zuff
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Posts posted by zuff
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Jman;2612255']It's working fine here with latest A3 hotfix on server and client.Download Pyrgos Assault here it has =BTC= Revive in it
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?
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Ah gotcha, thanks a lot man.
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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.
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addActions.sqf runs on every machine ?---------- Post added at 10:57 AM ---------- Previous post was at 10:56 AM ----------
Oh you already knew that.
Add an isServer check or just add the action without bis fnc mp
Ended up using the editor to place triggers and addactions. Saved me a lot of headaches.
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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.
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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!
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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.
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Hi there,is there a way to include the ammobox into the official campaign missions somehow? (or is there another way to customize the mission loadouts for the campaign?) I would really like to replay it like that :)
Thanks in advance,
Dani
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.
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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.
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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.
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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.
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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!
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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)
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Anyone got this working in A3 ?I get the following error
Error in expression <y)} else {_cy+_ty}; _pos = [_xo,_yo,0]; if (_water) then { _loop = false; } else> Error position: <if (_water) then { _loop = false; } else> Error if: Type Number, expected Bool
code using
_spos = ["base1",random 360,[100,200]] call 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.
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Oh ok! Makes perfect sense now, thanks for breaking it down for me.
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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.
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I have 3 teams fighting each other. Every teams has two transport and one attack helo.I guess the best way is to give each playable unit a name and call the script for every team separately?
[aplayer1, aplayer2,... ["aHeli1", "aHeli2"]...
[bplayer1, bplayer2,... ["bHeli1", "bHeli2"]...
[cplayer1, cplayer2,.. ["cHeli1", "cHeli2"]...
Or is there another way?
I tried calling the sides but it didnt work, seems like the script wants an object.
Hrm. Yah the script would need to be modified for that. I'll see if I can figure it out.
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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.
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{{
...your code
} forEach units _x;
} forEach [group1, group2....];
or you can just
_myallunits = units group1 + units group2 + ....
{
...your code
} forEach _myallunits;
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];
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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?
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hi, great script.have you an idea how i could implement it into my map for 3 different teams?
Can you be more specific about what you are trying to do?
I already have a scripts folder, is that ok? Your sample mission works but when i put it on my domination mission, no bueno. any help?---------- Post added at 09:51 ---------- Previous post was at 09:14 ----------
installe.d the scripts and everything, your group manager works but this one no bueno :(..
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!
i can not get this thing to work. It only works on your sample missionSpent all night last night trying to get it to work. Beyond anger at this point. Can anyone help?
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.
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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
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this is a very clever idea. it could really make a difference if used in a good designed game mode. is there a fail state? like a time limit for successful CAS or something? would be nice to have some urgency to it. maybe even using scores to encourage people to do it. sorry if that's already in there. just thinking out loud.Right now the task is only ended by either the taskgiver choosing the outcome (either success, fail, or cancel) or if the taskgiver dies its cancelled automatically.
I haven't thought about a point or reward system. If you have any ideas please let me know!
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*See's A3 mod**Instantly demmands A2 version aswell*
Should work? Haven't tested, myself. You'd have to use the original Taskmaster 2 script instead of mine.
Armarize, yet another utility for ArmA2
in ARMA 2 & OA : Community Made Utilities
Posted
Armarize gets a "Update Information retrieval has failed" error every time and can't seem to connect to the update servers.