Jump to content

zuff

Member
  • Content Count

    314
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by zuff

  1. Zuff's Group Management Script 1.1 About This script gives the player the ability to leave and join groups, as well as become or stop being Group Leader. Player gets an option from the scroll-menu to open "Groups Menu". In this menu you get contextual options depending on whether or not you're in a group or are group leader. These options are: Leave Group = Leaves current group Join Group = Joins Group of Unit you are looking at AND near. Distance can be changed in "scripts\groupsMenu\groupActions.sqf" here: GRPMNU_joinGroup = _caller addAction["<t color='#EB7FAF'>Join Group</t>", "scripts\groupsMenu\joinGroup.sqf", nil, -998, false, false, "", "[b][color="#FF0000"](cursorTarget distance _this) < 4[/color][/b] && (count units group _this) == 1 && side cursorTarget == side _this"]; You can change "4" to any number. Become Group Lead = Become group leader of your current group Step Down as Group Lead = Stop being group leader and randomly assign another group member as leader Exit Groups Menu = Leaves this current menu How it Works It's all done through addActions. It's fairly simple and was needing it for a mission I'm working on so I'd thought I'd release it separately for those who may also want it. Should be Multiplayer and JIP compatible, let me know if it isn't. If you have any suggestions or problems, please post! Download Dropbox -v1.1 Armaholic - v1.1 Dropbox - v1.0 Installation Copy the "scripts" folder into your mission folder. Add this to your init.sqf: [player] execVM "scripts\groupsMenu\initGroups.sqf"; And you're done! Try the sample mission if you'd like to quickly test the script. Issues The only issue is when after leaving a group, there is a brief delay before the addAction "Join Group" reappears. Not sure if this is something that I can fix or if it's just Arma related. Changelog 4/30/13 - 1.0 Released 5/2/13 - 1.1 Released - Fixed: Player no longer can use action on own dead body after respawn - Fixed: Cleaner code for init.sqf (moved respawn code to initGroups.sqf)
  2. Armarize gets a "Update Information retrieval has failed" error every time and can't seem to connect to the update servers.
  3. zuff

    =BTC= Revive

    Jman any way you could upload an updated version of your BTC Revive? I tried to pull it from your mission but I'm getting task popups after healing someone with no text in them. My init has this: call compile preprocessFile "=BTC=_revive\=BTC=_revive_init.sqf"; My description.ext has this: #include "=BTC=_revive\=BTC=_respawn.h" And I put the BTC folder in my mission. Anything else I should have done?
  4. Zuff's Support Menu Script 1.1 About This script gives a group leader the ability to call in support from other player teammates. From the action menu, you can call in CAS (close air support) and Transport from your friends. By choosing either your crosshair target or a map click, you'll assign another player a task (using a modified SHK_TASKMASTER 2). You then choose whether or not the task was successful, a failure, or just cancel it all together. Smoke is popped when tasktaker is withing 500m of target. CAS Missions: Red smoke on target, Green Smoke on Taskgiver Transport Missions: Yellow Smoke on Target Note: You MUST be a group leader for this to work! Here's the addAction menu hierarchy: Support Menu = Opens the Support Menu then your two options are: Call for CAS = Opens up the CAS Menu Call for Transport = Opens up the Transport Menu Selecting the teammate to assign the task After selecting either "Call for CAS" or "Call for Transport" you get a list of all available players and the vehicles they're in. You can choose one of two options for each player, either: Request Attack Run from PLAYERNAME'S VEHICLE at Cursor Target Request Attack Run from PLAYERNAME'S VEHICLE at Map Click The first will use your crosshair target the destination for the task, the second will open your map and let you click and choose a spot. After you assign the task, your next options will be to choose whether or not the task was complete, failed, or to cancel the task. How it Works Done through addActions, shk_taskmaster2, and ASCOM. Taskmaster 2 handles the tasking, Ascom handles the networking so it works on dedicated servers. I'm sure there's a simpler way to do this but this is the only way I know how at the moment. Download Armaholic -v1.1 Dropbox - v1.1 AMS - v1.0 Installation Copy the "scripts" folder into your mission folder. Add this to your init.sqf: taskmasterLoaded = false; call compile preprocessFileLineNumbers "scripts\ascomBackEnd.sqf"; call compile preprocessFileLineNumbers "scripts\ascomFunctions.sqf"; [] execVM "scripts\shk_taskmaster.sqf"; waitUntil {taskmasterLoaded}; if (isServer) then { waitUntil { !isNil "ASCOM_Initialized" }; }; waitUntil {!isNull player}; [player, [[b][color="#FF0000"]"aHeli1"[/color][/b]], [[b][color="#FF0000"]"tHeli1"[/color][/b]]] execVM "scripts\supportMenu\supportMenuInit.sqf"; The helicopters' names need to be in the array's AND quotes, the first array is attack helicopters and the second is support helicopters. So if I had three helicopters, named "aHeli1", "aHeli2", and "aHeli3" my line would be: [player, ["aHeli1", "aHeli2", "aHeli3"]] execVM "scripts\supportMenu\supportMenuInit.sqf"; If had 1 attack helicopter and 2 transport helicopters, I'd use this: [player, ["aHeli1"], ["tHeli1", "tHeli2", "tHeli3"]] execVM "scripts\supportMenu\supportMenuInit.sqf"; Get it? You can have up to 4 helicopters for both categories of Attack and Support And you're done! Try the sample mission if you'd like to quickly test the script. Issues None yet, lets hope it stays that way! Changelog 5/1/13 - 1.0 Released 5/2/13 - 1.1 Update - Fixed: Vehicles blown up then respawned using Tophe's respawn script still can receive tasking - Added: Tophe's modified Simple Vehicle Respawn Script (Modified to work without setVehicleInit command) - Added: Smoke now pops when tasktaker is within 500m of target. - Added: If CAS red smoke pops on target, green on taskgiver. - Added: If Transport, yellow smokes pops on target - Note: Tophe's vehicle.sqf is not required, it's just there for testing vehicle respawn.
  5. I'm trying to do a HALO jump with a group of players. I am the only one that pulls my chute, the other players are just falling to their death. I have an addaction for "Group Halo Jump" that opens this: haloGroupJump.sqf hint "Click on the Map where you'd like to HALO jump."; openMap true; onMapSingleClick { onMapSingleClick {}; {_x setPos [(_pos select 0),(_pos select 1), 200];} forEach units group player; player execVM "scripts\haloGroupJumpEach.sqf"; hint ''; openMap false; }; This code runs scripts\haloGroupJumpEach.sqf through BIS_fnc_MP. haloGroupJumpEach.sqf removeBackPack player; player addBackpack "B_Parachute"; [] spawn { waitUntil {(getPos player select 2) < 150 || animationState player == "para_pilot" && alive player}; player action ["OpenParachute", player]; }; Now it works for me but not for them, so I'm imagining it's because they aren't considered "player" on the server? I've tried passing variables but nothing seems to work. Any help would be greatly appreciated.
  6. brians200 you rock! Quick question, you said I could have probably put the _group variable in the "call", what do you mean by this? I need to start thinking with Functions more, and it didn't even cross my mind to preprocess it to save server load. Thanks a lot.
  7. Ended up using the editor to place triggers and addactions. Saved me a lot of headaches.
  8. I'm working on a fairly big project which I hope to release soon to the public, but i'm having a few snags with Addactions and BIS_fnc_mp as the host of a listen server. I have a base setup with a map board that has an addaction on it for selecting a mission. Here's how it looks: init.sqf [] execVM "scripts\addActions.sqf"; addActions.sqf [[mapBoard,"<t color=""#C4EAFF"">" + "Select Mission Type","scripts\missionSelect.sqf","missionSelect",10], "fnc_addactionMP", true, false] spawn BIS_fnc_MP; functions.sqf fnc_addactionMP = { private["_object","_screenMsg","_scriptToCall","_arguments","_priority"]; _object = _this select 0; _screenMsg = _this select 1; _scriptToCall = _this select 2; _arguments = _this select 3; _priority = _this select 4; if(isNull _object) exitWith {}; _object addaction [_screenMsg,_scriptToCall,_arguments,_priority]; }; When another player is in game on the map board I get two "Select Mission Type" addactions. How can I prevent this from happening? I figure it's happening because the code is running on all machines from bis_fnc_mp and so I'm seeing the code run on the other players machine plus my own. It works great for all players except if I'm hosting a listen server. I'd like this mission to be compatible with SP/MP/Dedicated so It's something I'd like to figure out now. I figured some isServer checks would fix but I really haven't yet grasped locality and multiplayer issues at their fullest. Thanks in advance!
  9. Excuse me if I've missed it in this massive thread, but search hasn't given me much results. Could someone give me a rundown of the Opcom "Occupation" and "Invasion" modes? What I'm trying to do is have two nearby towns assault each other in a TvT scenario. I have two Civilian Military Placements for each town's marker. I have a CQB synced to both of them. I have two Opcom modules synced to each of the Civ Mil Placement modules. One Opcom controls Nato the other Iran. I have the Profile System synced to the two Civ Mil Markers as well. What happens is a lot of units stand around. I keep switching between Occupation and Invasion but I don't see any difference in the units orders. So to sum it up: 1) What is the difference between Occupation and Invasion and what would be best for my mission? 2) For Player Tasks, are they always supposed to be the same objective? Thanks in advance.
  10. Someone else can correct me if I'm wrong, but you could set a check to add the addaction to all ammo boxes at the start of a mission. But you'd have to turn it into an adding to function in the campaign, and I have zero knowledge of how to do that.
  11. Yeah it's definitely bugging out with the scroll bars. Before updating to 2.3 I noticed some popup errors about scroll bars so it's definitely the new patch. But without MCC it runs fine from what I can tell. ---------- Post added at 01:12 AM ---------- Previous post was at 01:06 AM ---------- Yeah it's definitely bugging out with the scroll bars. Before updating to 2.3 I noticed some popup errors about scroll bars so it's definitely the new patch. But without MCC it runs fine from what I can tell.
  12. Tonic I'm getting the same bug as SpectreRSG. The mod that seems to be causing the trouble is MCC Sandbox (addon edition). Other than not being able to see attachments, I can't drag items into the containers. All it does is post a hint saying this: http://steamcommunity.com/sharedfiles/filedetails/?id=219420704 I'm using 2.3 of VAS instead of the one included with MCC but that could be conflicting. I'll run with errors on and report back anything else I find. Quick edit, also I noticed the lefthand menu constantly scrolling slowly after clicking on a button in the middle, for example: I click on "Magazines" and the Magazine window populates and then slowly starts scrolling.
  13. Cupcake please tell me if I'm wrong, but is there no visual indication on whether you are bleeding or not? I noticed all of a sudden it said "Apply Patch" though I had no idea I was bleeding. I didn't see any sort of blood or screen effect on my person. If not, you should definitely add some sort of feedback to the player to let them know something isn't going well for them.
  14. using stable dedicated exe with this error: NetServer::SendMsg: cannot find channel #851400580, users.card=0 NetServer: users.get failed when sending to 851400580 Message not sent - error 0, message ID = ffffffff, to 851400580 (Editing) NetServer::SendMsg: cannot find channel #851400580, users.card=0 NetServer: users.get failed when sending to 851400580 Message not sent - error 0, message ID = ffffffff, to 851400580 (Editing) NetServer::SendMsg: cannot find channel #1549262913, users.card=0 NetServer: users.get failed when sending to 1549262913 Message not sent - error 0, message ID = ffffffff, to 1549262913 (Editing) NetServer::SendMsg: cannot find channel #1549262913, users.card=0 NetServer: users.get failed when sending to 1549262913 Message not sent - error 0, message ID = ffffffff, to 1549262913 (Editing)
  15. So since the stable updated I tried to host my own dedicated server on the same PC as my client but get kicked from it on join. I get this error: http://forums.bistudio.com/showthread.php?155517-Kicked-from-own-server Reading through this thread it seems other had this issue but it was supposedly fixed? Could someone explain the solution to me like I'm 8 so I can finally get back to developing this mission. Thanks!
  16. zuff

    SHK_pos

    You're using the marker-based paramaters, right? Then those numbers "[100,200]" are being read to the script as blacklisted markers, which probably don't exist.
  17. I've searched for this but have found nothing. I want to give 4 different groups' units loadouts, here's how i expected it to work: { removeAllAssignedItems _x; removeAllWeapons _x; removeAllContainers _x; _x addVest "V_BandollierB_khk"; _x addMagazines ["30Rnd_65x39_caseless_green", 3]; _x addWeapon "arifle_Khaybar_F"; _s = ((round (random 1)) + 1); if (_s == 2) then { _x addWeapon "ItemMap"; hint "Map Given"; }; } forEach units [pGroup1,pGroup2,pGroup3,pGroup4]; But of course it returns the array of units of the group, not each individual. so I tried this: { removeAllAssignedItems _x; removeAllWeapons _x; removeAllContainers _x; _x addVest "V_BandollierB_khk"; _x addMagazines ["30Rnd_65x39_caseless_green", 3]; _x addWeapon "arifle_Khaybar_F"; _s = ((round (random 1)) + 1); if (_s == 2) then { _x addWeapon "ItemMap"; hint "Map Given"; }; } forEach [units pGroup1,units pGroup2,units pGroup3,units pGroup4]; But that gave me the same result. What am I doing wrong?
  18. Oh ok! Makes perfect sense now, thanks for breaking it down for me.
  19. Nice Larrow! It works great! Could you explain your last example? I don't understand how that return works but It works flawlessly in my mission! Thanks so much.
  20. Hrm. Yah the script would need to be modified for that. I'll see if I can figure it out.
  21. Sorry to double post but I have another quick question: Say I want to create multiple groups using BIS_fnc_spawnGroup using forEach, like so: { _x = [patrolPosition, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "infantry" >> "OIA_InfTeam"),[],[],[0.25,0.4], [0.1,0.1]] call BIS_fnc_spawnGroup; } forEach [pGroup1, pGroup2, pGroup3, pGroup4]; Why doesn't this work? It's giving me "undefined variable" error for pGroup1.
  22. Brilliant! Can't believe I didn't consider a forEach inside a forEach! you rock. EDIT: Say I wanted to give UPSMON to the leader of each group, like this: { { [_x, "choseMark3", "showmarker", "track"] execVM "scripts\upsmon.sqf" ; } forEach leader _x; } forEach [pGroup1, pGroup2, pGroup3, pGroup4]; But I'm getting this error: Error in expression <ecVM "scripts\upsmon.sqf" ; } forEach leader _x; } forEach [pGroup1, p> Error position: <forEach leader _x; } forEach [pGroup1, p> Error foreach: Type Object, expected Array What am I doing wrong? EDIT: Fixed it with this: { [leader _x, "choseMark3", "showmarker", "track"] execVM "scripts\upsmon.sqf" ; } forEach [pGroup1, pGroup2, pGroup3, pGroup4];
  23. Can you be more specific about what you are trying to do? Your init.sqf looks fine. Are you sure your helicopters are named correctly? EDIT: Doh, you were saying you FIXED your problem :P Cool! Glad you got it working! Please provide some sort of example on how it's not working. I have no idea what could be wrong when you provide no details.
  24. A little teaser screen for 1.2: https://dl.dropboxusercontent.com/u/1125473/Arma/supportMenu1.2preview.png (680 kB) Chemlights make all the difference! Thanks to Sc0rc3d for the idea
×