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riouken

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Everything posted by riouken

  1. Yep, sorry it should not have the "then" in there. I have fixed it in the other posts.
  2. Yes just put it at the top of "realscript.sqf". And no you do not need anything in the {}. That will stop the script from running anything past that line on every client.
  3. I use ACE 2 so I cant help you much but there is a lot of info in this thread: http://forums.bistudio.com/showthread.php?t=103341
  4. No you would not put the publicVariable "jumbo"; in the init.sqf all publicVariable does is sends the variable out to all the other clients/server. So you want to use this command when you define or redefine a variable on a client and you want to do the same on all the other clients/server. You define it in the init.sqf so that every client knows that the variable is there. in this case you can use (false). Then when a player uses the addaction to run the start script, The Variable is chenged to (true) and then sent to all the other clents/server with the publicVariable command. Then your trigger condition is waiting for that variable to become true, the trigger fires and You can execute the code you want from the server. Just make sure you limit it with if (!isServer) exitWith {}; That way it only runs on the server.
  5. You have to define Jumbo first. init.sqf jumbo = false; myscriptstarter.sqf jumbo = true; publicVariable "jumbo"; You have the trigger portion right.
  6. I just wanted to say thanks Wolffy for the great mission framework! We have a ACE 2 version of MSO up and running with a lot of tweaks and additions. You can find it by filtering " 15th " in game. Wolffy I am working integrating Reezo's IED now into our mission now, it was not to hard to get it up and running, the only problem I had was with some of his dialog definitions conflicting with some of mine, but that was an easy fix. The only problem I am having with the script features is getting his new proximity IED's to detonate in a timely manner. They seem to be lagging behind by about 5-20 seconds, I have been tweaking his code but I have not had a whole lot of success yet. All the other features of SR5 seem to be working good.
  7. riouken

    Launch AAV off LHD

    For my unit's missions we have used scripts to launch crrc's from the LHD by creating the vehicle and then teleporting the player down to it. But to be honest it does not work well at all in multi player. There were ton's of bugs and errors that happened. If fact the problems with launching anything but aircaraft off the LHD led our unit to create our own in-house addon of an LPD with working well deck.
  8. I am calling this script from an addaction while the player is in a vehicle. It works fine on my local machine but any other clients connected are getting a "no entry config bin error on the m16" _loader = _this select 0; _truk = vehicle _loader; _truk addWeaponCargoGlobal["M16",5]; hint "cargo added"; Any ideas on why this is happening? My understanding is that addWeaponCargoGlobal should sync the weapon add across all clients so that they can see and select the weapon from the gear of a vehicle.
  9. Lol yea thats what I get for just copying and pasting the example out of the biki to my test script. The M16s were showing up for me on my computer, they must have been defaulting to the base M16a4. It was late last night while I was testing and I guess I did not notice. Thanks for the help everyone.
  10. We are all using combined opps. But I will try it with a different weapon and see if we still get the error.
  11. I am trying to learn dialogs from this. I can get one button to show just fine but whenever I try to get a second button to show up I get this error: No idea what that error means. Here is my dialog:
  12. riouken

    Error in Dialog

    Ok I have it working now! Thanks HeliJunkie, and tyvm for the tutorial. Ok next question, how do you inherit from the standard arma ui? I have seen that in other dialogs, lets say I wanted to use the standard arma buttons. How would I do that? I tried just using the standard But that does not seem to work, it gives this error. I know RscButton is defined in the UI config.
  13. riouken

    Error in Dialog

    @CarlGustaffa and HeliJunkie. Thanks for catching that but I had already tried it with the correct inheritance, I had tried to define the second button all by it self but I still got the same error. So I put the code back to the original. But I forgot to replace the inheritance. I tried both ways and I was still getting the same error. I will rewrite and try it again to make sure I have no typos. Thanks @nuxil. I think I understand the changes, and I have seen other dialogs written like the example you posted. I will try that out and see if I can get it working. Thanks ---------- Post added at 06:57 AM ---------- Previous post was at 06:38 AM ---------- @nuxil ok I tried the example you gave and now I am getting this error: here is the dialog: I am using A2:CO and I have tried it with and with out addons. lol, I see now why everyone says happy crashing when trying to learn dialogs.
  14. Norrin just released just such a script and it works very well, I have been playing around with it. http://forums.bistudio.com/showthread.php?t=106653
  15. I have been using local ammo boxes for several months now. As of about two weeks ago all my scripts stopped being local and are treated as global. My unit just ran a mission with this script in it 3 weeks ago and the ammo box worked correctly. Now when I load this mission the ammo box is no longer client side. in the init of the ammo box. hNil = [this] execVM "ammous_oa_ace.sqf"; I know I am using a global variable but it was working before as is. But I tried changing it to a local variable (_ammo1), but it would still not work. Were using ACE btw. anyone have any ideas why this quit working all of the sudden?
  16. You cant use _this in the init of the ammo boxes you have to use a global variable. I tried it with out the [] but it did not work.
  17. Here is a segemtent of code from a mission that I made a couple of weeks ago that uses BIS_fnc_spawnGroup, hopefully you can get some ideas from it. if (dif_hard) then { _pos = (getMarkerPos (_markers select (floor(random(count _markers))))); _pos2 = (getMarkerPos (_markers select (floor(random(count _markers))))); _pos3 = (getMarkerPos (_markers select (floor(random(count _markers))))); _pos4 = (getMarkerPos (_markers select (floor(random(count _markers))))); _pos5 = (getMarkerPos (_markers select (floor(random(count _markers))))); _pos6 = (getMarkerPos (_markers select (floor(random(count _markers))))); grp1 = [_pos, east, ["TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1"]] call BIS_fnc_spawnGroup; grp2 = [_pos2, east, ["TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1"]] call BIS_fnc_spawnGroup; grp3 = [_pos3, east, ["TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1"]] call BIS_fnc_spawnGroup; grp4 = [_pos4, east, ["TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1"]] call BIS_fnc_spawnGroup; grp5 = [_pos5, east, ["TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1"]] call BIS_fnc_spawnGroup; grp8 = [_pos6, east, ["TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1"]] call BIS_fnc_spawnGroup; [grp8, getMarkerPos "m24",75 ] call bis_fnc_taskPatrol; };
  18. Thats not really all that vague, those are the files you have to edit to add in choppers. And like I said in my post if you check and make sure that you have your addition's in the right arrays and your still having problems post up your code segments and we will help you out.
  19. The post your looking for is here But it looks like you almost have it, I would check to make sure your putting them in the right arrays, as there is several arrays depending on game type and several other factors. Just make sure its the right array for your game type. If that does not help post those sections of code from your mission. And we may be able to see if their is a syntax problem.
  20. riouken

    Mission endings

    In the trigger condition field you dont need the extra set of (). (!alive p1) && (!alive p2)
  21. You can use this to check if the funtions module is init. It is much simpler and less room for an error. waituntil {!isnil "bis_fnc_init"};
  22. To remove an action you need to give it an ID first. addAction _myaddaction1 = player addAction ["Hello", "hello.sqs"]; Then later it is much easer to remove. removeAction player removeAction _myaddaction1;
  23. I think the problem your having is with "center". You can not spawn units until it is defined. Easiest way to fix is just put down a unit of the same faction as the ones you will be creating, and put his probability of presence to 0. That should fix your problems with the unit not spawning into that newly created group.(You can put him anywhere on the map, does not matter.) I know kylania understands this a lot better than I, he is the one that gave me that fix and I know it works because I have used it in the past. He could probably explain it better than I as well.
  24. I do not think you can do it as a server side only addon. Chute's are considered a vehicle and you must have it client side as well.
  25. riouken

    Trigger on a Object

    Yes you can use notepad, just remember to save it as all files and put .sqf after your file name. But if you are planning on getting into more scripting I highly recommend Squint
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