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1para{god-father}

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Everything posted by 1para{god-father}

  1. 1para{god-father}

    Help on script after removal of processInitCommands

    That easy, well i am trying to over complicate things for sure :) Thanks ill give that a go !
  2. 1para{god-father}

    Help on script after removal of processInitCommands

    Sorry yes Spawning Unit :) i.e _grp = createGroup WEST; _pilot = _grp createUnit ["B_Helipilot_F", _pos, [], 0, "FORM"]; how would i now add the add-action to this unit
  3. 1para{god-father}

    Help on script after removal of processInitCommands

    ok guys really having issues with this, been through this whole thread and TBH still unsure What is the best way to add something to a spawned units INIT ? can we create a function that we can call and use all the time and just pass the init we need ? can anyone provide an easy example ? say to add an add-action onto a spawned unit _unitinit= "this addaction ['Capture', 'scripts\xxxxxxx.sqf', [],1,false,true,'','((side _this) == west)'];";
  4. 1para{god-father}

    Virtual Ammobox System (VAS)

    OK resolved this in the end if anyone is interested no need to create 2 separate VAS folders switch (playerSide) do { case west: { vas_disableLoadSave = false; }; case east: { vas_disableLoadSave = true; }; };
  5. 1para{god-father}

    Weight limitations

    Is there anyway to limit the amount of gear a player can carry , as i have noticed you can put the everything including the kitchen sink in to a backpack , and still not be to out of breath, Anyone been able to resolve this yet , apart from removing backpacks ? or do we have to wait for ACE ?
  6. 1para{god-father}

    Simple Mortar script

    What would be a good idea if using for MP is to only allow Team Leaders or a single unit the ability to use it otherwise everyone and there dog will be using it,. but would be to Re-sync after death.
  7. 1para{god-father}

    FOG advice

    I am going to put some fog into my mission but wanted the Fog to start coming in over the first hour then disperse over the next hour Would this work ? and would it be JIP compatible as i is running on the server ? init.sqf if (isServer) then { [] execVM "Weather.sqf"; }; Weather.sqf if(not isServer) exitWith{}; 3600 setFog [0.5, 0.01, 80] /// come in over the hour sleep 3610 /// wait for Fog to be for 1 hour 3600 setFog [0, 0, 0] // take fog off over the hour
  8. 1para{god-father}

    UPSMON for arma3

    Nope they work as expected they shoot the crap out of us :) I had to change there skill setting to make them less accurate, as they aim bots over 1 k away. have you changed the skill by accident in your mission or on the server ?
  9. 1para{god-father}

    Support Menu Script

    LOL glad this works and will be adding it to our server and will let you know how we get on , Great Idea BTW ! Has this been tested on Dedi ?
  10. 1para{god-father}

    Support Menu Script

    Just a quick question if the Vehicle is destroyed and respawns will it still work ?
  11. 1para{god-father}

    Virtual Ammobox System (VAS)

    HI, I know i can set vas_disableLoadSave = true to stop Loading load-outs , but is there any way to just do that on 1 crate as I have a COOP with 3 playable OPFOR and i need to just stop it of the OPFOR crate , but allow it for Blufor Thanks
  12. Having an issue turning a civilian into enemy should this not work ? // start the spawning _SuicideBomberG = CreateGroup CIVILIAN; _SuicideBomberD = _SuicideBomberG createUnit [_SuicideBomberTypeD, [(_positionS select 0)+5, (_positionS select 1), 0], [], 180, "CAN_COLLIDE"]; {_SuicideBomberD addMagazine _weaponmag;} forEach [1,2]; _SuicideBomberD addWeapon _weapon; _SuicideBomberD setFriend [west, 0]; // ?????this should turn him into Enemy ??????
  13. 1para{god-father}

    Civilian turn onto Bluefor Issue

    I was looking and come across this hence i thought i might be in luck ! but look like it will not work :( I suppose i can just Group to OPFOR when i need to ? http://community.bistudio.com/wiki/Side_relations
  14. Does anyone know how i can add an Event handler to all Civilians that spawn using the Module ? i.e this was what i used in A2 _ALICE setVariable [ "ALICE_civilianinit", [{_this addEventHandler ["Killed", {_this execVM "civilians\civdeath.sqf";} ]; }] ]; Cannot seem to find anything on it Cheers
  15. 1para{god-father}

    Help on script after removal of processInitCommands

    Simple Vehicle Respawn Script v1.81 for Arma 3 by Tophe It is fixed see :- http://forums.bistudio.com/showthread.php?147890-Simple-Vehicle-Respawn-Script-Arma3/page5
  16. 1para{god-father}

    UPSMON for arma3

    Just use the following in your INIT.sqf call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf"; OK just to save confusions link is for the UPSMON working in A3 and DEV build https://dl.dropboxusercontent.com/u/16187488/UPSMON%20%20-A3.rar
  17. 1para{god-father}

    UPSMON for arma3

    The ported one not kronzkys UPS as that is different then just make the replacements
  18. 1para{god-father}

    AI Skill Problems

    I was having the same issue if I spawn anything via script, for some reason it ignores any setting on server and set All skill to 1 This works for me Just take out Debug bit once testing is complete , always good to see on Dedi what is happening :) _Grp1 = [_spos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> _randomsquad)] call BIS_fnc_spawnGroup; [_Grp1] call God_fnc_Skill; God_fnc_Skill ={ _groupnamed = _this select 0; _leaderguy = leader _groupnamed; _leaderguy setskill 0.55; { _x setskill ["aimingAccuracy",0.45]; _x setskill ["spotDistance",0.55]; _x setskill ["spotTime",0.55]; _x setskill ["courage",0.50]; _x setskill ["commanding",0.50]; _x setskill ["aimingShake",0.55]; _x setskill ["aimingSpeed",0.60]; //////DEBUG//////Comment out when working///////////////// _aA = _x skill "aimingAccuracy"; _aS = _x skill "aimingShake"; _aSp = _x skill "aimingSpeed"; _e = _x skill "Endurance"; _sD = _x skill "spotDistance"; _sT = _x skill "spotTime"; _c = _x skill "courage"; _rS =_x skill "reloadSpeed"; diag_log format [ "unit: %1\naimingAccuracy: %2\naimingShake: %3 \naimingSpeed: %4\nEndurance: %5\nspotDistance: %6 \nspotTime: %7\ncourage: %8\nreloadSpeed: %9" ,_x,_aA,_aS,_aSp,_e,_sD,_sT,_c,_rS]; } foreach units _groupnamed ; };
  19. 1para{god-father}

    UPSMON for arma3

    Yes it does just Download the UPSMON on the first page that has all the files then just replace the UPSMON.sqf with the one i changed
  20. 1para{god-father}

    UPSMON for arma3

    its the ported UPSMON for arma 3 on page 1 , but it has everything !
  21. 1para{god-father}

    UPSMON for arma3

    Got it all working again just replace the UPSMON.sqf with this one https://dl.dropboxusercontent.com/u/16187488/UPSMON.sqf Then just comment out the processInitCommands in Init_UPSMON.sqf near bottom there is only 1 tested on Dedi all works fine
  22. 1para{god-father}

    CBA - Community Base Addons - ARMA 3 Alpha

    Any ETA on the fix as all our missions require CBA and are now Broke :(
  23. 1para{god-father}

    Bullet-Wind Interaction System

    Instead of showing the wind direction all the time , is it possible to Keybind it so it will only show when needed?
  24. OK come across this on Armoholic and it works NOT my code it is was made BY "Naong " ///////////////////////////////////// // Simple Vehicle Respawn Script v1.81 for Arma 3 // by Tophe of Östgöta Ops [OOPS] if (!isServer) exitWith {}; // Define variables _unit = _this select 0; _delay = if (count _this > 1) then {_this select 1} else {30}; _deserted = if (count _this > 2) then {_this select 2} else {120}; _respawns = if (count _this > 3) then {_this select 3} else {0}; _explode = if (count _this > 4) then {_this select 4} else {false}; _dynamic = if (count _this > 5) then {_this select 5} else {false}; _unitinit = if (count _this > 6) then {_this select 6} else {}; _haveinit = if (count _this > 6) then {true} else {false}; _hasname = false; _unitname = vehicleVarName _unit; if (isNil _unitname) then {_hasname = false;} else {_hasname = true;}; _noend = true; _run = true; _rounds = 0; if (_delay < 0) then {_delay = 0}; if (_deserted < 0) then {_deserted = 0}; if (_respawns <= 0) then {_respawns= 0; _noend = true;}; if (_respawns > 0) then {_noend = false}; _dir = getDir _unit; _position = getPosASL _unit; _type = typeOf _unit; _dead = false; _nodelay = false; ///////////////////////////////////// // Added by naong if (isNil "FNC_setVehicleInit") then { FNC_setVehicleInit = { private ["_netID","_unit","_unitinit"]; _netID = _this select 0; _unit = objectFromNetID _netID; _unitinit = _this select 1; _unit call compile format ["%1",_unitinit]; }; }; if (isNil "FNC_setVehicleVarName") then { FNC_setVehicleVarName = { private ["_netID","_unit","_unitname"]; _netID = _this select 0; _unit = objectFromNetID _netID; _unitname = _this select 1; _unit setVehicleVarName _unitname; _unit call compile format ["%1=_This; PublicVariable ""%1""",_unitname]; }; }; ///////////////////////////////////// // Start monitoring the vehicle while {_run} do { sleep (2 + random 10); if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true}; // Check if the vehicle is deserted. if (_deserted > 0) then { if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then { _timeout = time + _deserted; sleep 0.1; waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0}; if ({alive _x} count crew _unit > 0) then {_dead = false}; if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; if !(alive _unit) then {_dead = true; _nodelay = false}; }; }; // Respawn vehicle if (_dead) then { if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;}; if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;}; if (_explode) then {_effect = "M_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;}; sleep 0.1; deleteVehicle _unit; sleep 2; _unit = _type createVehicle _position; _unit setPosASL _position; _unit setDir _dir; // Modified by naong if (_haveinit) then { //_unit setVehicleInit format ["%1;", _unitinit]; //processInitCommands; [[netID _unit, _unitinit], "FNC_setVehicleInit", true, true] spawn BIS_fnc_MP; }; if (_hasname) then { //_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; //processInitCommands; [[netID _unit, _unitname], "FNC_setVehicleVarName", true, true] spawn BIS_fnc_MP; }; _dead = false; //////////////////// // Check respawn amount if !(_noend) then {_rounds = _rounds + 1}; if ((_rounds == _respawns) and !(_noend)) then {_run = false;}; }; };
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