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randy andy tw1

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Everything posted by randy andy tw1

  1. randy andy tw1

    Disable Vehicle Panels

    Sorry to bring this thread back to life however I am trying to use Belbo's function and whilst it seems to initially work, when I switch to the commander seat of a tank, the panels are back alive again. This is also true for the Gunner so I believe this is only disabled for the driver. I am using the method of calling [this,false] call compile preprocessFileLineNumbers "fn_enableInfoPanel.sqf"; in the init line of the tank, and fn_enableInfoPanel is set up identical to the GitHub code. Is there a way to run this on the Commander position of the tank? The desired result I am trying to achieve is to remove calling the mini-map/gps on a tank from all seat positions to simulate pre GPS era warfare. Thanks.
  2. I originally posted in 2016.. 6 years later I still love and use this script. Just wanted to say THANK YOU for the work over the years!👍
  3. Thanks for the replies. Steam, arma3 launcher, arma3 and ts3 are all set to run as administrator. Arma3 files have been verified Still black screen on load, no change after 20 mins. No issues with antivirus that i am aware of. using windows anti-virus, toggled off, same issue. Toby eye tracking, i have... turned this off, same issue. edit 2 - there is a service for toby still running, this has now been stopped, outcome is it does load.... thank you for the assistance. do you happen to know why there may be a conflict there? @brainslush
  4. Hi there, I am having a problem with ACRE2, causing ArmA to stall/crash into a black screen, whilst loading from the ArmA launcher. TS3 v3.3.2 ACRE2 v2.7.1 CBA_A3 v3.12.2 Both TS3 and ArmA loading in Administrator Mode, with the only mods running - CBA_A3, Acre2. ArmA3 running 64 bit. When Acre is not loaded, ArmA launches absolutely fine. Here is where the RPT writes to, when the black screen occurs. It's the black screen you get when ArmA launches, it seems to get stuck with at the below line: 21:20:02 CallExtension loaded: acre (C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@ACRE2\acre_x64.dll) [2.7.1.1016] To try to resolve the issue, I have -removed all traces of Acre, from all steam caches and local files. -re installed Acre via steam - still not working. -removed all files again -manually installed Acre from another members instance of Acre - still not launching. -removed all files again, reinstalled via Steam as well as re-installing TS3 plugin - still not working -removed all configs and arma profiles - still not working. Have not tried to reinstall ArmA yet, was wondering if there may have been anyone else with this issue, and a fix for this without reinstalling ArmA. Please can you very kindly, assist me with finding a solution to get ArmA to launch with Acre2 thank you.
  5. randy andy tw1

    A3 Wounding System (AIS by Psycho)

    Hi, is there anyway you can release this version with the Revive and Stabilize features with the overlay as a Rsc and not as a Dialogue? This current version is fantastic as it allows for medevac stations, and allows players to stabilize the wounded, however whilst reviving/stabilizing, the injured the medic cant use any controls as it is in a dialogue. As a group we don't use any other communication apart from VON. Can you kindly check this out please?
  6. randy andy tw1

    d3d error device removed

    I keep getting, for some reason, a D3d error and arma3 closes down. from my RPT file 20:45:05 DX11 error : Device removed: : DXGI_ERROR_DEVICE_REMOVED 20:45:05 DX11 - device removed - reason: DXGI_ERROR_DRIVER_INTERNAL_ERROR ErrorMessage: D3D Error - DXGI_ERROR_DEVICE_REMOVED followed by Exception code: 0000DEAD at 09231F28 graphics: D3D11, Device: AMD Radeon R9 200 Series and Mods: A3;curator;kart;heli;mark;expansion;dlcbundle Extensions: Distribution: 0 Version 1.68.141205 Fault time: 2017/04/22 20:45:42 Fault address: 09231F28 00:09231F28 Unknown module Prev. code bytes: E8 27 B2 00 00 48 8D 4C 24 20 FF 15 C8 A7 05 00 Fault code bytes: 48 8B 8C 24 C0 00 00 00 48 33 CC E8 98 7A 00 00 any ideas?
  7. hello I have been using the BIS function BIS_fnc_findSafePos to locate a random point from a position, which is great as it finds me a position within the search area specified, that is not in water however, I am using it to find a position to move an area marker down which is 300 x 300. the area of this marker will, at some point overlap some areas of the coast/sea. _positions = [selection1, A, B, 0, 0, 0, 0] call BIS_fnc_findSafePos; I am trying to ensure that the marker area, will never be over the sea, as this will be used as a paradrop area. Any ideas?
  8. randy andy tw1

    Detect if SEA is within an area

    I have safeguarded this with the black list of "marker". Marker coveres an area of sea. basically a beach Lz is created > it then selects a predefined inland position which will always be on land > it then kicks in the above for a paradrop position. Would you agree this would work with what i have? Is the version you posted worth me using? (not trying to be rude, I am asking from a very naive point of view) thank you
  9. randy andy tw1

    d3d error device removed

    i have removed my display drivers using DDU I then installed the latest diplay driver AMD all was working fine for an hour or so and then it happened again. below is from the RPT 15:32:23 Starting mission: 15:32:23 Mission file: 01_[RIP]_STRIKE_POC 15:32:23 Mission world: Altis 15:32:23 Mission directory: C:\Users\Andy\Documents\Arma 3 - Other Profiles\Randyandy\mpmissions\01_[RIP]_STRIKE_POC.Altis\ 15:32:26 c:\w\stable\futura\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing! 15:32:27 Mission id: d2e151e0e2d57ae2f0063eef6fbab9c9abcdba63 15:32:51 DX11 error : Device removed: : DXGI_ERROR_DEVICE_REMOVED 15:32:51 DX11 - device removed - reason: DXGI_ERROR_DRIVER_INTERNAL_ERROR ErrorMessage: D3D Error - DXGI_ERROR_DEVICE_REMOVED 15:33:49 SimulWeather - Cloud Renderer - noise texture file is not specified! Exception code: 0000DEAD at DB3C1F28 graphics: D3D11, Device: AMD Radeon R9 200 Series resolution: 1920x1080x32 Addons: I HAVE SKIPPED THIS AS IT IS VANILLA Mods: A3;curator;kart;heli;mark;expansion;dlcbundle Extensions: Distribution: 0 Version 1.68.141205 Fault time: 2017/04/23 15:37:36 Fault address: DB3C1F28 00:DB3C1F28 Unknown module file: 01_[RIP]_STRIKE_POC world: Altis Prev. code bytes: E8 27 B2 00 00 48 8D 4C 24 20 FF 15 C8 A7 05 00 Fault code bytes: 48 8B 8C 24 C0 00 00 00 48 33 CC E8 98 7A 00 00 =======================================================
  10. randy andy tw1

    Detect if SEA is within an area

    solved I was using getPos player as a default, which doesnt work as it is a command. fixed by using _default = [0,0,0]; now _dps will look for a position _wps will check this position if water is found within this position, it returns _default if _wps isequal to _default (which means if it found water) then it stops the loop private ["_loop","_dps","_wps","_default"]; _loop = 1; _default = [0,0,0]; while {_loop > 0} do { _dps = [activezone,1750,1750,0,0,0,0,["marker"],[_default,_default]] call BIS_fnc_findSafePos; // will find a random pos 1750 from my active zone, will avoid looking at the area of marker. sleep 0.5; _wps = [_dps,300,300,0,2,0,0,[],[_default,_default]] call BIS_fnc_findSafePos; // will return _default if this does NOT find water sleep 1; if (_wps isequalto _default) // checks if _wps isequalto _default then { hint "no water"; _loop = _loop -1; // stops the loop when condition is met sleep 1; "markerpara" setmarkerpos _wps; // places a marker at _Wps found location "markerpara2" setmarkerpos _dps; // places a marker at _DPS found location } else { hint "water"; sleep 1; "markerpara" setmarkerpos _wps; // places a marker at _Wps found location "markerpara2" setmarkerpos _dps; // places a marker at _DPS found location }; sleep 1; };
  11. randy andy tw1

    Detect if SEA is within an area

    im having a problem with my IF condition. In theory, _DPS will find a position, _WPS checks this position 300x300 if there is water. if NO water is found, bis_fnc_findsafepos, will use the default which is defined as my players pos (as a test) then _WPS should equal player pos (which i have named zone as a test at the start of the fnc) if there is NO water. however, looking at how the markers move, it keeps looping, even when it find positions that dont have water. any ideas where i am going wrong? private ["_fncactive","_dps","_wps","_test"]; _fncactive = 0; zone = getpos player; while {_fncactive < 1} do { _dps = [activezone,1750,1750,0,0,0,0,["marker"],[getPos player, getPos player]] call BIS_fnc_findSafePos; // will find a random pos 1750 from active zone, will avoid marker. sleep 0.1; _wps = [_dps,300,300,0,2,0,0,[],[getPos player, getPos player]] call BIS_fnc_findSafePos; // will return player pos if this does not find water sleep 1; if (_wps isequalto zone) // in theory if _wps does NOT find water, _WPS should default to getplayerpos then { hint "no water"; _fncactive = _fncactive +1; // stops the loop sleep 1; "markerpara2" setmarkerpos _dps; "markerpara" setmarkerpos _wps; } else { hint "water"; sleep 1; "markerpara" setmarkerpos _wps; "markerpara2" setmarkerpos _dps; };
  12. randy andy tw1

    Detect if SEA is within an area

    this will ask if water is at a position, which is good. is there anyway to apply this to an area though?
  13. randy andy tw1

    Detect if SEA is within an area

    okay, i might be going about this the wrong way, but im struggling for an IF condition for a loop in a function private ["_fncactive","_dps","_wps"]; _fncactive = 0; zone = getpos player; while {_fncactive < 1} do { _dps = [position,750,750,0,0,0,0,[],[getPos player, getPos player]] call BIS_fnc_findSafePos; _wps = [_Dps,300,300,0,2,0,0] call BIS_fnc_findSafePos; if ( condition ) then { hint "no water"; _fncactive +1; } else { hint "water"; }; };
  14. randy andy tw1

    Detect if SEA is within an area

    actually... thats a great shout there. didnt think about flipping it. tunnel vision! will post up if i get somewhere. thanks Sarogahtyp
  15. randy andy tw1

    Detect if SEA is within an area

    Yup. It is set to 0. The single point is indeed not in water But when i move the marker to that point, the area of the marker can still be in water. Is there a way to direct the area of the marker away from water? Ive thought about the black list option too but im struggling to find the right expression/commands to help with it.
  16. randy andy tw1

    how to disable save/load in arsenal?

    these both worked great! one problem.... and i didnt know this, VA has a hot keybind of CTRL+R to randomize loadouts. even with save/load/random disabled, players can still find a way of getting something they shouldnt have ... any ideas? by the way your override_VA_templates worked great! EDIT found this... :D
  17. ....doh.. called the _handle too soon convoy\convoyInit.sqf
  18. _handle = [["cm1","cm2","cm3","cm4","cm5","cm6","cm7","cm8"],[v1,v2,v3,v4,v5,v6], 35, 500, 120, 1, "NORMAL", "CARELESS"] spawn DEVAS_ConvoyMove; with CM being the convoy markers and v1-6 being the vehicles, i get the following rpt error 11:26:27 Error in expression <00, 120, 1, "NORMAL", "CARELESS"] spawn DEVAS_ConvoyMove; }; 11:26:27 Error position: <DEVAS_ConvoyMove; }; 11:26:27 Error Undefined variable in expression: devas_convoymove followed the read me which stated Code: if (isServer) then { _handle = [["pos_1","pos_2","pos_3","pos_4"],[v_1,v_2,v_3], 35, 500, 120, 1, "NORMAL", "CARELESS"] spawn DEVAS_ConvoyMove; }; have i missed something?
  19. randy andy tw1

    how to disable save/load in arsenal?

    Hi, where would you execute this? I am using a script which defines what equipment will be available in the arsenal that runs when the client uses the ammo box. Would this be where this gets executed or does this only need to be executed once? Thanks
  20. randy andy tw1

    Warlords

    sorry to bother you but i have an error with CfgWLRequisitionPresets/MyWLAssetList here is the RPT Error 12:17:30 Warning Message: File C:\Users\Andy\Documents\Arma 3 - Other Profiles\[RIP]%20randyandy\mpmissions\warlords.Takistan\warlordunits.hpp, line 10: '/CfgWLRequisitionPresets/MyWLAssetList/WEST/Infantry.rhsusf_usmc_marpat_d_stinger': '{' encountered instead of '=' here is a snippet of the infantry section the error is pointing to class CfgWLRequisitionPresets { class MyWLAssetList // --- class name used in the Init module { class WEST // --- assets available for BLUFOR { class Infantry { rhsusf_usmc_marpat_d_stinger // --- must be asset class name { cost = 250; // --- Command Points required requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour)) }; rhsusf_usmc_marpat_d_javelin // --- must be asset class name { cost = 250; // --- Command Points required requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour)) }; rhsusf_usmc_marpat_d_autorifleman_m249 // --- must be asset class name { cost = 180; // --- Command Points required requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour)) }; rhsusf_usmc_marpat_d_machinegunner // --- must be asset class name { cost = 210; // --- Command Points required requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour)) }; rhsusf_usmc_marpat_d_marksman // --- must be asset class name { cost = 175; // --- Command Points required requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour)) }; rhsusf_usmc_marpat_d_grenadier // --- must be asset class name { cost = 175; // --- Command Points required requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour)) }; rhsusf_usmc_marpat_d_machinegunner_ass // --- must be asset class name { cost = 150; // --- Command Points required requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour)) }; rhsusf_usmc_marpat_d_rifleman // --- must be asset class name { cost = 110; // --- Command Points required requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour)) }; rhsusf_navy_marpat_d_medic // --- must be asset class name { cost = 120; // --- Command Points required requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour)) }; }; solved... forgot to add class infront of class name was rhsusf_navy_marpat_d_medic should be class rhsusf_navy_marpat_d_medic doh!
  21. Hi there, I am trying to add an addAction to a group spawned in with BIS_fnc_spawnGroup. Ideally to the team "leader O_G_Soldier_TL_F". Below is the part of the script I am using to call in the groups _group5 = ["O_G_Soldier_TL_F","O_G_medic_F","O_G_Soldier_GL_F","O_G_Soldier_AR_F","O_G_Soldier_F"]; private ["_pos"]; _pos = _this select 0; //----------------------------------- spawns small group private ["_grp", "_pos"]; _pos = markerPos "enemy_spawnsmall_mrk_1"; // the marker it spawns on _grp = [_pos, EAST, _group5] call BIS_fnc_spawnGroup; // spawns the group [_grp, _pos, 50] call BIS_fnc_taskPatrol; // sets the group to patrol I have had a look through various threads regarding addActions however I am struggling to find a method in which I can find the "O_G_Soldier_TL_F" after the group i spawned and add an addaction to it. Any ideas? Thank you
  22. randy andy tw1

    addaction on units via BIS_fnc_spawnGroup

    its working :) thank you very much! would say this thread is solved!
  23. randy andy tw1

    addaction on units via BIS_fnc_spawnGroup

    (leader _grp) addAction ["myaction", {[] execVM myaction.sqf;(_this select 0) removeAction (_this select 2);}]; (leader _grp) addAction ["myaction", {[] execVM "myaction.sqf";(_this select 0) removeAction (_this select 2);}]; it seems to be working with myaction.sqf in "", am i missing a ; somewhere too?
  24. randy andy tw1

    addaction on units via BIS_fnc_spawnGroup

    getting an error. rpt file shows 11:27:11 Error in expression <dAction ["myaction", {[] execVM myaction.sqf (_this select 0) removeAction (_thi> 11:27:11 Error position: <.sqf (_this select 0) removeAction (_thi> 11:27:11 Error Missing ; private ["_grp", "_pos"]; _pos = markerPos "enemy_spawnsmall_mrk_5"; _grp = [_pos, EAST, _group5] call BIS_fnc_spawnGroup; [_grp, _pos, 50] call BIS_fnc_taskPatrol; (leader _grp) addAction ["myaction", {[] execVM myaction.sqf;(_this select 0) removeAction (_this select 2);}];
  25. randy andy tw1

    addaction on units via BIS_fnc_spawnGroup

    thanks all, i have used the following to give the leaders an addAction private ["_grp", "_pos"]; _pos = markerPos "enemy_spawnsmall_mrk_4"; _grp = [_pos, EAST, _group5] call BIS_fnc_spawnGroup; [_grp, _pos, 50] call BIS_fnc_taskPatrol; (leader _grp) addAction ["myaction", "myaction.sqf"]; private ["_grp", "_pos"]; _pos = markerPos "enemy_spawnsmall_mrk_5"; _grp = [_pos, EAST, _group5] call BIS_fnc_spawnGroup; [_grp, _pos, 50] call BIS_fnc_taskPatrol; (leader _grp) addAction ["myaction", "myaction.sqf"]; when adding the addAction to multiple groups, if the addAction was called on one of the groups, how would i remvoe the addaction only from the group that it was from? for example if group one had an addaction search for intel, i would want that called once, and then removed from that groups leader but not the rest? thank you
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