Jump to content

tomturner

Member
  • Content Count

    102
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by tomturner

  1. Just remove the "" from around !alive obj1. null=["mkr",!alive obj1,[]] execVM "script.sqf";
  2. Many thanks for your ingenuity. We currently use it on our Dedicated Server in our BOMSF Thor Task Management System for enhancing our current tasks. The primary item in our wish list would be to be able to filter the Land_ items a bit better and to disable the camera move while moving the selection-slider for objects. Other than those minor wishes, it is certainly a great tool and very useful for both ingame construction and its original intent in the editor. Thanks again.
  3. [bOMSF]BlackOpsMercenaries Special Forces Domain Name .......... bomsf.com Server Name ............ 68.15.118.138: 2302 Location: .................. USA Type of Server .......... COOP (Thor Task Management)
  4. This example in the https://community.bistudio.com/wiki/isNull produces an "undefined variable" error if the object has not been created yet. if (isNull obj) then {hint "doesn't exist";}; So how would I test for an object named "anchor3" to see if it has been created yet or not? example: if (isNull anchor3) exitWith {hint "SealTeam Platform not yet deployed !";}; If I declare it in my init.sqf as: anchor3 = objNull; then, it is no longer Null and acts as though it exists.
  5. @somners So if the server creates the object and all clients see it, the object's variable name is not known by the client until each object's name has been "publicVariable"d ? It doesn't make sense that even after the object has been created : anchor3 = "Sign_Pointer_F" createVehicle targetpos; would return "anchor3" as nil when the object anchor3 is no longer null. So, it brings me back to my op, (So how would I test for an object named "anchor3" to see if it has been created yet or not? )
  6. This statement returns true even after the object named anchor3 has been successfully created via script ON A DEDICATED SERVER, any idea why? if ( isNil "anchor3" || { isNull anchor3 } )
  7. Then the wiki example is wrong? If I use isNil then the object name would have to be surrounded in quotes, which would indeed make it a variable, albeit, a str variable and not an object. So how does one test if an object has been created yet? btw, using (alive obj) also produces an undefined variable error if the object had not been created yet.
  8. But how do you remove it once it has been drawn ? As in: (findDisplay 12 displayCtrl 51) ctrlAddEventHandler ["Draw","(_this select 0) drawLine [getPos (vehicle player),getMarkerPos fpmrkr,[0,0,1,1]];"]; If you delete the marker, the line draws to the map's extreme lower left corner and remains. Can anyone help? Thanks
  9. tomturner

    Check player script help

    {if ((crew _x) isEqualTo []) then { deleteVehicle _x; };} forEach _arrayOfKartObjects; use instead: if ((crew _x) == []) then {{deleteVehicle _x;} forEach _arrayOfKartObjects;};
  10. It works, but as I said, your uniform changes in your view, but others still see you as in your underwear. blufor character changing uniform to civilian: _soldier addUniform "U_C_Driver_4"; and _soldier forceAddUniform "U_C_Driver_4"; errors out.
  11. tomturner

    Scripting Discussion (dev branch)

    Not available in ver 1.20 ! Stable
  12. Did you try it on a Dedicated Server yet? It doesn't seem to work for me, forceAddUniform is ignored. The addUniform will work for the client, but only he sees his uniform. Everyone else sees his underwear. I am using a blufor character and changing to a civ racing uniform (Karts). According to the biki, it won't be available until Stable ver 1.22 as I stated above.
  13. https://community.bistudio.com/wiki?title=Category:Introduced_with_Arma_3_version_1.22
  14. tomturner

    Development Blog & Reveals

    Sorry, didn't happen with me. I had to purchase even though I am a Supporter and paid for that Edition.
  15. tomturner

    Development Blog & Reveals

    Well, it did not answer the question about DLC being available to Supporters without additional charge. So, is it or not?
  16. Do you mean "Edge Traversal" ? Edge Traversal allows the computer to accept unsolicited inbound packets that have passed through an edge device such as a Network Address Transaltion (NAT) router or firewall.
  17. tomturner

    CAS on mapclick

    You might work with the following code: called via radio or addaction, or other means. titleText ["Open Map and Click on CAS Target location.", "PLAIN"]; ["mk_omsca", "onMapSingleClick", { titleText ["", "PLAIN"]; _mrkr = createMarker ["cas_target", _pos]; _mrkr setMarkerShape "ICON"; _mrkr setMarkerColor "Default"; _mrkr setMarkerSize [1, 1]; _mrkr setMarkerType "KIA"; _mrkr setMarkerText "CAS TARGET"; _center = createCenter sideLogic; _group = createGroup _center; _cas = _group createUnit ["ModuleCAS_F",_pos , [], 0, ""]; //_cas setDir 360; _cas setVariable ["vehicle","B_Plane_CAS_01_F",true]; _cas setVariable ["type", 2,true]; //[["AirborneCommand",["Airborne Command", "A164 WipeOut, target recieved and entroute."]], "BIS_fnc_showNotification", true, false] spawn BIS_fnc_MP; ["mk_omsca", "onMapSingleClick"] call BIS_fnc_removeStackedEventHandler; true; }] call BIS_fnc_addStackedEventHandler;
  18. In the militarize.sqf (if used) search for the first line below where the unit is created. Copy and paste the following as you see it here. _unit = _milGroup createUnit [_unitType, _pos, [], 0, "NONE"]; _unit setPos _pos; if (_nvgs == "false") then{ if (side _unit == east) then { _unit unassignItem "NVGoggles_OPFOR"; _unit removeItem "NVGoggles_OPFOR"; _unit RemovePrimaryWeaponItem "acc_pointer_IR"; _unit addPrimaryWeaponItem "acc_flashlight"; _unit enableGunLights "forceon"; }; if (side _unit == west) then { _unit unassignItem "NVGoggles"; _unit removeItem "NVGoggles"; }; }; NOTE: This excerpt contains a check whether nvgs are used or not taken from the mission.init. If you don't want to use the feature, then remove the line "if (_nvgs == "false" then {" and its closing "};" at the end.
  19. tomturner

    Zeus Lightning without module

    for the function call, usse an addAction like this: place the above function in an sqf file and call it zlb_target.sqf then In your mission's init.sqf: [] spawn compile PP "scripts\zlb_target.sqf"; then call the function from a trigger, radio, or action_menu_script.sqf player addAction ["<t color='#FF0000'>Zeus LB Target</t>", {[[player],'zlb_target',true,false] spawn BIS_fnc_MP}, [player], 1, false, true, ""];
  20. tomturner

    Zeus Lightning without module

    Try implementing this function and see if it does what you are asking, maybe even with some modifications. zlb_target = { private ["_targeter","_lasertarget","_center","_group","_zlb","_pos"]; _targeter = _this select 0; _lasertarget = laserTarget _targeter; if (isNull _lasertarget) exitWith {hint "No target selected !"}; _pos = getPos _lasertarget; _center = createCenter sideLogic; _group = createGroup _center; _list = nearestObjects [_lasertarget, ["MAN","CAR","TANK","AIR"],10]; _zlb = _group createUnit ["ModuleLightning_F",_lasertarget,[],0,""]; { _x setDamage 1; } forEach _list; }; Or maybe a onMapSingleClick application: // Dialog Support TEMPLATE // onMapSingleClick --> BIS_fnc_addStackedEventHandler // // Zeus Lightning Bolt // // ////////////////////////////////////////////////// private ["_caller"]; _caller = _this select 0; omsz = false; titleText ["Open Map and Click on Zeus Lightning Bolt Target location.", "PLAIN"]; ["mk_zeuslb", "onMapSingleClick", { titleText ["", "PLAIN"]; _center = createCenter sideLogic; _group = createGroup _center; _target = getPos (nearestObject _pos); _zlb = _group createUnit ["ModuleLightning_F",_target,[],0,""]; ["mk_zeuslb", "onMapSingleClick"] call BIS_fnc_removeStackedEventHandler; omscz = true; true; }] call BIS_fnc_addStackedEventHandler;
  21. tomturner

    How to use ModuleCAS_F

    Thanks Cobra, for your quick response. I have read thru the code above and can not find any reason for the difference in action between the editor-preview(SP) and on a dedicated server. I can only suspect that one of the called functions may be nonlocal or local-only, whichever for the missiles. The other thing I considered was the _weaponTypesID not being picked up due to the "moduleCAStype" stipulation. Any other comments or suggestions? Thanks EDIT: Ok, got it to work. The setVariable cmds need to be set with the true Boolean in their array. _cas setVariable ["vehicle","I_Plane_Fighter_03_CAS_F",true]; _cas setVariable ["type", 1,true];
  22. tomturner

    How to use ModuleCAS_F

    On a dedicated server the missiles for "type" 2 do not fire, only the guns. They do though in the editor-preview. What could be causing this?
  23. After the recent patch, all of my scripts that use the stackedEventHandler "onMapSingleClick" with a setMarkerPos have stopped setting the marker's position. Is anyone else running into this? And, is there a work-around? for example: titleText ["Open Map and Click on Alpha insertion location.", "PLAIN"]; ["mk_ainsrtlnd", "onMapSingleClick", { titleText ["", "PLAIN"]; _tpos = _this select 0; "bomsf_respawn_4" setMarkerPos _tpos; hpad_alpha setPos _tpos; server_1 setVariable ["abo_ains","true",true]; ["mk_ainsrtlnd", "onMapSingleClick"] call BIS_fnc_removeStackedEventHandler; omsca = true; true; }] call BIS_fnc_addStackedEventHandler; Edit: Apparently the params passed from the onMapSingleClick (_pos) have reverted back to the previous version and no longer require the "_this select 0" designation.
  24. Many of our custom missions use the stackedeventhandlers and contain setting a marker position or even creating a new marker (onMapSingleClick). The zeus release now prevents them from working. Is anyone else having this problem? It also interferes with respawn markers (their setting, creating, etc.(onMapSingleClick)) Edit: Apparently the params passed from the onMapSingleClick (_pos) have reverted back to the previous version and no longer require the "_this select 0" designation.
  25. tomturner

    Military Camps

    Maybe you can get some ideas from this: if (isServer or isDedicated) then { _placesCfg = configFile >> "CfgWorlds" >> worldName >> "Names"; _namesToKeep = ["MILITARY","FACTORY","POWER PLANT","QUARRY",""]; _typesToChk =["NameLocal","Hill"]; _places = []; for "_i" from 0 to (count _placesCfg)-1 do { _place = _placesCfg select _i; _name = toUpper(getText(_place >> "name")); _position = getArray (_place >> "position"); _type = getText(_place >> "type"); if((_type in _typesToChk) && (_name in _namesToKeep))then { if (_name == "") then {_name = "Hill"}; _opname = format["%1 %2", _name, _i]; _mrkr = createMarker [_opname, _position]; _mrkr setMarkerShape "ICON"; _mrkr setMarkerColor "ColorBlack"; _mrkr setMarkerSize [1, 1]; _mrkr setMarkerType "mil_flag"; _mrkr setMarkerText _opname; }; }; }; MILITARY, FACTORY, POWER PLANT, and QUARRY are paired with NameLocal while HILL is paired with ""
×