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Larrow

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About Larrow

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    LAR setpos (you getpos [-2,getdir you]);LAR say3d["BOO!"]
  1. No they are still referenced, although they do now delete themselves( not so sure they originally did ). _obj = createVehicle [ "test_EmptyObjectForFireBig", player getPos[10, getDir player], [], 0, "CAN_COLLIDE" ]; hint str ( _obj getVariable[ "effects", [] ] ); Will hint back the array of emitters.
  2. Make ai say things

    See my two posts in this thread. You are looking for the Radio Protocols version.
  3. Sector Control execVM

    A sector can already do this for you as long as your flag is typeOf "FlagCarrierCore". Just sync the flag to the sector. When the sector changes sides the flags texture will be updated. It first looks for configfile >> "cfgfactionclasses" >> _ownerFaction >> "flag" Where _ownerFaction is configfile >> "cfgvehicles" >> _unit >> "faction" of the first unit in the sector of the capturing side. if that is unavailable then it just does _owner call bis_fnc_sidecolor
  4. Works fine for me once you apply the variable BIS_fnc_initModules_disableAutoActivation to each module. Tested from the initServer.sqf in SP, MP and dedicated. Had to remove functions I dont have and defined the missing variables. Only thing that does not always show is supply drop, but that is just a timing issue. As soon as you redo... requester, "Drop", 1] remoteExec ["BIS_fnc_limitSupport", 0, true]; ...in the debug console the supply drop shows up and works fine.
  5. Exactly what I thought. Plus this... _this select 0 synchronizeObjectsAdd [SupportRequester]; SupportRequester synchronizeObjectsAdd [_this select 0]; BIS_supp_refresh = TRUE; publicVariable "BIS_supp_refresh"; Is already done automatically by this... [_this select 0, SupportRequester, ArtilleryProvider] call BIS_fnc_addSupportLink; Which I thought sounded familiar and now realise, after a forum search, is the same answer I gave to the same code here. BIS_fnc_addSupportLink /* Author: Josef Zemanek Description: Adds support types during a mission. Parameter(s): _this select 0: OBJECT - Requester unit _this select 1: OBJECT - Requester module _this select 2: OBJECT - Provider module Returns: nothing */ _reqUnit = _this param [0, objNull, [objNull]]; _requester = _this param [1, objNull, [objNull]]; _provider = _this param [2, objNull, [objNull]]; if (!((_reqUnit in synchronizedObjects _requester) && (_requester in synchronizedObjects _reqUnit))) then { _requester synchronizeObjectsAdd [_reqUnit]; _reqUnit synchronizeObjectsAdd [_requester]; }; if (!((_provider in synchronizedObjects _requester) && (_requester in synchronizedObjects _provider))) then { _provider synchronizeObjectsAdd [_requester]; _requester synchronizeObjectsAdd [_provider]; }; BIS_supp_refresh = TRUE; publicVariable "BIS_supp_refresh"; TRUE; requesting unit, requestor and provider are all synced together, then the comm menu is refreshed(BIS_supp_refresh) and PVed.
  6. According to that I'm still 6-13, unless I've been hammered the evening before then I'm 1-2.
  7. Couple of reasons... The script has disableSerialization so its progress is not saved when the mission is saved. Due to the way the above script is written disableSerialization is needed as it has variables that reference UI controls, UI controls can not be serialised so cannot be saved hence the use of disableSerialization. So you need to remove any variables that reference controls, this then enables you to remove disableSerialization. Once the above is fixed that then leaves you with.. when the script is loaded from a save where the timer was running then the script will start within the while loop. As UI resource states are not saved(i.e cutRsc having initialised its display) you will need to add something in the while loop to cutRsc if the resource is not present. Added some extra bits so the timer removes its display when finished and has the ability to call some code. TEST_MISSION
  8. Updated commands, functions and templates to 1.86
  9. 04/12/2018 - Fixed spawning of modules due to changes in module framework for A3 1.86
  10. There has been a change to the initialisation of a module through the module framework. Now any modules created after time > 0 need the variable BIS_fnc_initModules_disableAutoActivation set on the module to be false. Updated my previously posted function in the test mission to reflect this change. _module setvariable [ 'BIS_fnc_initModules_disableAutoActivation', false ]; @ZeroG
  11. Reusable Strategic Map

    //Trigger Activation h = [] spawn { waitUntil{ !isNull findDisplay 506 }; waitUntil{ isNull findDisplay 506 }; Trigger_Con = false; }; ?
  12. init.sqf is run by all machines, both server and client. As per how I wrote it, the initServer.sqf. Its already setup to handle clients and JIP. Though really the whole thing should be split into several functions for best performance, so large pieces of code are not being sent over the network. Something like...
  13. Esc key toggle rsc

    Sorry I missed the bottom border you had in your original picture and thought it was just the centre controls. As @Mr H. says its due to ordering and your created control is the top most. The debugConsole will always rise above the others when you click anywhere on the screen due to an event placed on the display in BI's code. Due to the debugConsole being a controls group itself setting focus to one of its elements brings the whole thing to the top. Unfortunately we are not so lucky with the other controls of the pause menu and they are all separate controls.
  14. Curator modules to initialise properly, especially when setting allowed addons, need to be created before time > 0. It would be best to create as many curators as needed (playableSlotsNumber ?) in a preInit function. When a clients connects request to be assigned to a curator by the server. When the client disconnects un-assign the curator. TEST_MISSION working MP hosted and dedicated inc. JIP
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