mia389
Member-
Content Count
203 -
Joined
-
Last visited
-
Medals
Everything posted by mia389
-
Script not running (loadout script)
mia389 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
First, I do not know anything about scripting. I made this script from other scripts that I have found. I have this script in all of my team leaders init line. When I host my mission my load out will work. But my other team leaders will have default loadouts. How can I fix this? Here is my script. removeAllWeapons _this; //Mags {_this addMagazine "20Rnd_762x51_SB_SCAR";} count [1,2,3,4,5,6,7,8,9]; {_this addMagazine "smokeShellRed";} count [10,11]; _this addMagazine "HandGrenade_West"; {_this addMagazine "ACE_33Rnd_9x19_G18";} count [1,2]; {_this addMagazine "ACE_Morphine";} count [3,4]; {_this addMagazine "ACE_Bandage";} count [5,6]; {_this addMagazine "ACE_Epinephrine";} count [7,8]; //Weapons _this addWeapon "SCAR_H_CQC_CCO_SD"; _this selectWeapon "SCAR_H_CQC_CCO_SD"; _this addWeapon "ACE_Glock18"; _this addWeapon "BINOCULAR"; _this addWeapon "ACE_Map_Tools"; _this addWeapon "ACE_EARPLUGS"; _this addWeapon "ACE_DAGR"; _this addWeapon "ACE_MX2A"; //Backpack _this addWeapon "ACE_VTAC_Rush72"; [_this, "SmokeShellBlue", 6] call ACE_fnc_PackMagazine; [_this, "20Rnd_762x51_SB_SCAR", 6] call ACE_fnc_PackMagazine; [_this, "ACE_Morphine", 6] call ACE_fnc_PackMagazine; [_this, "ACE_Bandage", 6] call ACE_fnc_PackMagazine; [_this, "ACE_Epinephrine", 6] call ACE_fnc_PackMagazine; [_this, "NVGOGGLES", 1] call ACE_fnc_PackMagazine; I call it using this null = this execVM "loadout\tl.sqf"; -
Script not running (loadout script)
mia389 replied to mia389's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I did, but I didnt know what _xhandle meant. I will give it a try. Thanks -
Script not running (loadout script)
mia389 replied to mia389's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
so make a JIP.sqf and in that sqf I would have something like this? if (isDedicated) exitWith{}; waitUntil{!isNull player}; waitUntil{local player}; call {[player] execVM jipinit.sqf I got the above from a different mission I had. Then I put my loadout in the jipinit.sqf? like this [] spawn { waitUntil {player == player}; if (!local player) exitWith {}; removeAllWeapons player; _ply = player; _str = format ["%1", player]; switch (true) do { case (_str in ["sl","red1","yellow1","blue1"]) : { {_ply addMagazine "20Rnd_762x51_SB_SCAR";} forEach [1,2,3,4,5,6,7,8,9]; _ply addWeapon "SCAR_H_CQC_CCO_SD"; {_ply addMagazine "smokeShellRed";} forEach [10,11]; _ply addMagazine "LASERBATTERIES"; {_ply addMagazine "ACE_33Rnd_9x19_G18";} forEach [1,2]; {_ply addMagazine "ACE_Morphine";} forEach [5,6]; {_ply addMagazine "ACE_Epinephrine";} forEach [9,10]; _ply addWeapon "ACE_Glock18"; _ply addWeapon "BINOCULAR"; _ply addWeapon "ACE_Map_Tools"; _ply addWeapon "ACE_EARPLUGS"; _ply addWeapon "ACE_DAGR"; _ply addWeapon "LASERDESIGNATOR"; _ply addWeapon "ACE_VTAC_Rush72"; [_ply, "SmokeShellBlue", 6] call ACE_fnc_PackMagazine; [_ply, "20Rnd_762x51_SB_SCAR", 6] call ACE_fnc_PackMagazine; [_ply, "ACE_Morphine", 6] call ACE_fnc_PackMagazine; [_ply, "ACE_Bandage", 6] call ACE_fnc_PackMagazine; [_ply, "ACE_Epinephrine", 6] call ACE_fnc_PackMagazine; [_ply, "NVGOGGLES", 1] call ACE_fnc_PackMagazine; }; case (_str in ["YellowAT","RedAT","BlueAT"]) : { {_ply addMagazine "20Rnd_762x51_SB_SCAR";} forEach [1,2,3,4]; _ply addWeapon "SCAR_H_CQC_CCO_SD"; {_ply addMagazine "smokeShellRed";} forEach [10,11]; {_ply addMagazine "MAAWS_HEAT";} forEach [4,5]; {_ply addMagazine "ACE_33Rnd_9x19_G18";} forEach [1,2]; {_ply addMagazine "ACE_Morphine";} forEach [3,4]; {_ply addMagazine "ACE_Bandage";} forEach [5,6]; {_ply addMagazine "ACE_Epinephrine";} forEach [7,8]; _ply addWeapon "ACE_Glock18"; _ply addWeapon "BINOCULAR"; _ply addWeapon "ACE_Map_Tools"; _ply addWeapon "ACE_EARPLUGS"; _ply addWeapon "ACE_DAGR"; _ply addWeapon "MAAWS"; _ply addWeapon "NVGOGGLES"; }; case (_str in ["ar1","ar2"]) : { {_ply addMagazine "100RND_762X51_M240";} forEach [1,2,3,4,5,6]; {_ply addMagazine "smokeShellRed";} forEach [10,11,12,7,8,9]; {_ply addMagazine "ACE_33Rnd_9x19_G18";} forEach [1,2]; {_ply addMagazine "ACE_Morphine";} forEach [3,4]; {_ply addMagazine "ACE_Bandage";} forEach [5,6]; {_ply addMagazine "ACE_Epinephrine";} forEach [7,8]; _ply addWeapon "MK_48"; _ply addWeapon "ACE_Glock18"; _ply addWeapon "BINOCULAR"; _ply addWeapon "ACE_Map_Tools"; _ply addWeapon "ACE_EARPLUGS"; _ply addWeapon "ACE_DAGR"; _ply addWeapon "ACE_MX2A"; _ply addWeapon "ACE_VTAC_Rush72"; [_ply, "ACE_Morphine", 6] call ACE_fnc_PackMagazine; [_ply, "ACE_Bandage", 6] call ACE_fnc_PackMagazine; [_ply, "ACE_Epinephrine", 6] call ACE_fnc_PackMagazine; [_ply, "NVGOGGLES", 1] call ACE_fnc_PackMagazine; }; case (_str in ["m1","m2","m3"]) : { {_ply addMagazine "20Rnd_762x51_SB_SCAR";} forEach [1,2,3,4,5,6,7,8,9]; {_ply addMagazine "smokeShellRed";} forEach [10,11]; _ply addMagazine "HandGrenade_West"; {_ply addMagazine "ACE_33Rnd_9x19_G18";} forEach [1,2]; {_ply addMagazine "ACE_Morphine";} forEach [3,4]; {_ply addMagazine "ACE_Bandage";} forEach [5,6]; {_ply addMagazine "ACE_Epinephrine";} forEach [7,8]; _ply addWeapon "SCAR_H_CQC_CCO_SD"; _ply addWeapon "ACE_Glock18"; _ply addWeapon "BINOCULAR"; _ply addWeapon "ACE_Map_Tools"; _ply addWeapon "ACE_EARPLUGS"; _ply addWeapon "ACE_DAGR"; _ply addWeapon "ACE_MX2A"; _ply addWeapon "ACE_Wirecutter"; _ply addWeapon "ACE_Rucksack_MOLLE_ACU_Medic"; [_ply, "SmokeShellBlue", 6] call ACE_fnc_PackMagazine; [_ply, "20Rnd_762x51_SB_SCAR", 6] call ACE_fnc_PackMagazine; [_ply, "ACE_Morphine", 50] call ACE_fnc_PackMagazine; [_ply, "ACE_Bandage", 50] call ACE_fnc_PackMagazine; [_ply, "ACE_Epinephrine", 50] call ACE_fnc_PackMagazine; [_ply, "NVGOGGLES", 1] call ACE_fnc_PackMagazine; }; case (_str in ["tws"]) : { {_ply addMagazine "20Rnd_762x51_SB_SCAR";} forEach [1,2,3,4,5,6,7,8,9]; {_ply addMagazine "smokeShellRed";} forEach [10,11]; _ply addMagazine "HandGrenade_West"; {_ply addMagazine "ACE_33Rnd_9x19_G18";} forEach [1,2]; {_ply addMagazine "ACE_Morphine";} forEach [3,4]; {_ply addMagazine "ACE_Bandage";} forEach [5,6]; {_ply addMagazine "ACE_Epinephrine";} forEach [7,8]; _ply addWeapon "SCAR_H_STD_TWS_SD"; _ply addWeapon "ACE_Glock18"; _ply addWeapon "BINOCULAR"; _ply addWeapon "ACE_Map_Tools"; _ply addWeapon "ACE_EARPLUGS"; _ply addWeapon "ACE_DAGR"; _ply addWeapon "ACE_MX2A"; _ply addWeapon "ACE_VTAC_Rush72"; [_ply, "SmokeShellBlue", 6] call ACE_fnc_PackMagazine; [_ply, "20Rnd_762x51_SB_SCAR", 6] call ACE_fnc_PackMagazine; [_ply, "ACE_Morphine", 6] call ACE_fnc_PackMagazine; [_ply, "ACE_Bandage", 6] call ACE_fnc_PackMagazine; [_ply, "ACE_Epinephrine", 6] call ACE_fnc_PackMagazine; [_ply, "NVGOGGLES", 1] call ACE_fnc_PackMagazine; }; }; _primw = primaryWeapon _ply; if (_primw != "") then { _ply selectWeapon _primw; _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles"); _ply selectWeapon (_muzzles select 0); }; }; What would be the correct way to call the jip.sqf from a trigger? -
Script not running (loadout script)
mia389 replied to mia389's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
From CarlGustaffa [] spawn { waitUntil {player == player}; if (!local player) exitWith {}; removeAllWeapons player; removeAllItems player; //If you need detailed control over what items your player gets, like GPS, watch, map etc. _ply = player; _str = format ["%1", player]; switch (true) do { case (_str in ["alpha_1","alpha_2"]) : { {_ply addMagazine "20Rnd_762x51_B_SCAR";} forEach [1,2,3,4,5,6,7,8,9]; _ply addWeapon "SCAR_H_CQC_CCO"; // ... etc etc ... }; case (_str in ["alpha_3","alpha_4"]) : { {_ply addMagazine "30Rnd_556x45_Stanag";} forEach [1,2,3,4]; _ply addWeapon "SCAR_L_CQC_Holo"; // ... etc etc ... }; }; _primw = primaryWeapon _ply; if (_primw != "") then { _ply selectWeapon _primw; _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles"); _ply selectWeapon (_muzzles select 0); }; }; Instead me trying to reinvent the wheel I should have asked! This is what I needed from the start. Now does that go into the init.sqf? ---------- Post added at 03:25 PM ---------- Previous post was at 02:04 PM ---------- It worked great in the init. This is a MP mission. Will the above work for JIP players? -
Script not running (loadout script)
mia389 replied to mia389's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I get no error at all with the above script. How else would I add the 9 magazines? What ST_Dux says makes no sense to me as I know nothing of what hes talking about lol @SHK I tried the waituntil {time>0}; I have not tested it though. Im not sure what you mean by "call compile preprocessfile". That is over my head. I will need an example if the waituntil {time>0} doesn't work for me. -
Script not running (loadout script)
mia389 replied to mia389's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I will give that a try. Thanks shk -
I am trying to start my mission with the doors closed on a cargo container. I cant figure out how to do it. I put this in c1 animate ["dvere1",0] That did not work. I placed the cargo container (open) in since the other one I cant open the doors. Does anyone know how to do this? ---------- Post added at 11:13 PM ---------- Previous post was at 11:04 PM ---------- I found my answer with more searching! Imagine that this animate ["DOOR_1_2",1]; this animate ["DOOR_1_1",1]; this animate ["DOOR_2_1",1]; this animate ["DOOR_2_2",1];
-
Disable -showscripterrors?
mia389 replied to callihn's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Would be nice to do. I also have two shortcuts but its a pain to back out and restart arma. I like to go from editor right into gaming. One error I always get is when someone fires a tow missile from the ace cobra. File x\ace\addons\sys_missileguidance\XEH_preInit.sqf, line 45 Error in expression < 0} else {_this}; ; { _this spawn _x } forEach (_unit getVariable'Extended_Inco> Error position: <forEach (_unit getVariable'Extended_Inco> Error Generic error in expression File x\ace\addons\sys_missileguidance\XEH_preInit.sqf, line 45 Now that I thought of that I will go make a ticket -
Editing, Expanding and Modifying Domination
mia389 replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Anyone seen this? I cant wait!!!!!!!!!!!!!!!!!!!!!!!! http://dev-heaven.net/boards/18/topics/2490 -
Editing, Expanding and Modifying Domination
mia389 replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
TY I don't know how I missed it in the i_common. I knew I have seen it before -
Editing, Expanding and Modifying Domination
mia389 replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How can I change the vehicle that gets droped from the airdrop vehicle. I cant find it anywhere. -
Im trying to make a trigger trip when 3 guys that are dead enter the trigger. I tried to just name the guys that are dead but it didnt work. They will be loaded into a medivac and enter the trigger area. I tried this p1 in thislist && p2 in thislist && p3 in thislist
-
Dead enter a trigger
mia389 replied to mia389's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ty, that worked perfect -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
mia389 replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I love it. Thanks again for the 109. Works great for me. "MLRS and BM-21 Grad can be used with the ballistics computer !" I cant seem to get the MLRS to work. I have no tables for it and I have no computer when I get in as gunner. I tried both the army and usmc mlrs. I use ACE with CO -
LHD (Aircraft Carrier) spawning script
mia389 replied to armatech's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have tried both LHD scripts above and Im having a problem when I put it on a dedicated server. The first time I start the mission on the server everything is fine. After the first time being run, my LHD spawns to slow and everything drops in the water. This happens with both the LHD scripts above. For somereason when the server runs the mission for the first time its all good. After that its broken :-( -
Trigger condition help
mia389 replied to mia389's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sweet, Thanks again -
I need my condition to be something like this: p1 in thislist or p2 in thislist or p3 in thislist and alive aa1 This is not working. P1, P2 and P3 are hueys and AH60s. aa1 is AA zu23. I want the trigger to go off only when one of the choppers are in the trigger area with the zu23 being alive. I am not sure on the right code to put. A bonus would to be only trigger if above 70 meters to
-
Trigger condition help
mia389 replied to mia389's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
On the same topic how would I make it so a trigger activates when bluefor are below say 20 meters? I am now trying to make a trigger with a hint when players enter the trigger. But when they fly over it I dont want the trigger to trigger. -
UNA Targets - Realistict target board script
mia389 replied to Walker001's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks Walker. I will wait for next updated. I broke it when I tried to mess with it. -
UNA Targets - Realistict target board script
mia389 replied to Walker001's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I love your script Walker. I do not know that much about scripting but I am trying to get the addactions to appear on an object by the firing stand. Is there anyway I can do this or would the script have to be completely re written with the objects names in it?. I named the target T1 and trying to add the addaction to object "stand1" -
Trigger condition help
mia389 replied to mia389's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks once again kylania. That was super fast! Much appreciated -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
mia389 replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ty so much Maddog. I can not wait to try this out! Thanks for adding the 109 in there. I feel like a dog that just got thrown a bone -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
mia389 replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Did you try this? http://forums.bistudio.com/showthread.php?t=100646 I have never tried it but sounds cool. -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
mia389 replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
whats 3 days more :-) Thanks for updating it for us. Real world always comes first -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
mia389 replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes, Our server is running it and alot of guys crash out when using this. I am going to try this new update and hope all is good. If I start crashing Im going to stop running it again and will post my report/dump files. I encourage you to do the same. I hate not running ACRE. It adds a whole new element to the game and is great when you dont have 5 people on TS trying to talk over each other. Thats a big problem we have when there are 10-20 guys on TS.