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Everything posted by ShinShin
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Script Error(s) Need Help - Check it out!
ShinShin replied to ShinShin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So what are you suggesting I do about it? Declare the marker again in the getSide_Missions.sqf? _mainMkr = getMarkerPos "mainMissionMkr"; -
Script Error(s) Need Help - Check it out!
ShinShin replied to ShinShin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay, so I got all that stuff you guys mentioned fixed. Now my side objective is having trouble grabbing the position of the main objective in order to mark it's location in accordance to the main objectives location. I've played around with doing this to the line/syntax, but same error occurs, I guess im not understanding it. [color="#B22222"] _sObjX = (getMarkerPos _mainMkr) select 0; _sObjX = (getMarkerPos "mainMissionMkr") select 0; etc etc;[/color] and yeah, tried different variations of that, and nothing. but the (getSide_Mission.sqf) scripts calls on a variable that is within a separate script (mainMission.sqf) LOG:(Errors are highlighted in Red) [color="#696969"]control[CA_ValueIsland]: Unexpected control type [4] control[CA_ValueIsland]: Unexpected control type [4] control[CA_ValueName]: Unexpected control type [4] control[CA_ValueName]: Unexpected control type [4] control[CA_ValueNameScripted]: Unexpected control type [5] control[CA_ValueNameScripted]: Unexpected control type [5] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] Attempt to override final function - bis_functions_list Attempt to override final function - bis_functions_listpreinit Attempt to override final function - bis_functions_listpostinit Attempt to override final function - bis_functions_listrecompile Attempt to override final function - bis_fnc_missiontaskslocal Attempt to override final function - bis_fnc_missionconversationslocal Attempt to override final function - bis_fnc_missionflow soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? Error in expression <[/color] ================================================= [color="#B22222"]_sObjX = (getMarkerPos _mainMkr) select 0; _sObjY = (getMarkerP> Error position: <_mainMkr) select 0; _sObjY = (getMarkerP> Error Undefined variable in expression: _mainmkr File C:\Users\KALEB\Documents\Arma 3 - Other Profiles\INDIANA\missions\WorkInProgress.Altis\Missions\getSide_Missions.sqf, line 29[/color] ================================================= [color="#696969"]control[CA_ValueIsland]: Unexpected control type [4] control[CA_ValueIsland]: Unexpected control type [4] control[CA_ValueName]: Unexpected control type [4] control[CA_ValueName]: Unexpected control type [4] control[CA_ValueNameScripted]: Unexpected control type [5] control[CA_ValueNameScripted]: Unexpected control type [5] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] Attempt to override final function - bis_functions_list Attempt to override final function - bis_functions_listpreinit Attempt to override final function - bis_functions_listpostinit Attempt to override final function - bis_functions_listrecompile Attempt to override final function - bis_fnc_missiontaskslocal Attempt to override final function - bis_fnc_missionconversationslocal Attempt to override final function - bis_fnc_missionflow soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?[/color] ================================================= [color="#B22222"]Error in expression <d"]; _sObjX = (position _mainMkr) select 0; _sObjY = (position _> Error position: <_mainMkr) select 0; _sObjY = (position _> Error Undefined variable in expression: _mainmkr File C:\Users\KALEB\Documents\Arma 3 - Other Profiles\INDIANA\missions\WorkInProgress.Altis\Missions\getSide_Missions.sqf, line 29[/color] ================================================= [color="#B22222"]Error in expression <d"]; _sObjX = (position _mainMkr) select 0; _sObjY = (position _> Error position: <_mainMkr) select 0; _sObjY = (position _> Error Undefined variable in expression: _mainmkr File C:\Users\KALEB\Documents\Arma 3 - Other Profiles\INDIANA\missions\WorkInProgress.Altis\Missions\getSide_Missions.sqf, line 29[/color] ================================================= ALSO... I Updated the main post with my current state of the scripts. Sorry for any confusion when helping. -
Script Error(s) Need Help - Check it out!
ShinShin replied to ShinShin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Larrow Log/Rpt Disregard the top top half, I think it's irrelevant. control[CA_ValueIsland]: Unexpected control type [4] control[CA_ValueIsland]: Unexpected control type [4] control[CA_ValueName]: Unexpected control type [4] control[CA_ValueName]: Unexpected control type [4] control[CA_ValueNameScripted]: Unexpected control type [5] control[CA_ValueNameScripted]: Unexpected control type [5] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d] control[CA_ValueIsland]: Unexpected control type [4] control[CA_ValueIsland]: Unexpected control type [4] control[CA_ValueName]: Unexpected control type [4] control[CA_ValueName]: Unexpected control type [4] control[CA_ValueNameScripted]: Unexpected control type [5] control[CA_ValueNameScripted]: Unexpected control type [5] Attempt to override final function - bis_functions_list Attempt to override final function - bis_functions_listpreinit Attempt to override final function - bis_functions_listpostinit Attempt to override final function - bis_functions_listrecompile Attempt to override final function - bis_fnc_missiontaskslocal Attempt to override final function - bis_fnc_missionconversationslocal Attempt to override final function - bis_fnc_missionflow soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? Error in expression <ndom 200 + 50] call BIS_fnc_taskPatrol; _spawnGroup allowFleeing 0; aoMainUnits > Error position: <_spawnGroup allowFleeing 0; aoMainUnits > Error Undefined variable in expression: _spawngroup File C:\Users\KALEB\Documents\Arma 3 - Other Profiles\INDIANA\missions\WorkInProgress.Altis\Missions\mainMission_sieze.sqf, line 64 soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? Error in expression <list = _this select 3}; if ((typeName _grp) != (typeName grpNull)) exitWith {d> Error position: <_grp) != (typeName grpNull)) exitWith {d> Error Undefined variable in expression: _grp File A3\functions_f\spawning\fn_taskPatrol.sqf, line 31 Error in expression <IA_InfTeam")] call BIS_fnc_spawnGroup; [_spawnGroupMain, getMarkerPos "mainMissi> Error position: <_spawnGroupMain, getMarkerPos "mainMissi> Error Undefined variable in expression: _spawngroupmain File C:\Users\KALEB\Documents\Arma 3 - Other Profiles\INDIANA\missions\WorkInProgress.Altis\Missions\mainMission_sieze.sqf, line 76 soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? -
Script Error(s) Need Help - Check it out!
ShinShin replied to ShinShin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Das Attorney @Men-X @Larrow This is my current log for the arma3 rpt... ==================== Attempt to override final function - bis_functions_list Attempt to override final function - bis_functions_listpreinit Attempt to override final function - bis_functions_listpostinit Attempt to override final function - bis_functions_listrecompile Attempt to override final function - bis_fnc_missiontaskslocal Attempt to override final function - bis_fnc_missionconversationslocal Attempt to override final function - bis_fnc_missionflow soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? Error in expression <X", "_newY", "_testPos"]; _newX = _posX + (_maxDist - (random (_maxDist * 2))); > Error position: <+ (_maxDist - (random (_maxDist * 2))); > Error Generic error in expression File A3\functions_f\misc\fn_findSafePos.sqf, line 90 I'm really freaking tired -
Okay, So i'm working on this Script for Combined Operations to Randomly Select the Sort of weapon... (Eg: Rifle, Sniper, MG, Handgun) and AFTER that... to THEN randomly select the weapon within that category to give to the player along with and random amount of the magazines for that weapon. It's been 3 Days now since i've been searching for any further help/refrences via google && here. I'm getting frustrated because i'm not too sure how the "case: 1" and all that other randomizing shit works. Any help... Please, Would be greatly appreciated. I'm not looking for anything similar that's already made... Just this one (Mine) please & thank you in advanced. Script: R_Weapons.sqf /* [color="#B22222"]RANDOM WEAPONS[/color] [color="#8B4513"]BY: INDIANA[/color] */ if (! isServer) exitwith {}; private ["_Primary","_Secondary","_Ammo","_Rifles","_Snipers","_Pistols","_RifleMags","_SniperMags","_PistolMags","_Items","_RND","_I"]; _Player = _this select 0; [color="#008000"]//Primary Weapons Array[/color] case 1: { _Rifles = [ [color="#008000"]//BLUFOR[/color] "M16A2", "m16a4", "m16a4_acg", "M4A1", "M4A1_AIM", "M4A1_AIM_CAMO", "M4A1_AIM_SD_CAMO", "m8_Carbine", "m8_Compact", "G36A", "G36K", "G36C", "MP5A5", "MP5SD", [color="#008000"]//OPFOR[/color] "AK_47_S", "AK_74", "AKS_74_Kobra", "AKS_74_PSO", "AKS_74_U", "AKS_74_UN_Kobra", "AK_47_M", "AK_47_S", "AK_107_Kobra", "AK_107_PSO", "bizon", "Bizon_Silenced" ]; }; case 2: { _Snipers = [ [color="#008000"]//BLUFOR[/color] "M4SPR", "m8_Sharpshooter", "DMR", "M24", "M40A3", "m107", [color="#008000"]//OPFOR[/color] "SVD", "huntingrifle", "SVD_Camo", "ksvk", "VSS_Vintorez" ]; }; [color="#008000"]//Secondary Weapons Array[/color] case 3: { _Pistols = [ [color="#008000"]//BLUFOR[/color] "Colt1911", "M9", "M9SD", [color="#008000"]//OPFOR[/color] "Makarov", "MakarovSD" ]; }; [color="#008000"]//Magazines Array (Must Macth Order of Weapons)[/color] _RifleMags = [ [color="#008000"]//BLUFOR[/color] "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_StanagSD", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30rnd_9x19_MP5", "30rnd_9x19_MP5SD", [color="#008000"]//OPFOR[/color] "30Rnd_762x39_AK47", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AKSD", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "64Rnd_9x19_Bizon", "64Rnd_9x19_SD_Bizon" ]; _SniperMags = [ [color="#008000"]//BLUFOR[/color] "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_762x51_DMR", "5Rnd_762x51_M24", "5Rnd_762x51_M24", "10Rnd_127x99_M107", [color="#008000"]//OPFOR[/color] "10Rnd_762x54_SVD", "5x_22_LR_17_HMR", "10Rnd_762x54_SVD", "5Rnd_127x108_KSVK", "10Rnd_9x39_SP5_VSS" ]; _PistolMags = [ [color="#008000"]//BLUFOR[/color] "7Rnd_45ACP_1911", "15Rnd_9x19_M9", "15Rnd_9x19_M9SD", [color="#008000"]//OPFOR[/color] "8Rnd_9x18_Makarov", "8Rnd_9x18_MakarovSD" ]; [color="#008000"]//Items Array[/color] _Items = [ [color="#008000"]//Equipment[/color] "Binocular", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch", "NVGoggles" ];
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How-to Celery's Addon Free Zombies
ShinShin replied to ShinShin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hmm, sounds like my only choice for now as I've gotten it to working previously month/years ago. I simply lost a lot of knowledge though. I'll give that a try some time then. thanks. ---------- Post added at 03:57 PM ---------- Previous post was at 02:58 PM ---------- Ahh, that all makes sense to me now. I knew what the zed per kilometer was... just mot the triggers. I swear I couldn't get them to work. But I'll make another attempt. -
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
ShinShin replied to Placebo's topic in ARMA 3 - GENERAL
Here's something I put together really fast :) -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
ShinShin replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Quick question. I know it has all those features... but can we export missions as well and get a copy of it in our missions folder in .PBO forum. so if we make a base or such? Something similar to the old ARMA Real Time Editor that you could make templates and export missions with. -
[AhoyWorld.co.uk] co40 AW Invade & Annex
ShinShin replied to Fuzzy Bandit's topic in ARMA 3 - USER MISSIONS
Laammeee!! Get the fuck out of here, i'm not signing up on the site JUST to get this mission. Change that :mad: :rage: -
Select & Give Player Random Weapon, Mags & Items Script. Need Help please!
ShinShin replied to ShinShin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Guys! SaMatra, I Managed to work it out with your approach. Thanks alot! -
Select & Give Player Random Weapon, Mags & Items Script. Need Help please!
ShinShin replied to ShinShin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Alright, So basicly. I Assume it would just be easier to Include all the Primary weapons into ONE Array & Work from there. then Samething with Sidearms (Secondarys)? -
[SCRIPT] Arigato Defence Script
ShinShin replied to arigato's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
and How about getting Multiple Cities/Locations in there? Say I have 3 Locations that I want to be In Consideration for Spawning/Placing these Select Units. How would this be Possible? -
[SCRIPT] Arigato Defence Script
ShinShin replied to arigato's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I Have ONE Question. Is it Possible that you Can Implement the Scripts Ability to Spawn and Despawn this Select of how ever many units when the Player/Players are a Specific or Certain distance to and Fro the Location/City? Eg: "if {player distance argt_city1 <= 800} then {xxxxxxxxScriptHerexxxxx}" and What not. You should get the Idea. Thanks for the Script. Good Stuff :D -
OA Backpack - Can't pick up from vehicle cargo
ShinShin replied to major_shepard's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you're running Dedicated... then isn't "if (isServer) then {...};" for Singleplayer? try Useing "if (isDedicated) then {...};" I'm Not too Keen on How the, if this, if that, Stuff works. Then Again... if you Said they can See it & Only ONE may use it. Maybe it's the players issue. Cause the rest of the Code Certainly looks Correct to me. -
Infection (light zombie addon)
ShinShin replied to Einherj's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Maybe this is What you're Asking, No? SN: I Would Think it'd Work on Dedi, if it's Multiplayer Compatible... Yes? :confused: -
Infection (light zombie addon)
ShinShin replied to Einherj's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Haven't tested this yet... But Sounds very Nice & I May just give it a try tomorrow or later tonight. :bounce3: :D But if Zombies are too slow. Perhaps you can have them move at, Crouch Speed?? this way they're not too slow nor too fast. EDIT: Btw, Do these Walk through Walls aswell? I Know it's an Arma bug... But by any luck, Could it be Possible that they Don't walk through Objects/Walls/Buildings? -
Generate Units Within Area, With Marker as Center.
ShinShin posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay... I'm trying to Make a Script which I Can Call from my "Init.sqf" & it'll Generate Hostile AI Units around the Desired Marker Area. But Now... Before you help me. (If you Do!) Please Do Not Create it for Me... Nor point me toward something Similar that's already Made & Done. With THAT Being Said... Can Someone, ANYONE, Help me Continue it. I don't have much (or if Anything at all). But I Don't even Know where to Start/Begin from after What i've already Started :( :icon_neutral: ___________________________________________________________________________________________________________________________ Here's the Beginning of the Script... Script... GenerateUnits.sqf // CALL via "Init.sqf": _null = ["MARKERNAME",400,100,50] execVM "Kays_Scripts\GenerateUnits.sqf"; _Marker = _this Select 0; [b][size=1]//[/size][/b][color="#696969"]Center Marker which Units Will Spawn Around[/color] _SpawnSize = _this Select 1; [b][size=1]//[/size][/b][color="#696969"]Range Which Units Can Be Created Within[/color] _DistanceToPlayer = _this Select 2; [b][size=1]//[/size][/b][color="#696969"]Distance from Player When Unit is Created[/color] _AmountOfUnits = _this Select 3; [b][size=1]//[/size][/b][color="#696969"]How many Units You'd Like to be Made[/color] Thanks In Return! -
Generate Units Within Area, With Marker as Center.
ShinShin replied to ShinShin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I Would Have to Make another Attempt then, and Not Trash it this time :/ EDIT: I Might Just find something already made as a Temporary and also Read it to get a better more in depth idea. -
Generate Units Within Area, With Marker as Center.
ShinShin replied to ShinShin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Errmm... I'm Gonna put this Kind of Scripting on Hold. I'm Not Having any Luck. lOL Thanks for the Help though. I Attempted multiple times. lool :o -
Generate Units Within Area, With Marker as Center.
ShinShin replied to ShinShin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
EDIT: Thanks for the Reply & Suggestions. I'd Very Much Rather the Enemy Spawn && How I Want them to Spawn... is By trigger, That Would be Nice. and The Types to be Grouped or Individual Units. -Thank you! -
How to create a marker when a trigger was activated?
ShinShin posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Heyy! I've this Script Idea... But, I'm Not Sure how to Go about Starting it off. :confused: :banghead: Any Pointers to Set me on the Right track would be Very Nice. ( Already made an Attempt... Trashed it Now :pistols: :dead: ) So... I Want to use a trigger Ingame to Execute a Script, Which will in return... Create a Marker with (Name, Shape, Type, Color, & Size) anywhere within the triggers Area (Random Pos Within Say... 400M). With this Newly Created marker at it's Random new Position. Another Script will Be used & Will Call for the Position of this Marker & at this Markers Location... Will Create a Crate/Ammo Box with a Designated Selection of Gear/Equipment/Ammunition & Weapons in it. Please, Please, Please ...Help me Start this or Give me an Idea atleast of how It Should be. Thanks in Return for your Effort to Help :) -
How to create a marker when a trigger was activated?
ShinShin replied to ShinShin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay Sweet, Thanks! I LOVEE YOU!! lMMFAO *NO HOMO* -
How to create a marker when a trigger was activated?
ShinShin replied to ShinShin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wow... Holyshit... I Didn't know it'd be Soo Simple. (Because I Can Read everything you Wrote Better & it DOES Sound alot more Logical) Once again though... I'm still a Noob in this ARMA 2 Scripting World :D But Thank you Very Much Kylania I'm Very Greatfull of this :bounce3: :) EDIT: Where is this Coming from... _null = [4107, 3960, 0] execVM "spawnMyAmmo.sqf"; Because I Can't seem to find the Second two Numbers in EachFour Digits on the 2D Editor Gridding. -
How to create a marker when a trigger was activated?
ShinShin replied to ShinShin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay, Thanks for the Reference :) Now... Here's What i've Sofar for the Creation of the Marker & What not. I took Abit of a Different Route from What I'd wanted. But You'd Get the Idea... I Hope. But i'm Still looking to get the Same effect... e.g. Marker Spawns at a Random Position Within the Triggers 400m Size. Scripts... CreateTrigger.sqf [spoiler]//CALL || nul = execVM "Kays_Scripts\CreateTrigger.sqf"; _Pos = position _myLocation; // Create City Center // _myLocation = createLocation ["NameCity", [4129.1313,16.812166,4156.957], 50, 50]; _myLocation setText "Zargabad City"; Sleep 0.5 // Create Trigger // _trigger = createTrigger ["EmptyDetector", position _Pos]; _trigger setTriggerArea [400, 400, 0, false]; _trigger setTriggerActivation ["NONE", "PRESENT", false]; _trigger setTriggerStatements ["true", "'nul = execVM "Kays_Scripts\tCreateMarker.sqf";'", ""]; hint "CreateTrigger.sqf Loaded... Done!"; Sleep 1.0;[/spoiler] tCreateMarker.sqf [spoiler] _myLocation = _this Select 0; //[b][color="#FF0000"][size=3]EDIT: My Bad... this Isn't an [/size][/color][size=4][Array][/size][color="#FF0000"][size=3] BUT... I DID Have one here Before I Changed the Code around.[/size][/color][/b] // <--Disregard this Line Please... private ["_Options","_gPos", "_sPos", "_gMarker"]; _Options = _this select _myLocation; _gPos = getPos _Options; _sPos = getPos _Options; _gPos = [ _gPos, 0, 15, 10, 0, 50 * (pi / 180), 0, [], [_sPos]] call BIS_fnc_findSafePos; _gMarker = createMarker [format ["MarkerPos", random 400], _sPos]; _gMarker setMarkerType "DOT"; _gMarker setMarkerColor "ColorOrange"; _gMarker setMarkerSize [0.5, 0.5]; hint "tCreateMarker.sqf Loaded... Done!"; Sleep 1.0;[/spoiler] Thanks in Return for Helping :) Correct Me Please... as Ive tried Multiple Solutions and Still Error. -
Script Help! ( ReRun Script )
ShinShin replied to ShinShin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks again Mikie Boy You & all the Others are GREAT Great Help! :D I Really Appreciate your Patience with my Questions :)