drredfox
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Everything posted by drredfox
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ArmA3Sync - launcher and addons synchronization software for ArmA 3
drredfox replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Well, they are 30 persons connected to the repository, I can't make trial and error. Anyway, what I'm asking is if it's possible to build remotely a existant repository every time I update it. I have a FTP client with access to the main folder, so I can upload files (with a little patience...1MB upload speed). -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
drredfox replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
And how can I do this? What I need? -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
drredfox replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Hi, It is possible to manage a repository (upload files, re-build the repo...) on a remote server from my local computer? -
Hi, I've created this script by mixing some others FARP scripts (I don't remember the authors, sorry) and some code by me. It works fine in editor and SP, but in MP i get a critical error. This is the script (sorry for spelling mistakes, I translated to english to post here): //Rearm, repair and refuel script by Dr.Redfox _heli = _this; _class = typeOf _heli; _timeFactor = 100; //Max. time per block //Loop. Wait until the engine is off while {isEngineOn _heli} do { _heli vehicleChat "Please, stop the engines."; sleep 10; }; //isEngineOn == false. Continues script _heli vehicleChat "Starting service..."; disableUserInput true; //Check vehicle status. If not necesary, goes to the next block if ((damage _heli) > 0) then { _heli vehicleChat "Repairing..."; sleep (_timeFactor*(damage _heli)); _heli setDamage 0; } else { _heli vehicleChat "No repair needed."; }; //Check ammo. If not necesary, goes to the next block _actualAmmo = 0; _totalAmmo = 0; { _actualAmmo = _actualAmmo + (_x select 1); _totalAmmo = _totalAmmo + (getNumber(configFile >> "CfgMagazines" >> (_x select 0) >> "count")); } forEach magazinesAmmo _heli; _heliAmmo = _actualAmmo/_totalAmmo; //Expected value <=1 if (_heliAmmo ==1) then { _heli vehicleChat "No ammo needed."} else { _heli vehicleChat "Rearming..."; sleep (_timeFactor*(1 - _heliAmmo)); _heli setVehicleAmmo 1; }; //Check fuel. If not necesary, goes to the next block if ((fuel _heli) < 0.9) then { _heli vehicleChat "Refueling..."; sleep (_timeFactor*(1 - (fuel _heli))); _heli setFuel 1; } else { _heli vehicleChat "No fuel needed."; }; _heli vehicleChat "Ready to takeoff."; disableUserInput false; //if (true) exitWith {hint "End script";}; And activation by trigger: Condition: (getPos ((list act_farp) select 0) select2) <=1 On Act: _farp = (thisList select 0) execVM "farp.sqf"; The problem is that I wanted to put a limitation to the script: if the pilot engages the engines, the script goes to the while loop to check the engine status. I didn't find a clean solution for this, so I put disableUserInput. But, in MP, when the script activates ALL players suffer the disableUserInput...not desirable in a combat (that happened). So, how can I stop the script when the pilot engages the engines?
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Problem with condition "alive" in MP
drredfox posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I have a trigger that ends the mission when a defined group of enemy AI it's not alive. Like this: Condition: (({alive _x} count units group1) == 0) && (({alive _x} count units group2) == 0) && obj2 && obj1 And in the leader of the group: group1 = group this In editor, if I check the condition on the debug, I get the number of alive units: {alive _x} count units group1 But in MP, i get 0. The point is, the units in the group exists. So, when obj1 and obj2 are true, the mission ends. I think it's a problem of timing: the trigger checks the condition before the groups are defined. What's the best solution for this? -
Does enableSimulation false work on every client if executed serverside using execVM?
drredfox replied to Heeeere's johnny!'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I didn't tried, but you can use enableSimulationGlobal (https://community.bistudio.com/wiki/enableSimulationGlobal). It says that is the same command but for MP. I guess you need to execute only on server by if(isServer) then {enableSimulationGlobal}; -
Problem with condition "alive" in MP
drredfox replied to drredfox's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Checked. It's working. I get the number of units in the debug, the trigger activates when all units are dead and the mission ends. Thanks all for your time. -
Problem with condition "alive" in MP
drredfox replied to drredfox's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm sure the problem it's the group check, because if I remove the obj1 and obj2 conditions, the mission ends once it's started. The variables group1 and group2 are defined in the leader of the group with the code group1 = group this; In the debug menu I get the value 0 for the code {alive _x} count units group1 in MP, while i get 11 (units alive) in editor. So i know the problem it's there, but why? EDIT: I found on the wiki that the command group it's global, but it says: In MP the command is not initialised in functions called by initline or init eventhandlers. So, maybe in MP the group doesn't exists, the condition gets true and the trigger activates. -
Hi, I'm making a FARP script and I need to get the max ammo of the vehicle's weapons. Something like this (i've picked this code of an a script i've used in some missions, and I know it works): _totalAmmo = 0; _maxAmmo = 0; { _totalAmmo = _totalAmmo + (_x select 1); _maxAmmo = _maxAmmo + (getNumber(configFile >> "CfgMagazines" >> "VehicleMagazine" >> (_x select 0) >> "count")); } forEach magazinesAmmo _veh; _getVehicleAmmo = _totalAmmo/_maxAmmo; So, _getVehicleAmmo it's a value between 0 and 1 In my script, there's a condition that where _getVehicleAmmo <1, it rearms the helicopter, and if it's ==1, goes to the next block (refuel and repair). After some testing i've realised that _totalAmmo works well (the return value it's the actual ammo count of the vehicle), but, the _maxAmmo doesn't works (it returns the value defined at the beggining, 0 in this case). So, how i can get the ammo limit of vehicle's weapons? This is the whole script I've had for now: ---------- Post added at 04:56 PM ---------- Previous post was at 03:30 PM ---------- Solved. The error was: _maxAmmo = _maxAmmo + (getNumber(configFile >> "CfgMagazines" >> "VehicleMagazine" >> (_x select 0) >> "count")); And the solution is: _maxAmmo = _maxAmmo + (getNumber(configFile >> "CfgMagazines" >> (_x select 0) >> "count"));
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ammo crate custom load out problems, since update
drredfox replied to PSYKO_nz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Seems the hotfix didn´t solved the problem. My old (1.10) custom ammoboxes (generated with LEA) don't work. ammoBox.sqf Same script fixed -
ammo crate custom load out problems, since update
drredfox replied to PSYKO_nz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think I found the problem. The commands clearXCargo and addXCargo, now needs to be Global (i.e: addWeaponCargoGlobal). A script example: if (isServer) then { clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; clearitemcargoGlobal _this; _this addweaponcargoGlobal ["launch_Titan_F",1]; _this addweaponcargoGlobal ["R3F_Minimi_762",1]; _this addweaponcargoGlobal ["LMG_Mk200_F",1]; _this addweaponcargoGlobal ["Rangefinder",2]; }; "Confirmed" http://feedback.arma3.com/view.php?id=17655 -
ammo crate custom load out problems, since update
drredfox replied to PSYKO_nz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Same problem here. Only the backpacks loaded properly. -
Same problem here
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XMedSys - Improved Medical System for A3
drredfox replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Solved. The problem was that the mission didn't had the respawn = X; What a noob... -
XMedSys - Improved Medical System for A3
drredfox replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, it is the problem. Once the mission has started, the players cannot join, they stucked in spectator mode. I've checked the description.ext and there's no respawn (you know...respawn = 1 or similar). Needs to be activated? Because i believe that we've never used it... -
XMedSys - Improved Medical System for A3
drredfox replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, Since we've started using this mod in our community, we had some bugs when joining on our dedi server. Sometimes, some players (JIP's) starts in spectator mode. I don't know if this bug it's related to this mod or to ArmA itself. Is someone else having this issue? -
Hi, One simple question. I was wondering for long time: what's the diference between the "normal editor" (the one you can acces in the menu) and the editor that appears in multiplayer mission (you know..."Play/ Multiplayer/ New/ Create Game/ <<New - Editor>>). The only difference i can see it's that they have their own folder (missions for one, MPMission for the other). I've searched but i didn't find an answer...
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Seems useful. Thanks for the answer.
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XMedSys - Improved Medical System for A3
drredfox replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ok, I had misunderstood that part. Now I have this lines in the init.sqf ["Bandage", "B_medic_F"] call X39_MedSys_fnc_addLimitationToClass; [] call X39_MedSys_fnc_pushLimitations; And of course, all of the #DEFINE stuff. It works, only the "Combat Life Saver" can apply bandages. Thank you again, you're great. -
XMedSys - Improved Medical System for A3
drredfox replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi X39, First of first, great mod, we love it. Thank you. Ok, I'm trying lo limit the usage of certain items. In the devReadMe it states: X39_MedSys_fnc_addLimitationToClass [string (MedicalOption), String (Classname)] For what I've understood, first I need to define the MedicalOption (ie: #define BANDAGE "Bandage"), to use as first argument, and the second it's the class of the unit (ie: "CLASS_MEDIC"). When i put this line (extracted from the devReadMe) ["Bandage", "CLASS_MEDIC"] call X39_MedSys_fnc_addLimitationToClass;, nobody can use the bandage, including the "Combat Life Safer". So, how can I define the strings for the classnames? I want to make a class only for the medics, an another for the rest of soldiers... -
Help with Sector Control Mission
drredfox replied to drredfox's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nothing? -
Help with Sector Control Mission
drredfox replied to drredfox's topic in ARMA 3 - MISSION EDITING & SCRIPTING
While developing this I've noticed that I need the script to "talk" with the Sector Module (BIS_fnc_sectorModule). I think I need some variables returned from the function like: Owner Sector module name Total sectors controlled by team I've looked in the code of the function and...had a headache. This is the code (i'm not sure if i can post this, so let me know if i can't to erase) The thing that caught my attention is this sentence: Description: Initialize a sector module. Can be also used to get sector parameters. So, how I initialize to get the parameters (sectorName, sectorOwner, etc...) EDIT: Also, I've found a script that makes something similiar to what I want, but I can't make it works (script made by Larrow, here http://forums.bistudio.com/showthread.php?159426-The-new-Sector-Module&p=2476214&viewfull=1#post2476214) if (!isDedicated) then { //false shows the score of both sides //true only the score of the players side is shown hintTicketSide = false; //A client side function to hint ticket scores fnc_HintTickets = { _HStringEast = format ["East = %1",_this select 0]; _HStringWest = format ["West = %1",_this select 1]; if (hintTicketSide) then { if (side player == west) then { hintSilent _HStringWest; }else{ hintSilent _HStringEast; }; }else{ hintSilent format["%1\n%2",_HStringWest,_HStringEast] }; }; }; if (isServer) then { //Start a thread to monitor the sector _handle = [] spawn { //Setup default variables //east = 0, west = 1 _Tickets = [20, 20]; _captureTime = 120; _Sector = Capture; _AreaLost = false; _GameOver = false; while {(!(_GameOver))} do { //WaitUntil someone actually owns the sector waitUntil { _Sector getVariable "owner" != sideUnknown}; _SectorOwner = _Sector getVariable "owner"; //Start timer _captureEnd = time + _captureTime; _AreaLost = false; while {time < _captureEnd} do { sleep 0.5; if ((_Sector getVariable "owner") != _SectorOwner) exitWith {_AreaLost = true}; }; if (!(_AreaLost) ) then { //Decrease opposing tickets _SectorOwner = _SectorOwner call BIS_fnc_sideID; _opposingTeam = ((_SectorOwner * -1) + 1); //0 = 1 , 1 = 0 _Tickets set [_opposingTeam , (_Tickets select _opposingTeam) - 1]; //If opposingTeam have run out of tickets if ((_Tickets select _opposingTeam) == 0) then { //Debrief WON [["end1", true, 2],"BIS_fnc_endMission",(_SectorOwner call BIS_fnc_sideType),false] call BIS_fnc_MP; //Debrief LOST [["end2", false, 2],"BIS_fnc_endMission",(_opposingTeam call BIS_fnc_sideType),false] call BIS_fnc_MP; _GameOver = true; }; //Send a hint to all clients showing tickets [_Tickets,"fnc_HintTickets",true,false] call BIS_fnc_MP; }; }; }; }; -
Unable to activate signatures
drredfox replied to drredfox's topic in ARMA 3 - SERVERS & ADMINISTRATION
Ok, understood. TY. Problem solved. -
Unable to activate signatures
drredfox replied to drredfox's topic in ARMA 3 - SERVERS & ADMINISTRATION
I thougt it was solved, but now I'm having a new issue. The server is checking for signatures, and if I join with an addon not allowed, I can't. BUT, if I load the game with LESS addons (i.e without addons) I'm able to join on the server. Maybe is the normal procedure of the verifySignatures. What i want is that all of the clients join only with mods loaded by the server, and maybe some optional mods (like JSRS). -
Hi, I saw this plugin and I had an idea, I just don't know if it's possible (I have no knowledge of programming). I'm trying to create a database to store the status of some ammoboxes (the ammo count), between missions. Something like a lite MSO. Let me explain with an hypothetical: I'm playing one mission (call it "mission_one.pbo") and all the players must rearm in one ammobox. The ammocount get's stored on the database. The second mission ("mission_two.pbo") has an ammobox that loads the ammocount from the database, modified in the last mission, so it has the remaining magazines. The process it's like: database: new box ---> ammobox: loaded ---> database: gets the ammocount on missions end ----> box: new mission, loaded ammocount... The idea is to create a campaign where you need to be cautious with the resources. Just to clarify: I'm not asking someone to do the job for me. Just wondering if it's possible to do this with the plugin. Thanks in advance.