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falconx1

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Posts posted by falconx1


  1. i see that you have declared a private var of "_JIPArray" and a public var of "JIPArray"

    not sure why the names are so similar? i would do a rewrite personally.

    try this to get ride of the error:

    cuzz your trying to Count JIPArray which is nil or was that intentional lol?

    if (isNil "JIPArray") then {JIPArray = //what you want it to equal here};

    then do your for i from x code etc


  2. It was the side check causing a problem so made changes. i just tested this modded code and it works.

    all you have to do is mod the playerKilled.sqf and use all the code below. if it don't work after that something in your other files is wrong.

    playerKilled.sqf

    _victim = _this select 0;
    _killer = _this select 1;
    _Victim_Team = side (group _victim); 
    _Killer_Team = side (group _killer); 
    
    //Don't count Teamkill's
    if (_Victim_Team == _Killer_Team )  exitWith {}; 
    
    if (_victim == _killer) exitWith {}; 
    
    
             if (_victim != _killer && _Victim_Team == east) then {
    
        WestKillCount = WestKillCount + 1;
        publicvariable "WestKillCount";
    
        //hint format ["Victim Faction: {%1} west kills: {%2} max team kills: {%3} ",_Victim_Team, WestKillCount, MaxTeamKills];
      };
    
            if (_victim != _killer && _Victim_Team == west) then {
    
        EastKillCount = EastKillCount + 1;
        publicvariable "EastKillCount";
    
        //hint format ["Victim Faction: {%1} east kills: {%2} max team kills: {%3} ",_Victim_Team, EastKillCount, MaxTeamKills];
      };
    
      waitUntil {alive player}; 
    


  3. if you want it to end mission etc then you need to make a file called Description.ext and put it in your mission directory then put this code in the file:

    keep in mind all this code is untested it's just a quik mockup of logic, but glancing at it appears to be workable to me, you can try it, test it or what ever you want:P

    Description.ext

    ///////////////////////////////////////////////////////////
    class CfgDebriefing
    //--- endings // blue side first
    {  
    class End1
    { //West winner
    	title = "Mission Complete";
    	subtitle = "";
    	description = "Your team has won the battle.";
    	pictureBackground = "";
    	picture = "b_inf";
    	pictureColor[] = {0.0,0.3,0.6,1};
    };
    
    class End2
    { //East loser
    	title = "Mission Failed";
    	subtitle = "";
    	description = "Your team has lost the battle.";
    	pictureBackground = "";
    	picture = "b_inf";
    	pictureColor[] = {0.5,0.0,0.0,1};
    };
    
    
    
    
    
    };
    ///////////////////////////////////////////////////////////
    

    here is the modded loop to call the proper ending for each team.

    WestFancyloop.sqf //:P

    
    
    WestKillsEnd = true;
    
            //loop
            while {WestKillsEnd} do {
    
              if (WestKillCount == MaxTeamKills) then {
    
    
               //Do fancy stuff here when west reaches 20 kills
        ["End1","BIS_fnc_endMission",west] call BIS_fnc_MP; 
               ["End2","BIS_fnc_endMission",east] call BIS_fnc_MP;  
    
    
               //then exit loop when done
               WestKillsEnd = false; 
    
       };
          sleep 10;    
    
        };  
    


  4. If a client is connected whilst this marker is created, they see the red marker above the building named objectName.

    However if a client joins the server AFTER the marker script is run; they do not see the marker.

    This can be resolved by both the server and clients running @CBA_A3 alongside the use of CBA_fnc_setMarkerPersistent however this mod requirement causes most public clients to play elsewhere :(

    agree 100 percent. based on all my testing that is exactly the case


  5. it's pretty much the same as what i posted except u can use "objectName" setVariable [killstreak, value, (public)] bolean example: player or killer setVariable["killstreak", 1,true]; then set to nill when killer dies but looking at his mission scripts or asking him is the best option for a new coder. Iv'e never made a killstreak script yet but i know how it's done logic wise.


  6. I'll take a shot at trying to count team kills and executing code when each team achieves the set kill amount.

    Just a 5-10 minute script but i think it will work

    Init.sqf

    WestKillCount = 0;
    EastKillCount = 0;
    MaxTeamKills = 20;
    
    publicvariable "WestKillCount";
    publicvariable "EastKillCount";
    publicvariable "MaxTeamKills";
    
    playerKilled = CompileFinal preprocessFileLineNumbers "playerKilled.sqf";
    player addMPEventHandler ["mpkilled", {[_this select 0, _this select 1] Spawn playerKilled}];
    
    if (isServer) then {ExecVM "WestFancyloop.sqf"};
    
    //also make a EastFancyloop.sqf and change the code to proper team for east and run this: if (isServer) then {ExecVM "EastFancyloop.sqf"}; 
    
    

    playerKilled.sqf

    _victim = _this select 0;
    _killer = _this select 1;
    
    
    if (_victim == _killer) exitWith {}; 
    
    
             if (_victim != _killer && side _victim == east) then {
    
        WestKillCount = WestKillCount + 1;
        publicvariable "WestKillCount";
    
      };
    
           if (_victim != _killer && side _victim == west) then {
    
        EastKillCount = EastKillCount + 1;
        publicvariable "EastKillCount";
    
      };
    
      waitUntil {alive player};
    
    

    WestFancyloop.sqf

    
    
    WestKillsEnd = true;
    
            //loop
    	 while {WestKillsEnd} do {
    
              if (WestKillCount == MaxTeamKills) then {
    
    
               //Do  fancy stuff here when west reaches 20 kills
    
    
    		//then exit loop when done
    		WestKillsEnd = false; 
    
    };
       sleep 10;	
    
        };
    
    


  7. EDIT: I tried it, and nothing worked. I even put the ticket checker in a trigger, but it still didn't do anything. I will just be using a timer for my mission until someone figures out how to make the tickets work properly.

    when and if i get it working ill update here, but it's not something super important for me at the moment so someone will probably beat me to it. ive only tested it once and that was before Karel made the new tickets wiki page.


  8. Ok, I just thought i would throw this out there for BIS and all the happy jet lovers who are waiting to fly a jet high in the sky in arma3's new engine. So i wanted to take a bit of time to point out what a wonderful job the community is doing with helping BIS squash bugs in the face all day and night after night.

    I know BIS isn't Santa with a purdy red hat but... I was just wondering if you guys are considering a nice little present to the community for helping Dev's smash bug's in the face etc? :nono:

    ---------- Post added at 12:30 PM ---------- Previous post was at 12:28 PM ----------

    personally i help to make the game better, not for a present"P


  9. They didn't fix this yet did they. I created a marker through a script at the start of the mission, when I reconnect it is gone. I need to use Mikies JIP marker technique to have it be there for JIP players.

    i think they only work for JIP only if the markers were made in init.sqf

    i wanted to use this code for markers using if isserver but when i leave server and come back the markers are not there anymore i had to do a work around to fix this making the marker in init.sqf but im not entirely sure if the server was supposed to propagate the marker to all clients to begin with. i certainly thought so.

    if (randOBJ  == 1) then 
    
    {   
    ObjectiveCrate setPos (getMarkerPos "Objective1");
    ObjectiveCrate setDir 0;
    
    Obj = getmarkerpos "Objective1";
    ObjectiveMkr = createMarker [ObjectiveMkrName, Obj];
    ObjectiveMkr setMarkerShape "ICON";
    ObjectiveMkrName setMarkerType "mil_box";
    ObjectiveMkrName setMarkerColor "ColorGreen";
    ObjectiveMkrName setMarkerSize [0.9, 0.9];
    ObjectiveMkrName setMarkerText (ObjectiveMkrName );
    
    
    };
    


  10. Personally i am a patient person, and i am willing to wait yet a few more months or longer for the official release of Arma3, reason, I think a product should be as sharp as possible "out of the box". I am extremely happy with Arma3 so far despite a few things i would like to see added. My number one complaint with Arma3 is the engine moves your crosshairs for you, i think this is disgusting engine behavior and does not offer freedom of choice, currently you can't even turn it off. Other than that i think the water needs tweaked and tracers should light up the environment like they do in real life. After that's resolved I would be perfectly happy with Arma3. The lighting in Arma3 is eye popping and mouth dropping to say the least, who ever did the lighting needs a bonus. Really looking forward to playing the campaign. This is probably the only game besides BF3 that I would play the full campaign lol.

    I remember buying a game called League of Legends which is normally free but the paid version gives you 20 free champions. Guess what? the developers changed the server updater code so much the game did not work out of the box, Riot games support people told me I had to go download the full game from their website, then apply more updates after the fact. Seems like a product should work out of the box. This doesn't have nothing to do with Arma3 though I'm just saying. It's better to be safe than sorry.


  11. yea im pretty sure you have to read the var from in which it was set in this example: [west,5] call BIS_fnc_respawnTickets; the value u need to read is 5

    but i have no idea how to read the var and i'm not sure if the end mission happens on it's own or if you need to define it yourself when tickets are out. i'm thinking unfortunately for us we have to do most of it including end mission, but im not sure. always been hoping someone will share info who uses the ticket system. since the wiki is certainly inadequate

    respawnTemplatesWest[] = {"EndMission"}; might have to be used with respawn bird type to work i have no idea.....


  12. where do i have to put this?

    [west,5] call BIS_fnc_respawnTickets;

    can it be in the description.ext, or do i have to put it into init-file?

    what happens, when i choose the ticket respawn-template, but don't define how many tickets available?

    im pretty sure you want to add it [west,5] call BIS_fnc_respawnTickets; in the init.sqf or a script in which it's only ran once like server

    im using this in my description file:

    respawnTemplatesWest[] = {"MenuInventory","MenuPosition","Tickets"};

    respawnTemplatesGuer[] = {"MenuInventory","MenuPosition","Tickets"};

    and i don't have tickets num defined and nothing happens the other 2 that i do use MenuInventory" and "MenuPosition" still work as intended

    later i plan on using tickets with it that's why i'm using the code above for the meantime


  13. .rpt file: bug is in the file at the bottom

    I think its a bug

    EDIT: Karel is aware of it now . Just so no one posts duplicate tickets http://feedback.arma3.com/view.php?id=12430

    =====================================================================

    == C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe

    == "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe"

    Exe timestamp: 2013/07/25 13:20:38

    Current time: 2013/08/05 13:45:42

    Type: Public Beta

    Branch: Stable

    Version: 0.74.108135

    Allocator: C:\Program Files (x86)\Steam\steamapps\common\Arma 3\dll\tbb4malloc_bi.dll

    =====================================================================

    Updating base class ->Base, by a3\dubbing_radio_f\config.bin/CfgHQIdentities/PAPA_BEAR/

    Updating base class ->Base, by a3\dubbing_radio_f\config.bin/CfgHQIdentities/AirBase/

    Updating base class Church->House_F, by a3\structures_f\civ\belltowers\config.bin/CfgVehicles/Church_F/

    Updating base class ->RscText, by a3\ui_f\config.bin/RscDisplayCapture/controls/TimeLines/

    Updating base class RscControlsGroup->RscControlsGroupNoScrollbars, by a3\ui_f\config.bin/RscDisplayMain/controls/ModIcons/

    Updating base class RscPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/IconPicture/

    Updating base class RscListBox->RscCombo, by a3\ui_f\config.bin/RscDisplayCustomizeController/Steepness/

    Updating base class ->RscStandardDisplay, by a3\ui_f\config.bin/RscDisplayControlSchemes/

    Updating base class ButtonOK->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayControlSchemes/controls/ButtonCancel/

    Updating base class RscButton->RscButtonMenuOK, by a3\ui_f\config.bin/RscDisplayControlSchemes/controls/ButtonOK/

    Updating base class ->RscSubmenu, by a3\ui_f\config.bin/RscMainMenu/

    Cannot update non class from class a3\ui_f\config.bin/RscCallSupport/Items/

    Cannot update non class from class a3\ui_f\config.bin/RscRadio/Items/

    Updating base class ->HitPoints, by a3\armor_f_beta\apc_tracked_01\config.bin/CfgVehicles/Tank_F/HitPoints/

    Updating base class HitPoints->HitPoints, by a3\armor_f_beta\apc_wheeled_01\config.bin/CfgVehicles/Wheeled_APC_F/HitPoints/

    Wrong action = "landGear"

    Wrong action = "landGearUp"

    Wrong action = "walkRunTemp"

    Wrong action = "landGear"

    Wrong action = "landGearUp"

    Wrong action = "landGear"

    Wrong action = "landGearUp"

    Wrong action = "landGear"

    Wrong action = "landGear"

    Wrong action = "landGearUp"

    ==== Loaded addons ====

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\dta\bin.pbo - unknown

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\dta\core.pbo - 0

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\dta\languagecore_f.pbo - 52939

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\a3.pbo - unknown

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\air_f.pbo - 52800

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\air_f_beta.pbo - 52885

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\animals_f.pbo - 50264

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\animals_f_beta.pbo - 50693

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\anims_f.pbo - 52378

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\anims_f_data.pbo - 52390

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\armor_f.pbo - 50425

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\armor_f_beta.pbo - 52893

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\baseconfig_f.pbo - 43414

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\boat_f.pbo - 52498

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\boat_f_beta.pbo - 52481

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\cargoposes_f.pbo - 52792

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\characters_f.pbo - 52485

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\characters_f_beta.pbo - 52485

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\data_f.pbo - 52904

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\dubbing_f.pbo - 52421

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\dubbing_f_beta.pbo - 48659

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\dubbing_radio_f.pbo - 52139

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\dubbing_radio_f_data.pbo - 51786

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\editor_f.pbo - 43414

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\functions_f.pbo - 53032

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\languagemissions_f.pbo - 52311

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\languagemissions_f_beta.pbo - 52312

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\language_f.pbo - 52946

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\language_f_beta.pbo - 52683

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\map_data.pbo - 52802

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\map_stratis.pbo - 52814

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\map_stratis_data.pbo - 52814

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\map_stratis_data_layers.pbo - 49811

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\map_stratis_scenes_f.pbo - 51258

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\misc_f.pbo - 52488

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\missions_f.pbo - 53074

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\missions_f_beta.pbo - 52612

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\missions_f_beta_data.pbo - 51256

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\missions_f_beta_video.pbo - 49010

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\missions_f_data.pbo - 48854

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\missions_f_video.pbo - 48854

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\modules_f.pbo - 52398

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\modules_f_beta.pbo - 52183

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\modules_f_beta_data.pbo - 52079

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\modules_f_data.pbo - 51786

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\music_f.pbo - 51732

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\music_f_music.pbo - 51737

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\plants_f.pbo - 52788

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\roads_f.pbo - 52814

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\rocks_f.pbo - 52909

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\signs_f.pbo - 52905

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\soft_f.pbo - 52541

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\soft_f_beta.pbo - 52541

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\sounds_f.pbo - 52471

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\sounds_f_vehicles.pbo - 52495

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\sounds_f_weapons.pbo - 52495

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\static_f.pbo - 51870

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\static_f_beta.pbo - 52482

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\structures_f.pbo - 52933

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\structures_f_data.pbo - 52383

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\structures_f_households.pbo - 52383

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\structures_f_ind.pbo - 52905

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\structures_f_mil.pbo - 52383

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\structures_f_wrecks.pbo - 52905

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\uifonts_f.pbo - 52446

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\uifonts_f_data.pbo - 52446

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\ui_f.pbo - 52952

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\ui_f_data.pbo - 52952

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\weapons_f.pbo - 52889

    C:\Program Files (x86)\Steam\steamapps\common\Arma 3\addons\weapons_f_beta.pbo - 52848

    =======================

    DX11 - Initializing DX11 engine.

    DX11 - Using DXGI adapter 0 (detected in config).

    DX11 - Using DXGI adapter 0.

    - adapter description : ATI Radeon HD 4800 Series

    - adapter vendor ID : 4098

    - adapter device ID : 37984

    - adapter subsys ID : 3776255819

    - adapter revision : 0

    - dedicated video memory : 1058017280

    - dedicated system memory : 0

    - shared system memory : 3236884480

    Error: JoystickDevices - CoInitilizeEx return 80010106

    Error: CoInitilizeEx (XAudio2-1st trial) return 80010106

    PhysX3 SDK Init started ...

    PhysX3 SDK Init ended.

    No more slot to add connection at 033057 (3386.8,5735.4)

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\households\stone_big\d_stone_housebig_v1_f.p3d: house, config class missing

    a3\structures_f\households\wip\unfinished_building_02_f.p3d: house, config class missing

    a3\structures_f\households\stone_small\d_stone_housesmall_v1_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    String STR_A3_CfgVehicles_Land_Wreck_TruckFuel_F0 not found

    config.bin/CfgWorlds/Stratis/AmbientA3/Radius30_40/Species/FireFly/: Cannot create ambient entity type FireFly

    Attempt to override final function - bis_functions_list

    Attempt to override final function - bis_functions_listpreinit

    Attempt to override final function - bis_functions_listpostinit

    Attempt to override final function - bis_functions_listrecompile

    Attempt to override final function - bis_fnc_missiontaskslocal

    Attempt to override final function - bis_fnc_missionconversationslocal

    Attempt to override final function - bis_fnc_missionflow

    config.bin/CfgMovesMaleSdr/States/AmovPknlMevaSrasWpstDfl.InterpolateTo: Bad move AmovPevaMevaSrasWpstDfl

    config.bin/CfgMovesMaleSdr/States/AdvePercMstpSnonWrflDnon_AdvePercMstpSnonWnonDnon.ConnectTo: Bad move AdvePercMstpSnonWrflDnon_putDown

    config.bin/CfgMovesMaleSdr/States/AbdvPercMstpSnonWrflDnon_AbdvPercMstpSnonWnonDnon.ConnectTo: Bad move AbdvPercMstpSnonWrflDnon_putDown

    config.bin/CfgMovesMaleSdr/States/AsdvPercMstpSnonWrflDnon_AsdvPercMstpSnonWnonDnon.ConnectTo: Bad move AsdvPercMstpSnonWrflDnon_putDown

    config.bin/CfgMovesMaleSdr/States/passenger_apc_generic02_settlein.interpolateTo: Bad move KIA_passenger_generic02

    config.bin/CfgMovesMaleSdr/States/passenger_apc_generic02b_settlein.interpolateTo: Bad move KIA_passenger_generic02

    config.bin/CfgMovesMaleSdr/States/passenger_apc_generic02b.interpolateTo: Bad move KIA_passenger_apc_generic02b

    config.bin/CfgMovesMaleSdr/States/passenger_apc_generic03_settlein.interpolateTo: Bad move KIA_passenger_generic03

    config.bin/CfgMovesMaleSdr/States/passenger_apc_generic04_settlein.interpolateTo: Bad move KIA_passenger_generic04

    config.bin/CfgMovesMaleSdr/States/passenger_apc_narrow_generic02_settlein.interpolateTo: Bad move KIA_passenger_generic02

    config.bin/CfgMovesMaleSdr/States/passenger_apc_narrow_generic03_settlein.interpolateTo: Bad move KIA_passenger_generic03

    config.bin/CfgMovesMaleSdr/States/GetOutPara.interpolateTo: Bad move Unconcious

    Animation a3\anims_f\data\anim\sdr\mov\erc\wlk\non\rfl\amovpercmwlksnonwrfldf_advepercmrunsnonwrfldf.rtm not found or empty

    Animation a3\anims_f\data\anim\sdr\mov\erc\wlk\ras\rfl\amovpercmwlksraswrfldf_asdvpercmrunsnonwrfldf.rtm not found or empty

    Animation a3\anims_f\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf_asdvpercmrunsnonwnondf.rtm not found or empty

    Animation a3\anims_f\data\anim\sdr\mov\erc\wlk\non\rfl\amovpercmwlksnonwrfldf_asdvpercmrunsnonwrfldf.rtm not found or empty

    Animation a3\anims_f\data\anim\sdr\mov\erc\wlk\ras\rfl\amovpercmwlksraswrfldf_abdvpercmrunsnonwrfldf.rtm not found or empty

    Animation a3\anims_f\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf_abdvpercmrunsnonwnondf.rtm not found or empty

    Animation a3\anims_f\data\anim\sdr\mov\erc\wlk\non\rfl\amovpercmwlksnonwrfldf_abdvpercmrunsnonwrfldf.rtm not found or empty

    Animation a3\air_f_beta\heli_transport_02\data\anim\inout\lux_getin.rtm not found or empty

    Animation a3\air_f_beta\heli_transport_02\data\anim\inout\lux_getout.rtm not found or empty

    Animation a3\armor_f_beta\amv\data\anim\kia_amv_driver.rtm not found or empty

    Animation a3\armor_f_beta\amv\data\anim\amv_driver.rtm not found or empty

    Animation a3\armor_f_beta\amv\data\anim\kia_amv_gunner.rtm not found or empty

    Animation a3\armor_f_beta\amv\data\anim\amv_gunner.rtm not found or empty

    Animation a3\armor_f_beta\amv\data\anim\kia_amv_commander.rtm not found or empty

    Animation a3\armor_f_beta\amv\data\anim\amv_commander.rtm not found or empty

    Animation a3\armor_f_beta\amv\data\anim\kia_amv_commander_out.rtm not found or empty

    Animation a3\armor_f_beta\amv\data\anim\amv_commander_out.rtm not found or empty

    Animation a3\armor_f_beta\amv\data\anim\kia_amv.rtm not found or empty

    Animation a3\armor_f_beta\amv\data\anim\amv.rtm not found or empty

    Animation a3\armor_f_beta\amv\data\anim\kia_amv_medevac.rtm not found or empty

    Animation a3\armor_f_beta\amv\data\anim\amv_medevac.rtm not found or empty

    Animation a3\armor_f_beta\mbt_01\data\anim\kia_slammer_driver.rtm not found or empty

    Animation a3\armor_f_beta\mbt_01\data\anim\slammer_driver.rtm not found or empty

    Animation a3\armor_f_beta\mbt_01\data\anim\kia_slammer_gunner.rtm not found or empty

    Animation a3\armor_f_beta\mbt_01\data\anim\slammer_gunner.rtm not found or empty

    Animation a3\armor_f_beta\mbt_01\data\anim\kia_slammer_commander.rtm not found or empty

    Animation a3\armor_f_beta\mbt_01\data\anim\slammer_commander.rtm not found or empty

    Animation a3\armor_f_beta\mbt_01\data\anim\kia_slammer_commander_out.rtm not found or empty

    Animation a3\armor_f_beta\mbt_01\data\anim\slammer_commander_out.rtm not found or empty

    Animation a3\armor_f_beta\mbt_01\data\anim\kia_slammer.rtm not found or empty

    Animation a3\armor_f_beta\mbt_01\data\anim\slammer.rtm not found or empty

    Animation a3\air_f\mv22\data\anim\apc_cargo_1.rtm not found or empty

    Animation a3\air_f\mv22\data\anim\apc_cargo_2.rtm not found or empty

    Animation a3\air_f\mv22\data\anim\apc_cargo_3.rtm not found or empty

    Animation a3\air_f\mv22\data\anim\apc_cargo_4.rtm not found or empty

    Warning: looped for animation: a3\cargoposes_f\anim\driver_apcwheeled2_out.rtm differs (looped now 1)! MoveName: driver_apcwheeled2_out

    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?

    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?

    soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    a3\structures_f\training\shootingpos_f.p3d: house, config class missing

    Speaker Male01_F not found in CfgVoiceTypes

    soldier[b_Soldier_TL_F]:Some of magazines weren't stored in soldier Vest or Uniform?

    soldier[b_Soldier_TL_F]:Some of magazines weren't stored in soldier Vest or Uniform?

    soldier[b_Soldier_TL_F]:Some of magazines weren't stored in soldier Vest or Uniform?

    Client: Nonnetwork object 4616e040.

    Client: Nonnetwork object 45eae080.

    Client: Nonnetwork object 460c6040.

    Client: Nonnetwork object 45ed6080.

    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]

    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]

    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]

    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]

    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]

    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_hamr.p3d]

    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]

    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]

    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]

    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]

    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]

    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]

    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]

    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]

    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_hamr.p3d]

    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]

    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]

    config.bin/CfgWorlds/Stratis/AmbientA3/Radius30_40/Species/FireFly/: Cannot create ambient entity type FireFly

    config.bin/CfgWorlds/Stratis/AmbientA3/Radius30_40/Species/FireFly/: Cannot create ambient entity type FireFly

    Attempt to override final function - bis_functions_list

    Attempt to override final function - bis_functions_listpreinit

    Attempt to override final function - bis_functions_listpostinit

    Attempt to override final function - bis_functions_listrecompile

    Attempt to override final function - bis_fnc_missiontaskslocal

    Attempt to override final function - bis_fnc_missionconversationslocal

    Attempt to override final function - bis_fnc_missionflow

    Group R Alpha 1-1 (0x4bc13400) - network ID 2:40

    - no main subgroup

    Network simulation, time = 0.130

    Group R Alpha 1-1 (0x4bc13400) - network ID 2:40

    - no main subgroup

    Group R Alpha 1-1 (0x4bc13400) - network ID 2:40

    - no main subgroup

    Group R Alpha 1-1 (0x4bc13400) - network ID 2:40

    - no main subgroup

    Group R Alpha 1-1 (0x4bc13400) - network ID 2:40

    - no main subgroup

    Group R Alpha 1-1 (0x4bc13400) - network ID 2:40

    - no main subgroup

    Group R Alpha 1-1 (0x4bc13400) - network ID 2:40

    - no main subgroup

    Group R Alpha 1-1 (0x4bc13400) - network ID 2:40

    - no main subgroup

    Group R Alpha 1-1 (0x4bc13400) - network ID 2:40

    - no main subgroup

    Speaker Male01_F not found in CfgVoiceTypes

    Speaker Male01_F not found in CfgVoiceTypes

    Cannot load font a3\uifonts_f\data\fonts\etelkanarrowmediumpro\etelkanarrowmediumpro25

    Fonts file A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro25 not found

    Cannot load font a3\uifonts_f\data\fonts\etelkanarrowmediumpro\etelkanarrowmediumpro28

    Fonts file A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro28 not found

    Fresnel k must be >0, given n=2.51,k=0

    control[DebugConsole]: Unexpected control type [15]

    control[DebugConsole]: Unexpected control type [15]

    control[MessageBox]: Unexpected control type [15]

    control[MessageBox]: Unexpected control type [15]

    Ragdoll - loading of ragdoll source "Soldier" started.

    Ragdoll - loading of ragdoll source "Soldier" finished successfully.

    control[Map]: Unexpected control type [0]

    String RscDisplayRespawn_ButtonOK_disabled not found

    Ref to nonnetwork object 5633e040# 164258: ia_soldier_02.p3d

    Ref to nonnetwork object 5633e040# 164258: ia_soldier_02.p3d

    Ref to nonnetwork object 5633e040# 164258: ia_soldier_02.p3d

    Ref to nonnetwork object 5633e040# 164258: ia_soldier_02.p3d

    Ref to nonnetwork object 5633e040# 164258: ia_soldier_02.p3d

    Error in expression <c_ctrlFitToTextHeight;

    } else {

    _text = BIS_fnc_respawnSelectIventory_texts sele>

    Error position: <BIS_fnc_respawnSelectIventory_texts sele>

    Error Undefined variable in expression: bis_fnc_respawnselectiventory_texts

    File A3\functions_f\respawn\fn_respawnMenuInventory.sqf, line 215

    Duplicate weapon Throw detected for I_Soldier_exp_F

    Duplicate weapon Put detected for I_Soldier_exp_F

    Speaker Male01_F not found in CfgVoiceTypes

    LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]


  14. Hi, I'm trying to make a ANTI-spawn kill / ANTI-team kill script for my "Team Objective" mission and my "coop defense" missions

    I was hoping you awesome scripter Vets can take a look at my code and offer some input to get it working relatively bug free or working as intended at a minimum :p.

    Important: Keep in mind that all players are in the same group. West in a group and Independent is in own group

    Here is what happened on my first test that i noticed....

    I left AI on for my first script test since no other players were there to test the script against, and I named the player slots just for testing "C1,C2,C3 etc" and used:

    C1,C2,C3 etc addMPEventHandler ["mpkilled", {[_this select 0, _this select 1] Spawn playerKilled}];

    so then basically me and my AI teammate was base raping west. Then when my AI teammate killed a west AI the script killed me lol

    It's only supposed to kill the player who either is spawn killing or team killing.

    Not sure what im doing wrong here.

    Init.sqf:

    
    ////////////////////////////////////////////////////////////////////////////////////
    SpawnKillMsg            = {titleText ["SPAWN KILLING IS NOT ALLOWED!", "BLACK IN",8]; player setDamage 1;};
    TeamKillMsg              = {titleText ["TEAM KILLING IS NOT ALLOWED!",  "BLACK IN",8]; player setDamage 1;}; 
    playerKilled = CompileFinal preprocessFileLineNumbers "playerKilled.sqf";
    player addMPEventHandler ["mpkilled", {[_this select 0, _this select 1] Spawn playerKilled}];
    ////////////////////////////////////////////////////////////////////////////////////
    
    

    playerkilled.sqf

    
    victim = _this select 0;
    killer = _this select 1;
    Victim_Faction     = side (group victim); //
    Killer_Faction       = side (group killer); //
    
    player globalChat format ["%1 was killed by %2", name victim, name killer];  
    
           if (victim == killer) exitWith {}; 
    
           if (Victim_Faction == Killer_Faction) then { 
    
             [[],"TeamKillMsg",killer,true,false] spawn BIS_fnc_MP; 
    
      } else {
    
          if ( Killer_Faction == independent && ((victim distance getMarkerPos "Respawn_west" < 70) || (victim distance getMarkerPos "respawn_west2" < 70))) then { 
    
            [[],"SpawnKillMsg",killer,true,false] spawn BIS_fnc_MP; 
            diag_log format ["Victim Faction: %1 Killer Faction: %2", Victim_Faction, Killer_Faction];
    
     };
    
          if ( Killer_Faction == west && ((victim distance getMarkerPos "respawn_guerrila" < 70) || (victim distance getMarkerPos "respawn_guerrila2" < 70))) then { 
    
             [[],"SpawnKillMsg",killer,true,false] spawn BIS_fnc_MP; 
             diag_log format ["Victim Faction: %1 Killer Faction: %2", Victim_Faction, Killer_Faction];
        };
    
    };
    
    diag_log format ["Victim: %1 Killer: %2 Victim Faction: %3 Killer Faction: %4", victim, killer, Victim_Faction, Killer_Faction];
    
    
    waitUntil {alive player};
    
    


  15. I think for what you are trying to do you would need to add triggers that check for when ticketnum = 0

    if that's all you have to do to use the new tickets system then that's super simple, but i would prolly use a loop instead of a trigger.

    Description.ext

    respawnTemplatesWest[] = {"MenuInventory","MenuPosition","Tickets"};
    

    Init.sqf

    //set tickets
    [west, 5] call BIS_fnc_respawnTickets;
    // OR set using?
    ticketsWest = 5;
    
    

    server.sqf

    //count remaining tickets as fight goes on
    EndisNear = true;
    
    	 while {EndisNear} do {
            ticketNUM = [west] call BIS_fnc_respawnTickets;
    
    
              if (ticketNUM == 0)then {
    
                 ["End1","BIS_fnc_endMission",west] call BIS_fnc_MP;
         ["End2","BIS_fnc_endMission",independent] call BIS_fnc_MP;
    
    		EndisNear = false;
    
    	};
    
       sleep 10;	
    
        };
    

    so is this example correct? i will have to test it today or tomorrow

×