5, [["expression", "nulpara = [player] execVM 'teg\airborne\parachutewest.sqf';"]], "1", "1"], ["Show Altimeter", [3], "", -5, [["expression", "nulsalt = [player] execVM 'teg\airborne\show_altimeter.sqf';"]], "1", "1"], ["Call For Extraction", [4], "#USER:Extraction", -5, [["expression", ""]], "1", "1"], ["Combat Paradrop Insertion", [5], "#USER:CombatInsertion", -5, [["expression", ""]], "1", "1"], ["Jump School", [6], "#USER:JumpSchool", -5, [["expression", ""]], "1", "1"], ["Chopper Commands", [7], "#USER:ChopperCMDS", -5, [["expression", ""]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; Extraction = [ ["Select Extraction AirCraft",true], ["CH49 Mohawk", [2], "", -5, [["expression", "server_1 setVariable ['ch49pickup', 'true', true];"]], "1", "1"], ["UH80 GhostHawk", [3], "", -5, [["expression", "server_1 setVariable ['uh80pickup', 'true', true];"]], "1", "1"], ["MH9 LittleBird", [4], "", -5, [["expression", "server_1 setVariable ['mh9pickup', 'true', true];"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; CombatInsertion = [ ["Select AirCraft",true], ["CH49 Mohawk Insertion", [2], "#USER:CH49Insertion", -5, [["expression", ""]], "1", "1"], ["UH80 GhostHawk Insertion", [3], "#USER:UH80Insertion", -5, [["expression", ""]], "1", "1"], ["MH9 LittleBird Insertion", [4], "#USER:MH9Insertion", -5, [["expression", ""]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; CH49Insertion = [ ["Select CH49 Paradrop Level",true], ["CH49 Insertion Low Level Jump", [2], "", -5, [["expression", "server_1 setVariable ['ch49_ins_low', 'true', true];"]], "1", "1"], ["CH49 Insertion Mid Level Jump", [3], "", -5, [["expression", "server_1 setVariable ['ch49_ins_mid', 'true', true];"]], "1", "1"], ["CH49 Insertion High Level Jump", [4], "", -5, [["expression", "server_1 setVariable ['ch49_ins_high', 'true', true];"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; UH80Insertion = [ ["Select UH80 Paradrop Level",true], ["UH80 Insertion Low Level Jump", [2], "", -5, [["expression", "server_1 setVariable ['uh80_ins_low', 'true', true];"]], "1", "1"], ["UH80 Insertion Mid Level Jump", [3], "", -5, [["expression", "server_1 setVariable ['uh80_ins_mid', 'true', true];"]], "1", "1"], ["UH80 Insertion High Level Jump", [4], "", -5, [["expression", "server_1 setVariable ['uh80_ins_high', 'true', true];"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; MH9Insertion = [ ["Select MH9 Paradrop Level",true], ["MH9 Insertion Low Level Jump", [2], "", -5, [["expression", "server_1 setVariable ['mh9_ins_low', 'true', true];"]], "1", "1"], ["MH9 Insertion Mid Level Jump", [3], "", -5, [["expression", "server_1 setVariable ['mh9_ins_mid', 'true', true];"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; JumpSchool = [ ["Training Jump Height",true], ["Training Low Level Jump 200 CH49", [2], "", -5, [["expression", "nulctl = [player] execVM 'teg\airborne\ch49_train_lowlevel.sqf';"]], "1", "1"], ["Training Mid Level Jump 500 CH49", [3], "", -5, [["expression", "nulctm = [player] execVM 'teg\airborne\ch49_train_midlevel.sqf';"]], "1", "1"], ["Training High Level Jump 800 CH49", [4], "", -5, [["expression", "nulcth = [player] execVM 'teg\airborne\ch49_train_highlevel.sqf';"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; ChopperCMDS = [ ["Select AirCraft",true], ["CH49 Mohawk", [2], "#USER:CH49Cmds", -5, [["expression", ""]], "1", "1"], ["UH80 Ghost Hawk", [3], "#USER:UH80Cmds", -5, [["expression", ""]], "1", "1"], ["MH9 LittleBird", [4], "#USER:MH9Cmds", -5, [["expression", ""]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; CH49Cmds = [ ["CH49 Mohawk Commands",true], ["CH49 Crew Board Chopper", [2], "", -5, [["expression", "nulcboard = [] execVM 'teg\airborne\ch49_crew_board.sqf';"]], "1", "1"], ["CH49 Crew Disembark", [3], "", -5, [["expression", "nulcdbark = [] execVM 'teg\airborne\ch49_crew_disembark.sqf';"]], "1", "1"], ["CH49 Land Chopper", [4], "", -5, [["expression", "nulcland = [] execVM 'teg\airborne\ch49_crew_land.sqf';"]], "1", "1"], ["CH49 Return To Base", [5], "", -5, [["expression", "nulcrtb = [] execVM 'teg\airborne\ch49_crew_rtb.sqf';"]], "1", "1"], ["CH49 Refuel and Repair", [6], "", -5, [["expression", "nulcrf = [] execVM 'teg\airborne\ch49_crew_refuel.sqf';"]], "1", "1"], ["CH49 Respawn Chopper and Crew", [7], "", -5, [["expression", "ch49_1 setDamage 1; ch49grp1_1 setDamage 1; ch49grp1_2 setDamage 1;"]], "1", "1"], ["Open CH49 Doors", [8], "", -5, [["expression", "if (alive ch49_1) then {ch49_1 animateDoor ['door_back_L',1]; ch49_1 animateDoor ['door_back_R',1];};"]], "1", "1"], ["Close CH49 Doors", [9], "", -5, [["expression", "if (alive ch49_1) then {ch49_1 animateDoor ['door_back_L',0]; ch49_1 animateDoor ['door_back_R',0];};"]], "1", "1"], ["Lower CH49 Ramp", [10], "", -5, [["expression", "if (alive ch49_1) then {ch49_1 animate ['CargoRamp_Open',1];};"]], "1", "1"], ["Raise CH49 Ramp", [11], "", -5, [["expression", "if (alive ch49_1) then {ch49_1 animate ['CargoRamp_Open',0];};"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; UH80Cmds = [ ["UH80 GhostHawk Commands",true], ["UH80 Crew Board Chopper", [2], "", -5, [["expression", "nuluboard = [] execVM 'teg\airborne\uh80_crew_board.sqf';"]], "1", "1"], ["UH80 Crew Disembark", [3], "", -5, [["expression", "nuludmbark = [] execVM 'teg\airborne\uh80_crew_disembark.sqf';"]], "1", "1"], ["UH80 Land Chopper", [4], "", -5, [["expression", "nululand = [] execVM 'teg\airborne\uh80_crew_land.sqf';"]], "1", "1"], ["UH80 Return To Base", [5], "", -5, [["expression", "nulurtb = [] execVM 'teg\airborne\uh80_crew_rtb.sqf';"]], "1", "1"], ["UH80 Refuel and Repair", [6], "", -5, [["expression", "nulurf = [] execVM 'teg\airborne\uh80_crew_refuel.sqf';"]], "1", "1"], ["UH80 Respawn Chopper and Crew", [7], "", -5, [["expression", "uh80_1 setDamage 1; uh80grp1_1 setDamage 1; uh80grp1_2 setDamage 1;"]], "1", "1"], ["Open UH80 Doors", [8], "", -5, [["expression", "if (alive uh80_1) then {uh80_1 animateDoor ['door_L',1]; uh80_1 animateDoor ['door_R',1];};"]], "1", "1"], ["Close UH80 Doors", [9], "", -5, [["expression", "if (alive uh80_1) then {uh80_1 animateDoor ['door_L',0]; uh80_1 animateDoor ['door_R',0];};"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; MH9Cmds = [ ["MH9 LittleBird Commands",true], ["MH9 Crew Board Chopper", [2], "", -5, [["expression", "nulmboard = [] execVM 'teg\airborne\mh9_crew_board.sqf';"]], "1", "1"], ["MH9 Crew Disembark", [3], "", -5, [["expression", "nulmdbark = [] execVM 'teg\airborne\mh9_crew_disembark.sqf';"]], "1", "1"], ["MH9 Land Chopper", [4], "", -5, [["expression", "nulmland = [] execVM 'teg\airborne\mh9_crew_land.sqf';"]], "1", "1"], ["MH9 Return To Base", [5], "", -5, [["expression", "nulmrtb = [] execVM 'teg\airborne\mh9_crew_rtb.sqf';"]], "1", "1"], ["MH9 Refuel and Repair", [6], "", -5, [["expression", "nulmrf = [] execVM 'teg\airborne\mh9_crew_refuel.sqf', 'true', true];"]], "1", "1"], ["MH9 Respawn Chopper and Crew", [7], "", -5, [["expression", "mh9_1 setDamage 1; mh9grp1_1 setDamage 1; mh9grp1_2 setDamage 1;"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; showCommandingMenu "#USER:AirborneMenu";
  20. tomturner

    Dynamic Player Markers

    script doesn't work in my mission and neither does the example mission. !
  21. How do you "select" the description field as set in the editor for an object and use it in a script ? Or for that matter, any of the objects' editor fields. I saw the getVariable cmd but not sure how to use it, if applicable.
  22. try implementing: /////////////////////////////////////////////////// // BOMSF Utilities // fnc_ehkilled.sqf // // in init.sqf: [] call compile preprocessfilelinenumbers "scripts\fncs\fnc_ehkilled.sqf"; // // call the fnc with a periodic while loop or in any script that creates an east unit // /////////////////////////////////////////////////// if (isServer or isDedicated) then { fnc_ehkilledeast = { east_units = []; { if ((side _x) == east) then { east_units = east_units + [_x]; {_x removeAllEventHandlers "killed"} forEach east_units; }; } foreach allUnits; {_x addEventHandler ["killed", {//insert code here }]} forEach east_units; }; };
  23. tomturner

    =BTC= Revive

    It appears that an item returned using the script command _weapons = weapons player; // line 19 =BTC=_functions.sqf is not in the BETA 0.74 'config.bin/CfgWeapons' as an addable weapon in _unit addweapon _x You could write or add a hint or diag_log line in the iteration of {if (isClass (configFile >> "cfgWeapons" >> _x)) then {_unit addweapon _x;};} foreach (_gear select 7); to show you the offending weapons. Just a suggestion.
  24. tomturner

    =BTC= Revive

    It's not the 7th item that is referenced by select 7 but the 8th, it starts at 0,1,2,3,4,5,6,"7" which is the 8th or select 7 character It is "select 7" NOT "select 7th"
  25. tomturner

    =BTC= Revive

    @MeatballCB, I believe _gear select 7 is _weapons not _back_pack_weap. BTC_set_gear = { /*_gear = [ _uniform,0 _vest,1 _goggles,2 _headgear,3 _back_pack,4 _back_pack_items,5 _back_pack_weap,6 _weapons,7 _prim_items,8 _sec_items,9 _handgun_items,10 _items_assigned,11 _uniform_items,12 _vest_items,13 _weap_sel,14 _mags_g,15 _at_mag ];*/
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