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alleycat

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Everything posted by alleycat

  1. There is a bug that appears randomly and quite often for several players on my server: When playing Zeus, each interface item opens up twice. For example, placing an ammo box opens the content interface 2 times in a row. After closing the first, the second one is already behind it. To fix it, the zeus player has to go back to slot selection and rejoin. Seems to happen more frequent when the server has just started running, less common when there was already a few missions. The mods loaded are CBA and task force radio.
  2. alleycat

    How to use removecuratoraddons?

    This function should do the same but I am not sure how to use it: BIS_fnc_curatorObjectRegistered
  3. How to remove items from the ZEUS spawn list? I want to remove the APERS mines bis_curator removeCuratorAddons ["APERSMine","APERSTripMine"]; This has no effect.
  4. alleycat

    How to use removecuratoraddons?

    bis_curator addEventHandler [ "CuratorObjectRegistered", { _classes = _this select 1; _costs = []; { _cost = if (_x isKindOf "B_recon_F") then { [false,0.0]; }; _costs = _costs + [_cost]; } forEach _classes; // Go through all classes and assign cost for each of them _costs } ]; Why doesnt this work? I want to remove the recon soldier from the create list in this example.
  5. Thanks, I will see if it works and report back.
  6. More bugs: With the mod, using T to lock on targets (using AT weapons) or pressing Y/Z to get out of a controlled unit in ZEUS does not work.
  7. what? Is that true for a dedicated server too?
  8. I have tested the handler in mp and it appears to work.
  9. The contest rules state: If I bought audio files from this place from example: http://www.sfxsource.com/ Their license info: http://www.sfxsource.com/licensing.cfm Then I am legally allowed to use the sound files I bought there in a contest like this?
  10. After looking at the screenshots in this topic there is only one way to say what I want to say in an appropriate manner: GIEF
  11. There is no need to send in teh file, it happens on a stock zeus mission (ZGM Altis, all factions) when playing as a zeus: Error in expression <""]; }; }; _value set [TF_CODE_OFFSET, _rc]; [_radio_object, _radio_qualifier, > Error position: <_rc]; [_radio_object, _radio_qualifier, > Error Undefined variable in expression: _rc File task_force_radio\functions\fn_getLrSettings.sqf, line 75 Error in expression <""]; }; }; _value set [TF_CODE_OFFSET, _rc]; [_radio_object, _radio_qualifier, > Error position: <_rc]; [_radio_object, _radio_qualifier, > Error Undefined variable in expression: _rc File task_force_radio\functions\fn_getLrSettings.sqf, line 75 Error in expression <""]; }; }; _value set [TF_CODE_OFFSET, _rc]; [_radio_object, _radio_qualifier, > Error position: <_rc]; [_radio_object, _radio_qualifier, > Error Undefined variable in expression: _rc File task_force_radio\functions\fn_getLrSettings.sqf, line 75 Also some issues with ZEUS: -When players join into a zeus game after start (JIP) they do not get a radio. -Some radios do not support directly programming channels which is sort of an issue if players make up new squads on the fly with the ZEUS dragging them into new squads. This is obviosly not a fault on the TFRadio mod, but finding a way to get around that would be cool. Perhaps give an option to set what radio type each player gets via a parameter like tf_no_auto_long_range_radio = true;
  12. In 090 this error appears: Error in expression < ""]; }; }; _value set [TF_CODE_OFFSET, _rc]; [_this, + _value] call TFAR_fnc_se> Error position: <_rc]; [_this, + _value] call TFAR_fnc_se> Error Undefined variable in expression: _rc File task_force_radio\functions\fn_getSwSettings.sqf, line 46 Error in expression <""]; }; }; _value set [TF_CODE_OFFSET, _rc]; [_radio_object, _radio_qualifier, > Error position: <_rc]; [_radio_object, _radio_qualifier, > Error Undefined variable in expression: _rc File task_force_radio\functions\fn_getLrSettings.sqf, line 75 Error in expression < ""]; }; }; _value set [TF_CODE_OFFSET, _rc]; [_this, + _value] call TFAR_fnc_se> Error position: <_rc]; [_this, + _value] call TFAR_fnc_se> Error Undefined variable in expression: _rc File task_force_radio\functions\fn_getSwSettings.sqf, line 46 Error in expression <""]; }; }; _value set [TF_CODE_OFFSET, _rc]; [_radio_object, _radio_qualifier, > Error position: <_rc]; [_radio_object, _radio_qualifier, > Error Undefined variable in expression: _rc File task_force_radio\functions\fn_getLrSettings.sqf, line 75 Fresnel k must be >0, given n=2.51,k=0 Error in expression < ""]; }; }; _value set [TF_CODE_OFFSET, _rc]; [_this, + _value] call TFAR_fnc_se> Error position: <_rc]; [_this, + _value] call TFAR_fnc_se> Error Undefined variable in expression: _rc File task_force_radio\functions\fn_getSwSettings.sqf, line 46 Error in expression <""]; }; }; _value set [TF_CODE_OFFSET, _rc]; [_radio_object, _radio_qualifier, > Error position: <_rc]; [_radio_object, _radio_qualifier, > Error Undefined variable in expression: _rc File task_force_radio\functions\fn_getLrSettings.sqf, line 75 Error in expression < ""]; }; }; _value set [TF_CODE_OFFSET, _rc]; [_this, + _value] call TFAR_fnc_se> Error position: <_rc]; [_this, + _value] call TFAR_fnc_se> Error Undefined variable in expression: _rc File task_force_radio\functions\fn_getSwSettings.sqf, line 46 Error in expression <""]; }; }; _value set [TF_CODE_OFFSET, _rc]; [_radio_object, _radio_qualifier, > Error position: <_rc]; [_radio_object, _radio_qualifier, > Error Undefined variable in expression: _rc File task_force_radio\functions\fn_getLrSettings.sqf, line 75 Error in expression < ""]; }; }; It goes on for many more lines. The only way to remove that error is to use: tf_no_auto_long_range_radio = true; And this is more of a suggestion: Would it be possible to somehow enable TFRadio to enable the ZEUS player to have his own radio? This way he could take teh role of mission commander, or even be able to use positional audio to impersonate a unit. Seeing how ZEUS is very popular and TFRadio is too, getting this to work together would be awesome.
  13. How to set a display control to be stuck to the right edge of the screen no matter the resolution?
  14. Attempted to draw icons for every player on the server: { addMissionEventHandler ["Draw3D", { drawIcon3D [ "\A3\ui_f\data\map\markers\military\dot_CA.paa", [1.0,1.0,1.0,0.4], [(getPosATL _x select 0) ,(getPosATL _x select 1), (getPosATL _x select 2) +0], 1.0, 1.0, 360, format["%1 %2m", name _x, floor (_x distance player)], 0, 0.03, "puristaMedium" ]; }]; } foreach Allunits; throws many errors. However using that setup on a single unit without the foreach does work. Am I not seeing the mistake or is it not possible to add drawicon handlers to anarray of things?
  15. How would I got about detecting a mouse click? Since it is not listed in https://community.bistudio.com/wiki/ListOfKeyCodes I assume it has to use a different way to detect it.
  16. Having difficulty understanding the safezones again: I would like to have a centered control however when using x = safezoneX + 0.1 * safezoneW; y = safezoneY + 0.1 * safezoneW; w = safezoneW * 0.8; h = safezoneH * 0.8; This will create the control covering 80% of the screen. However I would like to downscale it (using an image). When changing any of these values it either gets scaled and moved towards a corner or offset in a direction. How to scale something while keeping it in the center?
  17. Thanks, however using a different respawn setting, like INSTANT or BASE seems to fix it.
  18. How to prevent the mission from failing when all human players leave the server? I am trying to get spectator modes to work by having dead players rejoin as moderators. However when all humans leave, it ends the missions. How to turn that off? The mission is a basic ZEUS enabled gamemode setup
  19. alleycat

    fired eventhandler issues

    arg I am such a dummy
  20. Why does this work: player addEventHandler ["Fired", {_this execVM "script.sqf";}]; But this wont: {_x addEventHandler ["Fired", {_this execVM "script.sqf";}]; forEach Allunits; Both compile fine but the last will never run.
  21. How to target things that are inside a trigger or marker? So far I have this: { _in = [_m, _x] call bis_fnc_intrigger; diag_log text format ["%1 is in - %2", name _x , _in]; { //do something with every unit inside of it } //what to put here? } foreach AllUnits; The first part works. using the fnc_ to check what unit passes as inside. However when I want to apply something on the unit inside, I cant find the right syntax.
  22. I was trying to add spectating for one side instead of respawning. I have used this in the description.ext respawnTemplatesGuer[] = {"Spectator"}; Also tried this class CfgRespawnTemplates { class Spectator { displayName = "Spectator"; onPlayerKilled = "BIS_fnc_respawnSpectator"; onPlayerRespawn = "BIS_fnc_respawnSpectator"; respawndelay = 10000; }; }; This briefly enables the spectator camera, but then the player respawns. Any way to suppress? Am I trying to add something that is not supposed to work or am I just not seeing how to fix it? I think it is a very important feature to enable dedicated spectators in a zeus game if you want to play without respawns.
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