Kempco
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JTK HALO Script by Kempco Recommended: Desert Mercenaries and BlackOps addon by SchnapsdroSel. Description: Includes custom dual purpose GPS, Bailout 02 simulation, and gear management system. Works in both single player (shown) and multiplayer (hosted and dedicated). Requires Arma 2 Operation Arrowhead and CBA. The Bailout 02 masks used in the script require the Desert Mercenaries and BlackOps addon by SchnapsdroSel. Media: The Script allows you to use the C130 and MV22 Osprey to perform HALO jumps anywhere on the map. The following code must be placed in the desired aircraft's init: this setVariable ["jtk_halo_aircraft",true]; Parameters: (Located in script init). /* JTK HALO v1.6 by Kempco */ //==========================OPTIONS===============================// //----------------------------------------------------------------// JTK_HALO_Path = "JTK\HALO\"; //Halo Setup Restrictions JTK_HALO_Command_Unit = leader group player; //Minimum HALO Altitude JTK_HALO_min_alt_C130 = 2000; JTK_HALO_min_alt_MV22 = 1000; //Maximum HALO Altitude JTK_HALO_max_alt_C130 = 10000; JTK_HALO_max_alt_MV22 = 5000; //Minimum Altitude Requiring Oxygen JTK_Bailout_02_Altitude = 6000; //Air speed used to determine the velocity of a unit upon exiting the C130 JTK_HALO_air_speed_C130 = 300; JTK_HALO_air_speed_MV22 = 175; //Altitude AI will Deploy Chutes JTK_HALO_AI_DeployChuteAlt = 250; //Margin of Error For JTK Jump computer Altimeter JTK_GPS_Altitude_Error_Margin = 0; //Class Name for Oxygen Mask ID JTK_Oxygen_Mask_ID = "Pilot_Mask_v"; //Define Pilot classes JTK_HALO_Pilot_Type_West = "US_Soldier_Pilot_EP1"; //West JTK_HALO_Pilot_Type_East = "TK_Soldier_Pilot_EP1"; //EAST //Allow JTK Identities (Ignore if using ACE). JTK_Use_Identity_Config = true; //JTK Idenetites with cammo faces (requires JTK_Use_Identity_Config is true.Ignore if using ACE). JTK_Cammo_Faces = true; //Altitude for Water Insertions JTK_HALO_Water_Insertion_Altitude = 500; //Minimum Distance From Land For Water Insertion JTK_HALO_Water_Insertion_MinDistToLand = 350; //Show arrow that indicate boarding positions on the aircraft. JTK_HALO_Show_Boarding_Arrows = true; //HALO Cooldown Delay (al values below 60 will be ignored). JTK_HALO_Cooldown = 60; //--------------ACE Options-----------------// //Disable ACE Altimeter. JTK_HALO_Disable_ACE_Altimeter = true; //Disable JTK Jump Computer When Using ACE JTK_HALO_Disable_Jump_Computer = false; //Chute Backpack Model Used in Single Player to simulate Parachute. (NOTE: Do NOT use the "ACE_ParachutePack"). JTK_ACE_HALO_CHUTE = "ACE_Backpack_US"; //See Bypass directions v1.6. _Capture = false; //See Bypass directions v1.6 _ByPass = false; //-----------------------------------------------------------------------------// //==============================YOU ARE DONE===================================// //-----------------------------------------------------------------------------// //=============================================================================// JTK_HALO_Capture = if (!isNil "JTK_HALO_Capture") then {JTK_HALO_Capture}else{_Capture}; JTK_HALO_ByPass = if (!isNil "JTK_HALO_ByPass") then {JTK_HALO_ByPass}else{_ByPass}; if (isserver) then {execVM "JTK\HALO\init_server.sqf"}else{execVM "JTK\HALO\init_client.sqf"};//init_server runs !isDedicated check at the end for hosted mission. [/Code] [b]Credits & Thanks:[/b] Bailout 02 mask overlay by [b]rocko[/b]. The [b]7-75th Rangers[/b] for multiplayer testing. [b]Changelog:[/b] Version 1.6 FIXED: Aircraft would not reset on dedicated servers. FIXED: Dialog control errors that referenced named IDCs that were undefined. FIXED: Osprey props would appear upside down to remote players. FIXED: Closing the GPS, then reopening broke the GPS. Changed: Dummy/Decoy aircraft are created as side civilian to prevent markers from being visible. Changed: LZ marker now disappears once all players have landed. Changed: Bypass can be setup through vars defined in the editor. (See included readme for details). Changed: Reformatted init. (Cfgs in new locations so do not use an the old description.ext) Optimized server fsm by removing unneeded PVEHs. Version 1.5 Fixed: Info text Spelling Error Fixed: (ACE version) player gets hung up on aircraft and does not enter free fall Fixed: Hint text replaced with Titletext when called via PVEH. (Hint text is FUBAR'd) Fixed: Error in expression <(_this select 0) setIdentity (_this select 1)>. Fixed: Water inserts not working when using "Bypass" Changed: Distance to marker buffer now is constant in SP and MP. Changed: (SP) AI fsm now verifies unit is alive when chute is deployed. Added: Two bypass example missions. Version 1.4 Changed: (Single Player) Must be a team leader to Setup HALO jumps as well as initiate takeoff. Changed: (Single Player) Script is initialized for all aircraft regardless of players side. This will allow player to team switch between sides. Fixed: Aircraft boarding lights not executing for remote players. version 1.3 New: CBA is no longer required. New: HALO insertions can now be performed with the MV22 Osprey. Added: Bypass HALO Setup Instructions. Fixed: Players using ACE would not appear to be in free fall to players not using ACE. Changed: Game logic JTK_Server no longer required. version 1.2 Fixed: Remove O2 mask action showing up when player was not wearing a mask (NON-ACE). Interfered with NVGs. Fixed: Multiplayer (Missing various vars and conditions from when I consolidated the SP and MP versions). Added: Detailed readme covers installaton/Integration and options. version 1.1 Fixed: Vehdrop Variable undefined (Water inserts not working). Fixed: GPS not restored to player. Download Here (Version 1.6) http://www.mediafire.com/?36dw5l82g8l21oy
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The reason the AI are using round chutes is because you are using ACE. There is no way,that I am aware of, to get the AI to fly straight in the square chutes. As for the bailout masks, you have to use the A2 (not OA version) of the addon. Hope that helps.
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JTK Weapon Suppressor Script by: Kempco Description: This script allows the players to equip a suppressor to a weapon provided that weapon has a suppressible version. Weapons Supported: • All Arma 2 and Arma OA primary weapons • All ACE 2 and ACEX primary weapons • RH HK416 Pack (by Robert Hammer) • RH M14 Pack (by Robert Hammer) • RH MGS Pack (by Robert Hammer) • RH MK18 pack (by Robert Hammer) • M4/M16 Rearmed (by Robert Hammer) • Design mastery M4s (by Hogthar & Mlacix) • FHQ Remington Weapon Pack v1.1 (by Alwarren) • L119A1 Pack v2.01 (by Lennard) • UFK Weapons Pack v1.1 (by the UK Forces Team) • RH Pistol pack Remake (by Robbert Hammer) • RH SMG pack (by Robbert Hammer) Script Version: init: execVM "JTK\suppressors\init.sqf"; Description: class CfgSounds { #include "JTK\suppressors\CfgSounds.CPP" }; Place the following the init of ammo crate to fill it with unsuppressed versions of all suppressible weapons according to your addons: _nil = [this] execVM "JTK\suppressors\scripts\WeaponsCrate.sqf"; Addon Version: Changed: The module, now named (JTK) Disable Weapon Suppressors, no longer initializes the script, as the name suggests it is now used to prevent the script from initializing. New: JTK SF Weapons Box: Includes unsuppressed versions of all suppressible weapons according to your addons. How to access: Vanilla: Requires the following conditions be met: 1. The current weapon the player is using is suppressible. 2. The player is stationary i.e. not moving. 3.The player is pressing the "Left Windows" key. When the above conditions are met, you will get the option to equip/remove your suppressor via the action wheel. The included demmo mission includes a hint system that will display the status of these conditions and how it works. The intent was to keep the action wheel as clutter free as possible. ACE Access via the ACE self-interaction menu, assuming the current weapon is suppressible. Options/Setup: Disabling Suppressors: Place the following in the mission init: JTK_Disable_Suppressors = true; OR.. if using the addon version place a (JTK) Disable Weapon Suppressors module in the editor. Restricting Suppressors: You can restrict suppressors to certain units by name or type using the following variables: JTK_Sniper_Rifle_Suppressors_Restriced_To = "ARRAY"; JTK_Assualt_Rifle_Suppressors_Restriced_To = "ARRAY"; Example: //Using Unit Type _snipers = [ "US_Delta_Force_Marksman_EP1", "US_Soldier_SniperH_EP1", "US_Soldier_Sniper_EP1", "US_Soldier_Sniper_NV_EP1", "USMC_SoldierS_Sniper", "USMC_SoldierS_SniperH", "FR_Marksman" ]; //Or unit name _snipers = [s1,S2,S4,S5]; then.. Example: JTK_Sniper_Rifle_Suppressors_Restriced_To _snipers; NOTE: If the restriction is undefined then none will be applied. Changelog: version 1.6 Added: ACR DLC Weapons (NOT Added to Weapons Crate. cgfPatch reference needed). Fixed: (ACE version) "ACE_AKMS" and "ACE_AKMS_SD". Fixed: (ACE version) Option would be available while player was in a vehicle. version 1.5 Changed: (Addon version only) CBA is required Changed: (Addon version only) Module disables the use of suppressors instead of enabling them. Added: Script will terminate if it detects player has addon version running. Added: Bis weapons in ammo crate are added according to DLCs detected. version 1.4 New: No Addons required! New: Pistols are now supported New: Sound effects (Idea courtesy of st-alpha) New: Script version now requires sound config be defined in Description. New: Demo mission included for both the addon and script versions. New: Addon version now requires a (JTK) Suppressors Module be placed on the map. New: JTK SF Weapons Crate/Script: Includes unsuppressed versions of all suppressible weapons according to your addons. Added: RH Pistol pack Remake (by Robbert Hammer) Added: RH SMG pack (by Robbert Hammer) Added: "ace_akms_sd","ace_ak74m_sd","ace_ak74m_sd_kobra_f","ace_aks74_un" version 1.2 Added: ACE progress bar (Thx to members of st-alpha) Added: Mod Version added (signiturs not included. Still trying to figure those out. Once I do, will release separately as its own version.). Added: UFK Weapons Pack v1.1 (by the UKForces Team) Added: L119A1 Pack v2.01 (by Lennard) Added: FHQ Remington Weapon Pack v1.1 (by Alwarren) version 1.1 Added: Design mastery M4s (by Hogthar & Mlacix) Added: 10 sec initialization delay. (Prevent conflicts with addons using the ACE self-interaction menu). Download Here (version 1.6) http://www.mediafire.com/?2u47zu3y2t8zw2j
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JTK Weapon Suppressor Script
Kempco replied to Kempco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The class names of the weapons MUST be all lower case to work. -
In short, you can't. If you are using ACE, then your Identity will be the one you have selected in your player profile, this is your "ACE_Original_Identity". If you want to mess your ID when using ACE, do so using the edit option located under player profile (Main Menu). Any ID you select in mission will be overridden by this ID if you use any of the mask/goggle options.
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For helicopters, as of alpha 0.54, The effects of limitSpeed are no longer temporary, i.e. no longer need to be run in a loop. This means that you need to clear it when you are done. YOUR_HELO limitspeed 5000; (The 5000 sets the limit to a speed exceeding the aircraft's max thus removing the effects limit issues via the limitspeed command).
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Returing nearest H pad "build-in" to map
Kempco replied to Kempco's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I want to use the H-pads build into the map as cross-reference with the following function to get the nearest "safe" landing zone for an AI pilot to Land. //by Kempco _pos = _this select 0; _limit = _this select 1; _helo = _this select 2; _LZ = false; _bb_max = boundingBox _helo select 1; _size = [[_bb_max select 0,_bb_max select 1],1] call bis_fnc_findExtreme; _diameter = 1.25*_size; _maxgradient = 0.125; _isFlat = [_pos select 0,_pos select 1,0] isflatempty [_diameter,0,_maxgradient,_diameter,0,false,objNull]; scopeName "main"; if (count _isFlat != 3) then { _center = _pos; _pos = false; for "_i" from 1 to 1000 do { _d = _diameter + (0.5*_diameter*_i); if (_d > _limit) exitWith {}; _steps = floor (_d*pi*0.1); _inc = 360/_steps; for "_j" from 1 to _steps do { _dir = _inc * _j; _x = (_center select 0)+(sin(_dir)*_d); _y = (_center select 1)+(cos(_dir)*_d); _isFlat = [_x,_y,0] isflatempty [_diameter,0,_maxgradient,_diameter,0,false,objNull]; _LZ = if (count _isFlat == 3) then {_isFlat}else{false}; if (typeName _LZ == "ARRAY") exitWith {}; }; if (typeName _LZ == "ARRAY") exitWith {}; }; }else{ _LZ = _isFlat; }; _LZ -
Returing nearest H pad "build-in" to map
Kempco posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
the following code was used to get the type of Object of a Known helipad at the Zargabad Airport: copyToClipboard (format ["%1", TypeOf ((position player) nearestObject 3999)]); The Above code works with buildings but in the case of the Helipad it returned an empty string. I then tried: copyToClipboard (format ["%1", (position player) nearestObject 3999]); Which returned ==> 3999: heli_h_army.p3d is there a way to convert the p3d model returned by the above code to its associated object class other then "typeOf"? PS: the object classes of the 3 visible helipads ["HeliH","HeliHRescue","HeliHCivil"] also did not register. -
Arma 3 helicopters and setvelocity/attachTo
Kempco posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Trying to get a helicopter to fly to position and not land, problem is the helicopter stops short by about 50m. I used both attachTo and setvelocity to move the helicopter into position but neither seem to have an effect. The following code is from an arma 2 script used to drop units off on land and over water. AttachTo was used instead of setvelocity because attachTo does not change the VectorDir/VectorUp of the vehicle. Are the new helicopters simulated differently? If so how do you get them to fly to a specific position without landing? //by Kempco _helo = _this select 0; _endpos = _this select 1; _pilot = driver _helo; if (surfaceIsWater _endpos) then { _hlpr = JTK_Transport_Hlpr createVehicle [0,0,0]; WaitUntil {!isNil "_hlpr"}; _hlpr hideObject true; JTK_Call_PVEH = [_hlpr,compile "_this hideObject true"]; publicVariable "JTK_Call_PVEH"; While {(getpos _helo select 2 > (JTK_Transport_FlyInHeight*0.5)+1) AND (canmove _helo) AND (alive _pilot)} do {sleep 0.5}; _pos = _helo worldToModel _endpos; _dir2 = (_pos select 0) atan2 (_pos select 1); _dist2 = sqrt((_pos select 0)^2+(_pos select 1)^2); for [{_i = 0},{_i < abs(_dir2)},{_i = _i + 1}] do { _helo setdir ((getDir _helo)+abs(_dir2)/_dir2); _helo setVelocity [0,0,0]; sleep 0.05; }; _alt = getpos _helo select 2; _attachPos = [0,0,_alt]; _hlpr setDir (direction _helo); _hlpr setPos (_helo modelToWorld [0,0,-_alt]); _hlpr setVectorUp [0,0,1]; _helo attachTo [_hlpr,_attachPos]; _dir = direction _hlpr; _dist = [_helo,_endpos] call BIS_fnc_distance2D; _approachDist = (_dist*0.15); _speed = 0; _speed_max = 45; _speed_min = 1; _n = 200; _t = 0; while {(alive _pilot) AND (canmove _helo)} do { _dist_old = _dist; _dist = [_helo,_endpos] call BIS_fnc_distance2D; _speed = if (_dist > _approachDist) then { if (_speed < _speed_max) then {_speed + 0.25}else{_speed_max}; }else{ if (_speed > _speed_min) then {_speed - 0.25}else{_speed_min}; }; if (_speed == _speed_min) then {_t = _t + (1/_n)}; _inc = (_speed/_n); if ((_dist > _dist_old) OR (_dist <= 1) OR (_t > 3)) exitWith { deleteVehicle _hlpr; _helo setVelocity [0,0,0]; }; _attachPos = [_attachPos select 0,((_attachPos select 1) + _inc),_attachPos select 2]; _helo attachTo [_hlpr,_attachPos]; sleep (1/_n); }; _helo flyInHeight 5; While {(getpos _helo select 2 > 5.5) AND (canmove _helo) AND (alive _pilot)} do {sleep 0.5}; }else{ _helo land "GET OUT"; While {(getpos _helo select 2 > 1.5) AND (canmove _helo) AND (alive _pilot)} do {sleep 0.5}; }; _unitsToEject = []; {if(count(assignedVehicleRole _x) != 2 AND _x != _pilot) then {_unitsToEject = _unitsToEject + [_x]}}forEach (crew _helo); for "_i" from 0 to (count _unitsToEject - 1) do { [(_unitsToEject select _i),_helo] spawn {//<======================Give units clearence so they do not "stick" to heli WaitUntil {!((_this select 0) in (_this select 1))}; (_this select 0) setPos ((_this select 0) modelToWorld [0,1.0,-0.5]); }; unassignVehicle (_unitsToEject select _i); (_unitsToEject select _i) action ["Eject",_helo]; sleep 0.25; if !(surfaceiswater _endpos) then {_helo setVelocity [0,0,-1]}; }; sleep 1; _helo flyinheight JTK_Transport_FlyInHeight; _helo land "NONE"; -
script call in object's init field executed every time a player connects. workaround?
Kempco replied to sorophx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
if ((str player) in _unitsArray) then { null = [[("<t color=""#FF0000"">" + ("Set rally point") + "</t>"), "rally.sqf"]] call CBA_fnc_addPlayerAction; }; You cannot use "player" to reference a unit on a dedicated server. A dedicated server by definition has no player, thus player will always be null. -
PVEHs and How to execute code Remotly -explained-
Kempco posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The public variable event handler (PVEH) allows you execute code remotely (i.e. on all machines except the one it is initialized on). To illustrate how this is done, lets create 2 variables: “JTK_Call_PVEH†and JTK_Spawn_PVEH†and assign each a PVEH. "JTK_Call_PVEH" addPublicVariableEventHandler {((_this select 1) select 0) call ((_this select 1) select 1)}; "JTK_Spawn_PVEH" addPublicVariableEventHandler {((_this select 1) select 0) spawn ((_this select 1) select 1)}; The first part in quotes is the name of variable the PVEH is assigned followed by the addpublicvariableEventHandler followed by the code that will be executed when said variable is "PV'd". WTF does {((_this select 1) select 0) call ((_this select 1) select 1)} mean?? The PVEH, like any event handler passes its own array. If you think of it in terms of a "killed" event handler, the array passed when a "killed" EH fires is [unit,killer]. The PVEH passes the following array: [Old value of the variable, New value of the variable], the variable being the variable the PVEH is added to. The first part of the array, the old value, for the sake of executing code remotely, is not needed since the handler needs to know what code to execute. So we will only be concerned with the second part of the passed array: the new value of the variable i.e. (_this select 1) . code = {((_this select 1) select 0) call ((_this select 1) select 1)} To keep from having to create a different PVEH for each script you want to pass remotely, I create 2 PVEHs one for code I call, the other for code I spawn. Example: Play Sound For All Units via an addaction. //example of sqf passed via the addaction _unit = _this select 0; _unit say3d "MY SOUND";//<==================================================================Executes Code for local unit JTK_Call_PVEH = [[color="#0000FF"][_unit,"MY SOUND"][/color],[color="#008000"]compile "(_this select 0) say3D (_this select 1)"[/color]]; publicVariable "JTK_Call_PVEH";//<==========================================================Executes Code for remote units In the above example, the variable JTK_Call_PVEH is being defined as [[_unit,"MY SOUND"],compile "(_this select 0) say3D (_this select 1)"] before being PV'd.( IMPORTANT: When the variable is first defined, there are no quotes. When you PV the variable, you must add quotes.) When you PV the variable the PVEH executes the code according to NEW value of variable it is added to. The new value of JTK_Call_PVEH = [[_unit,"MY SOUND"],compile "(_this select 0) say3D (_this select 1)"] code executed: {((_this select 1) select 0) call ((_this select 1) select 1)} OR [_unit,"MY SOUND"] call compile "(_this select 0) say3D (_this select 1)"; Using JTK_Spawn_PVEH; The above example executes a small segment of code that be created dynamically and compiled on the fly. If you want to run an entire script and that script contains any sleep or waituntil commands, then that script will have to be spawned in. First, precompile your script: JTK_HALO_PlayerExec = Compile PreprocessFile (JTK_HALO_Path+"scripts\PlayerExec.sqf"); /* Example using PVEH: The following is a small segment from an FSM run server side. */ if (isMultiplayer) then { for "_i" from 0 to (count _players - 1) do { _unit = _players select _i; _attachPos = _UnitPosArray select _i; _unit setVariable ["JTK_HALO_Player_Ready",false,true]; _array = [_unit,_aircraft,_static,_attachpos]; if (local _unit) then { _array spawn [color="#FF0000"]JTK_HALO_PlayerExec[/color]; }else{[b]JTK_Spawn_PVEH[/b] = [_array,[color="#FF0000"]JTK_HALO_PlayerExec[/color]]; publicVariable "[b]JTK_Spawn_PVEH[/b]"}; }; }; What about CBA? If you are using CBA things are much easier. If you wanted to execute the above script globally using CBA you could use CBA_fnc_globalExecute function. https://dev-heaven.net/docs/cba/files/network/fnc_globalExecute-sqf.html#CBA_fnc_globalExecute /* Example using CBA: The following is a small segment from an FSM run server side. */ if (isMultiplayer) then { for "_i" from 0 to (count _players - 1) do { _unit = _players select _i; _attachPos = _UnitPosArray select _i; _unit setVariable ["JTK_HALO_Player_Ready",false,true]; _array = [_unit,_aircraft,_static,_attachpos]; [-1, {(_this select 0) spawn (_this select 1)},[_array,JTK_HALO_PlayerExec]] call CBA_fnc_globalExecute; }; }; The CBA_fnc_globalSay3d vs PVEH: _unit = _this select 0; _unit say3d "MY SOUND" JTK_Call_PVEH = [[_unit,"MY SOUND"],compile "(_this select 0) say3D (_this select 1)"]; publicVariable "JTK_Call_PVEH"; becomes.. _unit = _this select 0; [_unit, "MY SOUND"] call CBA_fnc_globalSay3d; Applying Restrictions To Globally Executed Scripts: When executing scripts globally make sure those scripts start with code that restricts their execution accordingly. To highlight potential pitfalls lets take the CBA_fnc_globalSay3d example but this time we will define the source as "player" not "_unit". _unit = _this select 0; [_unit, "MY SOUND"] call CBA_fnc_globalSay3d; becomes... [player, "MY SOUND"] call CBA_fnc_globalSay3d; The source of sound to be played being propagated over the network is player. However, the definition of the "player" is not the same from client to client. On my computer my avatar is defined as "player" however on your computer, your avatar is the "player"; Therefore instead of playing the sound in 3d relative to the unit who executed the script, it will play the sound in 3d relative to each players position which defeats the purpose say3d in the first place. The above example JTK_HALO_PlayerExec was used to execute a script for all players that were within a specific vehicle. When executed, each player inside that vehicle would watch a cut scene while they were teleported to a new position. Keep in mind that the code is being executed for everyone, not just certain If you do not include restrictions within the script being propagated this will cause issues..............LIGHT BULB Writing this made me realize a potential problem with my script. Will finish later. -
May be difficult to see, but the hint text is displaying "Part Hit: legs".
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This has to do with changes ACE made to the bis parachute class. I could get the AI into the square chutes but getting them to do anything after that was a nut I couldn't crack. Anything above 25m looked terrible. I initially had it where the AI would pull their chutes at 100m them teleport to 25m, (see the armaholic video, not the water one.) ---------- Post added at 03:26 PM ---------- Previous post was at 03:02 PM ---------- Thank you . Once they add the fixed wing aircraft and parachutes ill get started.
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I have been told that if I create the markers via createMarker, it shows up on everyone's maps. But if I add below that, setMarkerTransparencyLocal to 0 for someone who is not the player who started the script, would that work to erase the visibility of the marker on everyone else's maps? Since your script is activated via an addaction, it will always be local to the player who executed it. Since addactions are always local, you should be able to use the createmarkerlocal command via the local addaction to create a marker that is only viable to you. (This is not the case for editor placed triggers/init lines). Creating the marker globally, which is what Createmarker does, then hiding it locally for everyone else but you is doable using PVEHs, but very inefficient in this case.
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try the following: this addweapon "ACE_ParachutePack"; this setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +1500]; _nil = this spawn {sleep 1; _this execVM "x\ace\addons\sys_eject\jumpout_cord.sqf"};
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Attach light to c130
Kempco replied to ofp_f3d3's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Depends on the altitude. If your in a C130 above 2000m, you have to set the brightness extremely high, (I forget what I did but I think its something like +25.0 for each 2000-3000m). Make Sure you execute this local to each player and terminate the second the player exits the aircraft. At brightness levels that high the entire map changes color at ground level. -
Added Action Disappears After Respawning in Multiplayer
Kempco replied to Arcurus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
CheckThirstAction = player addAction["Check Thirst", "Survival_Mechanics\thirstStatus.sqf", [], 1, false, false, "", ""]; player addEventHandler ["killed",{ [] spawn { player removeAction CheckThirstAction; WaitUntil{alive player}; CheckThirstAction = player addAction["Check Thirst", "Survival_Mechanics\thirstStatus.sqf", [], 1, false, false, "", ""]; }; }]; -
Problem loading multiple sounds
Kempco replied to Yeti1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Discard -
globalExecute help
Kempco replied to Valfunction's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_thisunit = _this select 0; release1 = _thisunit addAction ["Release", "CIS\release.sqf"]; _thisunit attachTO [player,[.5,.5,0]]; [-1, {_this switchMove "";_this playActionNow "Surrender";_this disableAI "MOVE";_this disableAI "ANIM"},_thisunit] call CBA_fnc_globalExecute; -
PM sent. Kempco
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repeat message evey hour on dedi
Kempco replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I recommend FSM as apposed to sqf for something that will be running the entirety of the mission. I would execute the FSM for clients only i.e. if (!isDedicated) then {[] execFSM "".fsm} since time sync is not important and you probably want every player to get the message upon joining. If You don't know/are not familiar with FSM then just copy and past the below code and be done with it. if (isDedicated) exitWith {}; WaitUntil{!isNull player}; sleep 10; While {true} do { player sidechat "MY MESSAGE"; sleep (60*60); }; -
JTK Weapon Suppressor Script
Kempco replied to Kempco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@RunForrest Thanks for the heads up. What is happening is one version (the unsuppressed ak) is from bis and the SD is from ace. I intentionally avoided dependencies like this when I created the script to avoid such issues but that was back when ACE was a requirement. The reason you are getting the error is because you do not have the weapon the script is trying to give to you. I will add this bis weapon under the ACEX required weapons. -
AI units can only jump with you in SP. Since your playing on dedicated server, you are not playing a single player mission. The AI require a lot of resources, the limit for jumpers in the C130 in single player is 9 and 15 for multiplayer.The AI "should" be kicked out of the aircraft if they board in MP and you should get a Hint message if they try to board.
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UPDATE: v1.6 I now have access to a dedicated server for testing, so that was the focus of this update. Let me know if you have any issues. Changelog: Version 1.6 FIXED: Aircraft would not reset on dedicated servers. FIXED: Dialog control errors that referenced named IDCs that were undefined. FIXED: Osprey props would appear upside down to remote players. FIXED: Closing the GPS, then reopening broke the GPS. FIXED: C130 engine sound issues. Changed: Dummy/Decoy aircraft are created as side civilian to prevent markers from being visible. Changed: LZ marker now disappears once all players have landed. Changed: Bypass can be setup through vars defined in the editor. (See included readme for details). Changed: Reformatted init. (Cfgs in new locations so do not use an the old description.ext). Optimized server fsm by removing unneeded PVEHs.
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Default = "ACE_Original_Identity" Gas mask US = "ACE_GlassesGasMask_US" Gas mask RU = "ACE_GlassesGasMask_RU" Balaklava = "ACE_GlassesBalaklava" Goggles = ??? Something tells me that unlike the gas mask and baklava, the goggles still leave the face visible (i.e. independent of default identity) and referencing it will be different.