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Doodle

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Everything posted by Doodle

  1. I "think" it maybe working.....yet to test proper on dedi but looking good. Will let you know Did a clean install and no errors - no idea! thank you so much for your help it was driving me nuts. Thanks ready for the next one.....? :-)
  2. Once again thanks 1. I only chucked the "hint" in there to see what happens. 2 Yep I know exactly what the hint looks like as I have used it numerous times 3 Up to date, on steam debug console enabled in editor and on dedi, files verified fine, and showscripterros enabled in startup Can i Just confirm when you load your demo mission into editor - hit preview and the scroll to HELLO you get no errors, you see the message and you are running with showscripterrors? Doing a complete reinstall - though my scripting abilities aint great I am sure there must be something not right with my ARMA - will report back.
  3. No need to appologise for the hiccups its all part of the fun...apparantly. Just had a test with the most recent version and sorry to report still the same - Vehicle doesnt retain its name after being destroyed. Out of unterest have you tried respawning it using the build in vehicle respawn module - I dont know how you would incorporate in your script but it works very well in MP on a dedi and it retains the vehicle name. Just a thought,
  4. Again forever in your debt - Downloaded your example opened in editor and preview from there - items spawn, mortor, smoke etc but no message. I tried changing _transmit = parseText _transmit; to _transmit = hint parseText _transmit; and that gave me the message with the pic but kicked up an error Error in expression <arseText _transmit; BroadcastMessage = _transmit; publicVariableServer "Broad> Error position: <_transmit; publicVariableServer "Broad> Error Undefined variable in expression: _transmit line 14 Now I am even more confused. Im on stable too.
  5. I am 100% sure the name is not retained. If you try placing the vehicle with a name "MHQ" for example Then blow up vehicle by typing in debug "MHQ setDamage 1.0;" wait for vehicle to respawn then again in debug consol type "MHQ setDamage 1.0;" You will see the MHQ doesnt get destroyed second time as it now has a different name - even though your attached marker has the original name hope this helps
  6. Quick - reply to say "holy crap" thanks - going to test this now will get back to you thanks ---------- Post added at 12:52 AM ---------- Previous post was at 12:39 AM ---------- ok Quick test Spawns items ok but no message if i change = parseText _transmit; to = hintparseText_transmit; I get message but still error Error in expression <arseText _transmit; BroadcastMessage = _transmit; publicVariableServer "Broad> Error position: <_transmit; publicVariableServer "Broad> Error Undefined variable in expression: _transmit File E:\My Documents\.....spawnmortor.sqf, line 12 Thanks for help almost 1.0am here so thats it for tonight
  7. Still no luck I have tried every variant I can think of with _transmit, _broadcaststring, _broadcast and nothing seems to make a difference As for doing it a bizre way - yep :-) and god knows how I got to here but its the only way I know -- That said everything works absolutley perfectly on our dedi with this one damn exception that only the person using the addaction sees the message. It's not even integral to the mission as it is a private server and we are all on TS and can communicate. I just thought it would be a nice touch too add some messages / pix especially as I am using these messages throughout the mission on other scripts and they work well and broadcast to everyone it was as soon as I wanted to make them addactions that the trouble began. If I had known how difficult it was going to prove for my limited skills I would not have bothered but now I got this far would be good to see it through and hopefully learn something on the way. once again thanks
  8. @TomTurner - Thanks for pointing this out. I have been on this for four days now so gettinga bit code blind. Funny thing is the meesage dispalys either with or without the closing tag. Have added it just in case @ Grimes - Thnaks for the updated version - it's getting there now this displays message and deploys mortor (though not checked on dedi yet) But it now kicks up this error in line 9 (all previous error were line 1). Is it something to do with the naming of _transmit , _transmitString and _broadcastString? if (isPlayer s1) then { // Message Content Here _startuf = "<br/><img size='4' img image='icons\mortor1.paa' align='left'/><br/>"; _titletuf = "<t color='#FFFFFF' size='1.2' align='left'><br/>Mortor Support.</t><br/>"; _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.</t><br/><br/>"; // set our variable to send to the public variable. _transmit = parseText (_startuf + _titletuf + _texttuf); // Change the Public Variable - This triggers the publicVariablEvent Handler BroadcastMessage = _transmitString; }; _mortor2s1 = "B_Mortar_01_F" createVehicle (position s1); _mortor2s1 setDir 0; sleep 1.0; Error in expression <tletuf + _texttuf); BroadcastMessage = _transmitString; }; _mortor2s1 = "B_Mo> Error position: <_transmitString; }; _mortor2s1 = "B_Mo> Error Undefined variable in expression: _transmitstring This is the reference in the init if (isServer) then { // Create a Public publicVariableServer "BroadcastMessage"; "BroadcastMessage" addPublicVariableEventHandler { [_this] call pre_fnc_broadcastMsg; }; pre_fnc_broadcastMsg = { private ["_broadcastString"]; // Ensure a string is being passed _broadcastString = [_this, 0, "EMPTY STRING OR WRONG TYPE", [""]] call BIS_fnc_params; hint format["%1", _broadcastString]; }; };
  9. Just tried this and it seems its not retaining its name. I destroyed the vehicle and the marker I had added stayed in the bottom left when it respawned any idea?
  10. Just tried the above but now nothing at all. Something in the below bits of code is not working I have no idea why - probably gonna give up on it and find a work round. Its fustrating as it seems it should be something so easy to do - send a message to all players. init.sqf. if (isServer) then { // Create a Public publicVariableServer "BroadcastMessage"; "BroadcastMessage" addPublicVariableEventHandler { [_this] call pre_fnc_broadcastMsg; }; pre_fnc_broadcastMsg = { private ["_broadcastString"]; // Ensure a string is being passed _broadcastString = [_this, 0, "EMPTY STRING OR WRONG TYPE", [""]] call BIS_fnc_params; hint format["%1", _broadcastString]; }; }; spawn_mortor.sqf if (isPlayer s1) then { // Message Content Here _startuf = "<br/><img size='4' img image='icons\mortor1.paa' align='left'/><br/>"; _titletuf = "<t color='#FFFFFF' size='1.2' align='left'><br/>Mortor Support</t><br/>"; _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/>"; // set our variable to send to the public variable. _transmit = parseText (_startuf + _titletuf + _texttuf); // Change the Public Variable - This triggers the publicVariablEvent Handler BroadcastMessage = _transmitString; _mortor2s1 = "B_Mortar_01_F" createVehicle (position s1); _mortor2s1 setDir 0; sleep 1.0; Someting is not right and I have no idea what. Once again thanks for you help
  11. I am sure the syntax is right as its the same in other scripts and they display perfectly. The error say line 1 doesnt that refer to if (isPlayer) then { ? Its since I added this line to it that the erros occur thx in advance
  12. Sorry to bring up old thread but I just cant the reair script to work alongside BTC revive I am hving the same RSC problem and its a bit beyond my understanding. Wonder if anyone can help? Thanks in advance
  13. Tried the above - still the same error ---------- Post added at 08:45 AM ---------- Previous post was at 08:17 AM ---------- No matter what I try with this if (isPlayer) then { // Message Content Here _startuf = "<img size='4' img image='icons\mortor1.paa' align='left'/><br/>"; _titletuf = "<t color='#FFFFFF' size='1.2' align='left'><br/>Mortor Support</t><br/>"; _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/>"; // set our variable to send to the public variable. _transmit = parseText (_startuf + _titletuf + _texttuf); // _transmit = _startuf + _titleuf + _textuf; // Change the Public Variable - This triggers the publicVariablEvent Handler BroadcastMessage = _transmitString; } _mortor2s1 = "B_Mortar_01_F" createVehicle (position s1); _mortor2s1 setDir 0; sleep 1.0; It always seem to produce the same error spawnmortor.sqf' date=' line 1 Error in expression <\scripts\spawnmortor.sqf"[/color'] if (isPlayer) then { _startuf = "<br/><img size='4> Error position: <) then { _startuf = "<br/><img size='4> Error unexpected ) Thanks again in advance
  14. thnaks guys for your help - I am getting out of my depth here. @ Imperator. Just tried albeit quickly the following Added this to my init if (isServer) then { // Create a Public publicVariableServer "BroadcastMessage"; "BroadcastMessage" addPublicVariableEventHandler { [_this] call pre_fnc_broadcastMsg; }; pre_fnc_broadcastMsg = { private ["_broadcastString"]; // Ensure a string is being passed _broadcastString = [_this, 0, "EMPTY STRING OR WRONG TYPE", [""]] call BIS_fnc_params; hint format["%1", _broadcastString]; }; } though it kicked up an error untill i added the last ; and i made this my spawn something script if (isPlayer) then { // Message Content Here _startuf = "<br/><img size='4' img image='icons\mortor1.paa' align='left'/><br/>"; _titletuf = "<t color='#FFFFFF' size='1.2' shadow='1' shadowColor='#000000' align='left'><br/>Mortor Support</t><br/>"; _texttuf = "<t color='#58FA58' size='1.0' shadow='1' shadowColor='#000000' align='left'>A member of your sqaud is deploying a Mortor.<br/> <br/>It is marked with green smoke and chemlight. <br/><br/>"; // set our variable to send to the public variable. _transmit = parseText (_startuf + _titletuf + _texttuf); // Change the Public Variable - This triggers the publicVariablEvent Handler BroadcastMessage = _transmitString; but i get an error line 3 Error in expression <\scripts\spawnmortor.sqf" if (isPlayer) then { _startuf = "<br/><img size='4> Error position: <) then { _startuf = "<br/><img size='4> Error unexpected ) any idea? Than agian
  15. Doodle

    Disappointed after 13 years of 'Arma'

    Got to agree with the ai driving issue - They are absolutley appalling - I have made numerous MP missions for our clan and usually set up 4 or 5 "circular patrol routes with exact waypoints to avoid relying on bi spawn vehicles as they just act insane, On our most recent mission out of the 5 circular routes only 1 could make a complete circut. I made a previous thread about but even in sefe / careless mode with NO enemy on the map I would find vehicles stuck on 12inch high walls or against a corugated iron shed. This is really bad if the vehicles are getting stuck on small stone walls remove them from the game - there is nothoing more dissapointing in a realistic sim to come across a vehicle just driving back and forth repeatedly stuck. Its the same with bridges and has been since arma 1 AI are just not "happy" driving over them. Please bi do something about this cos its really spoils the immersion. I dont expect human like abilities just the ability to rely on my convoy actually reaching its destination.
  16. @Grimes Once again thanks for your help I think i understand about the execount What I am trying to acheive is each of the 10 players in the mission has a unique ability - eg; player one can spawn a mortor , player two can spawn a ATV etc Currently I have 10 scripts - one per player - they are all the same with the exception of the message and the item spawned Would I have to define a global variable for each of the 10 scripts? ie: In init.sqf execcount = 0 execcount1 = 0 execcount2 = 0 execcount3 = 0 execcount4 = 0 etc . . execcount10 = 0 Thanks again in advance
  17. Firstly thanks guys for the info - I had a horrible feeling it was to do with "locality" and that is an area I just cant get my head round. No matter how much I read up on it. What was even more fustrating was the scripts work fine on our dedi when called from a RADIO TRIGGER. All players see the message and the Mortor, Chemlight and Smoke get spawned - perfect - I wanted to get the actions off the radio triggers and on to a vehicle addaction and that is where I ran into the problems - everything gets spawned ok on our dedi it was just the messages werent getting broadcast to everyone. @[LTac] Imperator WOW thanks for this - I am assuming I just paste what you posted above into my script - replacing my message section? // All of this Server code you want to be in the intialization process - so that it is available when it needs to be called later on. if (isServer) then { // Create a Public publicVariableServer "BroadcastMessage"; "BroadcastMessage" addPublicVariableEventHandler { [_this] call pre_fnc_broadcastMsg; }; pre_fnc_broadcastMsg = { private ["_broadcastString"]; // Ensure a string is being passed _broadcastString = [_this, 0, "EMPTY STRING OR WRONG TYPE", [""]] call BIS_fnc_params; hint format["%1", _broadcastString]; }; } /* This code can reside anywhere - it needs to be accesible by all of the players so they all can request the message. You can literally transmit any string over the network - Keep in mind that there is the issue of multiple requests at once - you may want to implement a messaging queue so that each message gets displayed one after another after a few seconds delay (this can be done by adding each message to an array and then broadcasting one every five seconds while there is still messages in the array) */ if (isPlayer) then { // Message Content Here _startuf = "<br/><img size='4' img image='icons\mortor1.paa' align='left'/><br/>"; _titletuf = "<t color='#FFFFFF' size='1.2' shadow='1' shadowColor='#000000' align='left'><br/>Mortor Support</t><br/>"; _texttuf = "<t color='#58FA58' size='1.0' shadow='1' shadowColor='#000000' align='left'>A member of your sqaud is deploying a Mortor.<br/> <br/>It is marked with green smoke and chemlight. <br/><br/>"; // set our variable to send to the public variable. _transmit = parseText (_startuf + _titletuf + _texttuf); // Change the Public Variable - This triggers the publicVariablEvent Handler BroadcastMessage = _transmitString; } _mortor2tuf = "Chemlight_green" createVehicle (position s5); _mortor2tuf setDir 0; sleep 1.0; _mortor2tufe = createVehicle ["SmokeShellGreen", getPos s5, [],1,"NONE"]; _mortor2tufe setDir 0; sleep 1.0; _mortor2tuff = "B_Mortar_01_F" createVehicle (position s5); _mortor2tuff setDir 180; sleep 1.0; If the above is correct if I was to have another script that was exactly the same except spawned a static MG say would I need to edit anything in your code to make it work or would your code be ok to just copy paste into my other "spawn something and display a message" scripts? @Grimes Thanks for heads up re setDir. I was aware that I didnt need to setDir for Chem and smoke its just I am using this as a template for 8 other scripts and some need set Dir. But you may be a ble to help me with another queery, At the moment three objects are sapwned in two different ways not sure how this happened and they both work perfectly I was just wondering what was the difference between the two and is one a better way that the other for use on dedi? _mortor2tuf = "Chemlight_green" createVehicle (position s5); _mortor2tufe = createVehicle ["SmokeShellGreen", getPos s5, [],1,"NONE"]; Once again guys thanks for your help. Oh and a heads up - next questions will be about how to limit the amount of times a script can be called...I have a feeling this is another minefield...
  18. Thanks for reply - Havent had time to test it yet but will do over the weekend. As far as you can are aware does the script, with the above edit, work as follows on a dedi server? A: Not duplicate addactions on player connect B: Retain the name of the vehicle if it gets destroyed and add the actions not to fussed about the marker as I can use a script of my own for that as long as vehicle retains is name. Really good script Thanks in advance
  19. Couple of questions wonder if anyone can help with. Currently if ONE human player enters an EOS or BASTION zone it will trigger the enemy to spawn. If the payer leaves a EOS zone then the Zone despawns If the player enters a BASTION zone the enemy dont despawn - maybe intentionally. But it does mean that if a player drives fast through several bastion zones it will trigger the enemy. Is ther anyway to make it so there has to be two or three players in the zone to activate it? Also with te EOS zones you have to kill ALL enemy in the zone for it be "secured" - We have noticed on our dedi that sometimes it veru digfficult to find the last enemy need to secure a zone especially with destructable buildings sometimes enemy get stuck in the rubble abd you cant kill them or they spawn inside say a unopenable cargo container and are stuck in there. Anyone any ideaa how to make it so say when enemy count is less that 3 conside the zone captive, Thnaks in advance
  20. Ah I think it was disconnect and re join - will let you know Thanks
  21. Great work! made post in previous thread going to do some testing on dedi now and report back re the naming issue. ---------- Post added at 12:42 PM ---------- Previous post was at 10:55 AM ---------- Just tested on our dedi. Seems like its creating the actions for every player who joins I joined server all addactions were ok Left server and rejoined as another player and then addaction was added again - so then there was TWO ammobox addactions Left server and rejoined as yet another player and then every action was added again so I had THREE ammobox addactions and so on. Hope this helps PS I did get the scripts working that I was having issues with before - Guess it was me being dumb. Thanks again ---------- Post added at 01:18 PM ---------- Previous post was at 12:42 PM ---------- Just had another check on dedi and I am sure it is adding a new addaction every time a player joins
  22. @King Richard Thanks for reply - will continue the conversation in the new post Thanks for pointing out the missins <t> tag - to be honest I had noticed this after making that last post and I did change it but still no luck with running from add action, Its odd the script works perfectly on our dedi and from the editor when run from a simple radio trigger called with nul = execVM "spawn_mg1.sqf";. Spawn Static Mg and pop smoke playsound "drill"; // nul = execVM "spawn_mg1.sqf"; _sta = "<br/><img size='4' img image='icons\mg.paa' align='left'/><br/>"; _sta = _sta ; _titleanim1 = "<t color='#F7FE2E' size='1.4' shadow='1' shadowColor='#000066' align='left'><br/>Deploy Static.</t><br/><br/>"; _textanim1 = "<t color='#F7FE2E' size='1.2' shadow='1' shadowColor='#006600' align='left'>A member of your squad is deploying a 50, Cal Static Machine gun at the Mobile Command Vehicle[MCV].<br/><br/>"; hint parseText (_sta + _titleanim1 + _textanim1); sleep 3.0; if (!isServer) exitWith {}; _ani1 = "SmokeShellGreen" createVehicle (position MCV); _ani1 setDir 0; _ani2 = createVehicle ["B_HMG_01_high_F", getPos MCV, [],1,"NONE"]; _ani2 setDir 180; _ani3 = "SmokeShellRed" createvehicle ((MCV) ModelToWorld [0,0,0]); _ani3 setDir 180; if (true) exitWith {}; But I just cant seem to get it to work from addaction on dedi - yet the albeit slightly different CAS script works perfectly Thank in advance Continued in new thread
  23. still ahaving issues with this vehicle remembering the name its assigned in the editor I have a script running that puts dynamic markers on all vehicles that works flawlessly I have called the new vehicle MCV and assigned it a marker - when the mission first loads the marker sticks with the vehicle - destroy the vehicle and the marker dissapears (to bottom left corner where all vehicle markers go when a vehicle is destroyed. But when the MCV respawns the marker soesnt return with it. Suggesting that the vehicle is no longer called MCV Any ideas? Thx in advance
  24. Ah I commented out the entire section Thanks for reply - will try on our dedi now and report back Doodle, You only need to comment or delete this line: (As it was left in for reference in case someone has other scripts that run with the vehicle) //_null = [[[_veh,_vName],"scripts\vehMarker.sqf"],"BIS_fnc_execVM",false,true] spawn BIS_fnc_MP; ---------- Post added at 11:03 AM ---------- Previous post was at 10:16 AM ---------- Just about tot test this on dedi and wondered if you could help with one more issue - similar to the CAS addaaction above I am trying to add and have tried the two different ways below but neither work - am I being stupid and missing something obvious? ["<t color=#58FAF4'>Deploy Static.",{execVM "spawn_mgMCV.sqf"} , // brackets around the code to execute nil, 1, false, true, "", "alive _this && {speed _this == 0}"]; publicVariable "fnc_vehAction4"; }; fnc_vehAction5 = { _this addAction ["<t color=#F7D358'>Deploy Static MG NUL.",{nul = execVM "spawn_mgMCV.sqf"}, Again like the CAS one above, that you managed to assist me with it, works perfectly in the radio trigger but I just cant figure out what the call is when called from addaction Again thanks in advance Also re the script not deleting the destroyed vehicle it might be worth looking into that as if the vehicle gets destroyed in its starting position when the new one spawns it spawns on top of the old wreck and usually explodes straight away leading to a spwan explode spawn explode thing going on..
  25. Wonder if anyone can help. On a dedi server I am looking for a way to lock all enemy vehicles that are both pre placed in editor and spawned in during the mission. Maybe something that could go in the init.sqf? Ideally it would be some sort of array that I could add and remove vehicles class names from as I need this way I can allow blufor access to some enemy vehicles to be used. The more drastic measure would be to lock ALL enemy vehicles from blufor. Thanks in advance
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