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About Solidsnacks

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    I ask the hard questions

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  1. Solidsnacks

    Switch statement returns default

    Thanks everyone for chiming in. Much respect to all of you. @killzone_kid I get what you mean by “select 1” returns the “on activation” statement. The part that’s messing me up is that I have the triggers configured identically to the ones in the original escape scenario so I’m really at a loss for why it wouldn’t give me the same output as the original. The original triggers simply have MRAP, APC etc (no quotes “ “ or anything) in the “on act.” block. So I’m not sure if you meant something else in your last sentence. @dedmen I had a friend tell me the same thing so I’ll have to see if something pops up in the logs ‘cause it’s not throwing any errors or anything that I can see in the rpt—if that’s even a thing. Thanks again, all! I’ll update when I get home and can check it out.
  2. Solidsnacks

    Switch statement returns default

    Right. I should have mentioned that I use the cases in the trigger statements from empty detector triggers in the editor. I’ve reviewed everything and it’s all 1:1. Would anyone like to reproduce this on their end?
  3. I have a switch statement that fails to return any of the cases and instead returns default. I've used different classnames for default and they work successfully but the cases fail to return when called. The script is copied (the entire file TBH) from BI's 'Escape from Malden' initServer.sqf with the only changes being the changes to the classnames the cases reference. My initServer.sqf edit: The original unedited version:
  4. Hi Temppa! I posted on your workshop page but figured I might as well mention it here as well. The ambient sounds are bugged whenever you move away from vegetation. They become mute and the game becomes weirdly silent except for your character movements. I love your maps especially hellannmaa so this is an especial bummer for me. Thanks for what you do!
  5. Solidsnacks

    cfgRespawnloadout backpacks Issue

    You have all the medical items in the wrong “field”. They need to go in the “items” section. The “linked items” is for headgear, goggles, attachments etc that have slots in the inventory parsed for them
  6. If you look at the mission in the editor you’ll see there are empty detector triggers located around the map that have Gen_Infantry/ Nato_Infantry in their “text” fields. These need to be placed within your mission for the corresponding code to execute. Also, it would help if you could share the original initserver.sqf that you copied and the one you created for your mission
  7. This is the relevant stuff. The unit is placed in the editor with "US_ARMY_FTL = group this" in its init. Technically, it's alive at mission start. I've considered a switch (true) do alternative to sort it out, but it would seem the base FUNCTIONality has my bases covered, unfortunately it does not I've tried calling it from different events: init.sqf, unit server etc. all with the same result: that the variable US_ARMY_FTL is undefined
  8. So let's take a look. The target in this case is a unit placed in the editor given the name: US_ARMY_FTL. For some wild reason unbeknownst to me, the script seems to think that US_ARMY_FTL is an undefined variable. Can anyone comment on why my logic is wrong? To be clear: the script works if I use missionNamespace, Side, and Group. it DOES NOT work when I try to reference a specific unit.
  9. Thanks for the reply. I mustn't have been clear when I said that the script works fine in the first example. I've gone over the above page you've linked many times and I can't figure out why it can't produce a specific loadout for a specific unit/object as per the function's parameters and posted my example to see if anyone else could spot what I've done wrong or explain why it wouldn't work. Thanks!
  10. As the name implies, I'm asking advice on how to create custom respawn inventories per unit using BIS_fnc_addRespawnInventory. So here's the situation: I have a group placed in the editor, the group is named and each unit belongs to the group and has "US_ARMY_FT = group this" in their inits so they all belong to the same group. Each member is individually named "US_ARMY_FTL, AR etc. So they all have a specific variable name with a similar naming convention. Here's where it gets confusing. I'm able to use BIS_fnc_addRespawnInventory to give the group respawn inventories without a hiccup. The following is what I use for the loadouts. Everything's fine when I use this method, but I wanted to fine tune it so there would be more emphasis on role selection in the lobby and also to force players to use equipment appropriate to their class. So then I came up with this, which is more or less the same as above but references the unit's variable name. Whenever I try this second method it gives me an error saying that "us_army_ftl" is an undefined variable, which is ironic considering that it says nothing about the group I reference for respawn tickets. Additionally, I have other scripts and functions that reference the unit names I've applied and I've received no error messages about them and nothing has been logged in the RPT other than the undefined variable error to indicate anything has gone wrong. It's worth noting that despite the game throwing that specific script error on mission start and it not behaving the way I want it to it still gives me the custom classes that I defined in the Description.ext based on the entries above. So my questions are: How do you make a respawn menu with loadouts custom to the unit/object. Can you do that? Why does the script think my variable is undefined? Thanks in advance!
  11. Solidsnacks

    Custom briefing background controls

    Good job! I had actually been sifting through a3\ui_f_data\... last night, but was always a hair away from what I was looking for. Once I get some proper examples set up I'll throw them onto here. Seriously, big thanks, Larrow!
  12. Solidsnacks

    Custom briefing background controls

    I had a sneaking suspicion that was the case by the time I started this thread. Thanks for chiming in.
  13. Solidsnacks

    Custom briefing background controls

    I considered that, only problem is the lack of marker links, page links etc.
  14. I'm trying to customize the background of the mission briefing notes section and haven't found anything that addresses what I'm looking for. I can control fonts and colors fine, but there doesn't seem to be anything to change the background image or color/alpha. I've looked up the old briefing.html, but it says it's now obsolete. I'm not afraid to get into Dialog controls, though from what I've read I think I'd be barking up the wrong tree.
  15. Hey Psycho, thanks for the awesome script! I use it in every mission now. I was just curious how I would go about making a single unit capable of reviving healing instead of everyone being able to revive heal. // by EightSix private ["_healer","_isMedic"]; _healer = _this; _isMedic = if (getNumber (configFile >> "CfgVehicles" >> (typeOf _healer) >> "attendant") == 1) then {true} else {false}; _isMedic I was looking at the isMedic function and I can't seem to understand how I would change it to make only one class capable of healing. I'm sure you're busy, any advice would be appreciated. Cheers on the best lightweight revive/medic script. I read your earlier post about this not being a "revive" script, and I understand that, but there must be something I can change to single out a specific unit for healing other units.