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roy86

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Everything posted by roy86

  1. Lol more to come ;) Another video shortly Cheers,
  2. We're almost there :D Video of aircraft loadout has finished uploading.
  3. Thanks guys, once Beta is out, I might take you up on that. I want a lot of variety and can't do it all.
  4. Of course! I built one as part of the virtual depot. The new update has a lot of new commands so now I need to refine the UI, add some more features and should be good to go. Works in SP and MP. Here is a quick video of how it works (in test mode) Although... I do like what he's done. Might have a chat with GOM and see if we can share ideas. Cheers,
  5. To spawn/teleport to the deck of the carrier, I use setVehiclePosition command. Command: vehicle player setVehiclePosition [<carrier_pos>,[],0,"None"]; Tested and approved with MapClick ;) Try it in mission and regardless of the elevation, if you click anywhere on the carrier, you will be on its deck at that location. OnMapSingleClick "vehicle player setVehiclePosition [[_pos select 0, _pos select 1, 0],[],0,""None""]";
  6. Get rid of the "marker_0" it breaks the command syntax.
  7. Ok.. after a bit of test, fix and learn, this now seems to work. Try this.... Init.sqf if (isServer) then { private _carrier = createVehicle ["Land_Carrier_01_base_F",getMarkerPos "marker_0",[],0,"None"]; _carrier setPosWorld getMarkerPos "marker_0"; _carrier setDir 270; [_carrier] call BIS_fnc_Carrier01PosUpdate; ["Carrier %1 Found. Server Initilising.",_carrier] call BIS_fnc_logFormatServer; missionNamespace setVariable ["USS_FREEDOM_CARRIER",_carrier]; publicVariable "USS_FREEDOM_CARRIER"; } else { [] spawn { waitUntil { !(isNull (missionNamespace getVariable ["USS_FREEDOM_CARRIER",objNull])) }; ["Carrier %1 Found. Client Initilising.",USS_FREEDOM_CARRIER] call BIS_fnc_logFormatServer; if (count (USS_FREEDOM_CARRIER getVariable ["bis_carrierParts", []]) == 0) then { ["Carrier %1 is empty. Client Fixing.",str "bis_carrierParts"] call BIS_fnc_logFormatServer; private _carrierPartsArray = (configFile >> "CfgVehicles" >> typeOf USS_FREEDOM_CARRIER >> "multiStructureParts") call BIS_fnc_getCfgDataArray; private _partClasses = _carrierPartsArray apply {_x select 0}; private _nearbyCarrierParts = nearestObjects [USS_FREEDOM_CARRIER,_partClasses,500]; { private _carrierPart = _x; private _index = _forEachIndex; { if ((_carrierPart select 0) isEqualTo typeOf _x) exitWith { _carrierPart set [0,_x]; }; } forEach _nearbyCarrierParts; _carrierPartsArray set [_index,_carrierPart]; } forEach _carrierPartsArray; USS_FREEDOM_CARRIER setVariable ["bis_carrierParts",_nearbyCarrierParts]; ["Carrier %1 was empty. Now contains %2.",str "bis_carrierParts",USS_FREEDOM_CARRIER getVariable ["bis_carrierParts", []]] call BIS_fnc_logFormatServer; }; [USS_FREEDOM_CARRIER] spawn { sleep 1; _this call BIS_fnc_Carrier01Init}; }; };
  8. I've worked out the problem. now just have to build a scripted work around
  9. I've tested this and it spawned with actions: if (isServer) then { USS_FREEDOM_CARRIER = createVehicle ["Land_Carrier_01_base_F",[7577.91,2066.26,0],[],0,"None"]; USS_FREEDOM_CARRIER setPosWorld [7577.91,2066.26,0]; USS_FREEDOM_CARRIER setDir 270; [USS_FREEDOM_CARRIER] call BIS_fnc_Carrier01PosUpdate; publicVariable "USS_FREEDOM_CARRIER"; } else { [] spawn { waitUntil {!(isNull (missionNamespace getVariable ["USS_FREEDOM_CARRIER",objNull]))}; [USS_FREEDOM_CARRIER] call BIS_fnc_Carrier01Init; }; };
  10. Your position is wrong. use brackets e.g. [7577.91,2066.26,0]
  11. That doesn't really solve the issue with locality. Try this in the init.sqf if (isServer) then { USS_FREEDOM_CARRIER = createVehicle ["Land_Carrier_01_base_F",<position>,[],0,"None"]; USS_FREEDOM_CARRIER setPosWorld <position>; USS_FREEDOM_CARRIER setDir <degree>; [USS_FREEDOM_CARRIER] call BIS_fnc_Carrier01PosUpdate; publicVariable "USS_FREEDOM_CARRIER"; } else { [] spawn { waitUntil {!(isNull (missionNamespace getVariable ["USS_FREEDOM_CARRIER",objNull]))}; [USS_FREEDOM_CARRIER] call BIS_fnc_Carrier01Init; }; }; By making the server create the object and then share it with each of the clients to then run the init, I'm hoping this will solve the issue.
  12. Part has to be spawned by the server. Client has to wait and then run a function to add the actions. I have worked out the solution, just need to test then I'll post.
  13. Cables and doors are models and operate differently. The whole launch process is scripted, hence the addAction locality in MP is an issue for the catapults when spawning via script.
  14. It's the script that spawns the carrier does not support spawning in-game. It requires the actual ship to be placed. Will have to write a custom one that adds the actions across the network so that it works in MP.
  15. It's the local actions not being created across the network. Going to have to write a little bit of code ;) I'll post it up once ready.
  16. OK, without writing my own function, I think I've worked it out. Remove the "isServer"!! it is already factored in the object spawning so should be ok. Now we just to check JIP so let me know. I've updated the first post to reflect this. Cheers mate, yep one and the same ;) glad you liked it.
  17. http://arma.roy86.com.au/index.php/Patrol_Operations
  18. carrier01Init is automatically executed when the carrier spawns. That is how all the object segments of the carrier get put together. If you see the carrier in game, it means that script has executed already. You should not need to do anything. How are you spawning the carrier exactly?
  19. Can't say I've had a problem with the functions of the ship yet. Catapults work fine as well as the cables slowing down. the defenses are separate objects that need to placed on to the carrier. If someone gets me the offset positions I can write a script to place them.
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