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Larrow

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    LAR setpos (you getpos [-2,getdir you]);LAR say3d["BOO!"]

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  1. /* Prevents dedicated server running script */ if (isDedicated) exitWith {}; //Never going to be dedicated if calling from an action /* Private variables */ private ["_cqcLiveTargets","_cqcSpawns","_azimuth"]; /* createGroup [side, deleteWhenEmpty] needed for createUnit function later */ private _cqcLiveTargets = createGroup east; /* Define spawn locations using variable names of leaflets as markers */ private _cqcSpawns = [cqcspawn_001,cqcspawn_002,cqcspawn_003,cqcspawn_004,cqcspawn_005,cqcspawn_006,cqcspawn_007]; /* type createUnit [position, group, init, skill, rank] function for spawning a unit */ //Would recommend using the other syntax of create unit { "O_G_Soldier_lite_F" createUnit [ getPosATL _cqcSpawns, //Passing whole array, should be _x current forEach element _cqcLiveTargets, //STRING in STRING notice color of MOVE //Unit is this not _this //again dir of _cqcspawns array not _x "call{_this disableAI "MOVE"; _azimuth = getDir _cqcspawns; _this setDir _azimuth;}", 0.1, "PRIVATE" ];} forEach _cqcSpawns;  So...
  2. Should be possible. All task information ( Task Framework tasks ) have their info stored in a set of missionNamespace variables "@taskID.INDEX" . See... \a3\functions_f\tasks\defines.inc ( for handy macros and INDEX values ) \a3\functions_f\tasks\fn_createTask.sqf ( all this func does is processes params and passes it to below func ) \a3\functions_f\tasks\fn_setTask.sqf ( task information is processed here, which then calls the below based on task owners ) <<This one should give you most of what you need to know \a3\functions_f\tasks\fn_setTaskLocal.sqf ( this is where each TASK is actually created per client/task owner ) So should be something like using missionNamespace vars to collect tasks info, save it off to profile, on mission reload check for saved tasks, gather info from profile and pass them back through taskCreate. Most likely need a few tweaks like making sure any parent tasks are handled first, any objects destination/task owner etc are saved and restored as objectVar's etc. Dont expect the below to work, its just some rough code to get the point across...
  3. Really, even if you make sure to overwrite TextureList[] and AnimationList[] ? Seems odd. For instance the Huron has... textureList[] = {"Green",1}; So, if you inherit from this unless you overwrite it then it will always apply the textureSource "green" no matter what you put in hiddenSelectionsTextures. It already has a postInit EH telling initVehicle to choose by weighted selection. // (_this select 0): the vehicle // """" Random texture source (pick one from the property textureList[]) // []: randomize the animation sources (accordingly to the property animationList[]) // false: Don't change the mass even if an animation source has a defined mass postinit = "if (local (_this select 0)) then {[(_this select 0), """", [], false] call bis_fnc_initVehicle;};"; This... textureList[] = {"USAF_Woodland_APC_Tracked_01_AA"}; ...that you have inside the textureSources class in your OP example, should be outside in the main class and include a weight. Arma 3: Vehicle Customization
  4. Surely you just use hiddenSelectionsTextures to apply the default textures to your modded vehicle, much like the original B_APC_Tracked_01_AA_F has ... hiddenSelectionsTextures[]= { "A3\Armor_F_Beta\APC_Tracked_01\Data\apc_tracked_01_aa_body_co.paa", "A3\Armor_F_Beta\APC_Tracked_01\Data\mbt_01_body_co.paa", "A3\Armor_F_Beta\APC_Tracked_01\Data\apc_tracked_01_aa_tower_co.paa", "a3\Armor_F\Data\camonet_NATO_Desert_CO.paa" }; You overwrite it with the default textures you want applied... hiddenSelectionsTextures[]= { "A3\Armor_F_exp\APC_Tracked_01\Data\apc_tracked_01_aa_body_olive_co.paa", "A3\Armor_F_exp\APC_Tracked_01\Data\mbt_01_body_olive_co.paa", "A3\Armor_F_exp\APC_Tracked_01\Data\apc_tracked_01_aa_tower_olive_co.paa", "a3\Armor_F\Data\camonet_NATO_Green_CO.paa" };
  5. init = "[this, "Woodland", nil] call bis_fnc_initVehicle;"; STRING in a STRING, you need to either use double quotes or single quotes around Woodland. Otherwise, it thinks the quotes at the start of woodland is the end of the init string causing the rest of the line to throw the error. init = "[this, ""Woodland"", nil] call bis_fnc_initVehicle;"; init = "[this, 'Woodland', nil] call bis_fnc_initVehicle;"; Notice the difference between the colourization of the above two lines to your original.
  6. Done, updated parameter info and added an example.
  7. That example is correct, add the magazine "SmokeLauncherMag" to the turret at path [0,0]. AmmoCount was a later edition to the command after those examples were written, as such neither example shows using ammoCount.
  8. No need to format or localize the text yourself the Task Framework already handles all this for you, for both the Description and Title. <Key ID="STR_CID_FREE_CITY_TASK_DESCRIPTION"> <English>Clear %1 of %2</English> <!-- more languages --> </Key> <Key ID="STR_CID_FREE_CITY_TASK_TITLE"> <English>Clear %1</English> <!-- more languages --> </Key> _objective = "enemies"; [ _side, _taskID, [ //Format array, string to be localised, parameters for format %1, %2 ... [ "STR_CID_FREE_CITY_TASK_DESCRIPTION", _cityName, _objective ], [ "STR_CID_FREE_CITY_TASK_TITLE", _cityName ], "" ] ] call BIS_fnc_taskCreate; The localisation in the Task Framework happens on each client, so it will be different based on the client's language. The only thing not localised is the format parameters. Excerpt from BIS_fnc_setTaskLocal.. I have put in a ticket for a tweak to allow the localisation of format parameters as well.
  9. Informant test mission Should give you something to go on. Read along with these... Conversation System How To Conversation Biki
  10. Larrow

    Group tasks in multiplayer

    No need to remoteExec anything, BI Task Framework already handles all this for you.
  11. BIS_fnc_taskSetDestination Just set the destination using the framework functions rather than trying to update a destination module.
  12. Larrow

    Respawn Expressions Issue(s)

    Opps yep you caught this one, its just missing the local underscore. This should be the same variable _pylonMags instead, its your original _x#3 from the _respawnList( getPylonMagazines ) data structure. Fix both of these errors in my previous post.
  13. Larrow

    Respawn Expressions Issue(s)

    I just browsed through it to clean it up a bit. I don't understand why you have the EH contained within a BIS_fnc_initVehicle. It should just be... Added in a check to ensure the event code is not already sleeping due to explosive ammo having been used previously, so as not to queue up loads of setVehicleAmmo commands in the scheduler if someone is spam firing explosives. The only detriment this will have is if someone has fired explosive ammo and then unleashes lots of projectiles( machine guns etc ) then those won't refill until explosives refill, but it's only five seconds so not really a bother, better than the possibility of suddenly having setVehicleAmmo spam over and over again. All are untested and you will likely need to remove the comments depending on where you are pasting these scripts. Hope it helps.
  14. Your params for BIS_fnc_MP are wrong... so... [ [2024, 10, 10, _BR_Time, 0], "setDate" ] call BIS_fnc_MP; BUT BIS_fnc_MP is deprecated, you should use remoteExec instead... so... [ 2024, 10, 10, _BR_Time, 0 ] remoteExec[ "setDate" ];
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