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Crymeisbad

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About Crymeisbad

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  1. I sometimes long to unite with the Justice League myself, they seem like a bunch of cool guys.
  2. Obviously the setVehicleInit and similar commands were removed, causing issues in CBA and the vehicle respawn script, are BI Devs planning on readding these commands? I've seen there's a quick fix for the vehicle respawn script but now it's missing a crucial part, vehicles no longer are able to respawn with the initialization you've passed through the last parameter. I've built a minor code revolving around the vehicle.sqf and itd be a pain to manually rework all the vehicles in the missions I've made so far. So basically; 1. Are those commands going to return? 2. If not, will/can the vehicle.sqf be updated to do the exact same, without doing anything besides replacing the code in the vehicle.sqf? Before I'm yelled at, yes I've seen the hotfix, but it does not respawn vehicles with the original init in the param.
  3. Lets be reminded, yet again, this is an alpha. By all means, not all gear, optics, and weapons are included in the alpha. This thread basically complains that the game is incomplete, in an alpha stage? You gotta be kidding me.
  4. #include "customloadouts.hpp" _man addEventHandler ["Respawn", {_man execVM "ammobox\spawnloadout.sqf";}]; So I removed that line basically from the init line of each unit, and added the VM, still nothing, but atleast now I'm not getting an error code I guess.
  5. Can you please explain further? Also, the _loadout is what's passed to the other switch statement in the .hpp. Its like switch (_loadout) then case "B_Rifleman_F" _man addItem "ItemRadio"; and so on. Im just going just off it by memory
  6. So I'm making a simple loadout script that automatically gives units the selected loadout, eitheir based on their variable name, or based on the kind of unit. Spawnloadout.sqf private ["_loadout","_man"]; _man = _this select 0; removeAllAssignedItems _man; removeallweapons _man; removeallitems _man; removeBackpack _man; removeGoggles _man; removeUniform _man; removeHeadgear _man; removeVest _man; _man addweapon "ItemMap"; sleep .1; waitUntil {player == player}; removeallitems _man; _loadout = switch (true) do { case (_man in [MP1, MP2, MP3, MP4, MP5, MP6, MP7, MP8, MP9, MP10]) : {"Military Police"}; default {typeof _man}; }; #include "customloadouts.hpp" customloadouts.hpp is nothing but a long case, saying if unit is Military Police, add such and such gear, no need to post it here. Init line of units: loadout = [this] execVM "ammobox\spawnloadout.sqf";this addEventHandler ["Respawn", {_this exec "ammobox\spawnloadout.sqf";}]; With the init line, it just activates the script, and activates it again when I respawn. When a unit respawns, they spawn with no gear at all, and a script error simply saying: case (_man in [MP1, MP2, MP3, MP4, MP5, MP6, MP7, MP8 ERROR Any ideas what I'm doing wrong? Please help.
  7. So I'm working on a script so I can change the attributes of a lot of vehicles at once by using a Switch. The script I'm using works in singleplayer without any issue, but the problem occurs when I player multiplayer. For me, vehicles load in flawlessly and have the correct gear it should load with, but the other player is not shown moving and he cannot kill me. The other player sees the vehicle as if the code has not executed, they can not enter vehicles as if there was a massive desync, but yet he can see me moving in realtime. If anyone has any idea why my simple code is not working correcting, it'd help alot if you can tell me. In the vehicle init field, I execute this: nul = [this, "Hunter_B_Basic"] execVM "Ammobox\vehicleRespawnTimes.sqf"; vehicleRespawnTimes.sqf: _vehicle = _this select 0; _type = _this select 1; clearItemCargo _vehicle; clearMagazineCargo _vehicle; clearWeaponCargo _vehicle; switch (_type) do { case ("Hunter_B_Basic"): { veh = [_vehicle, 600, 9999999, 0, FALSE, FALSE, "nul = [this, 'Hunter_B_Basic'] execVM 'Ammobox\vehicles.sqf';"] execVM "scripts\vehiclerespawn.sqf"; nul = [this, "Hunter_B_Basic"] execVM "Ammobox\vehicles.sqf"; }; case ("Hunter_B_AT"): { veh = [_vehicle, 600, 9999999, 0, FALSE, FALSE, "nul = [this, 'Hunter_B_AT'] execVM 'Ammobox\vehicles.sqf';"] execVM "scripts\vehiclerespawn.sqf"; nul = [this, "Hunter_B_AT"] execVM "Ammobox\vehicles.sqf"; }; }; This last part, I execute it from the previous one separately so that it doesn't run the vehicles.sqf multiple times. vehiclerespawn.sqf is the vehicle respawn code that pretty much everyone uses, so no need for me to repost it here. Vehicles.sqf (This is where I feel the error is, it is what takes the actions onto the vehicle, adding gear and what not): _vehicle = _this select 0; _type = _this select 1; clearItemCargo _vehicle; clearMagazineCargo _vehicle; clearWeaponCargo _vehicle; switch (_type) do { case ("Hunter_B_Basic"): { _vehicle addMagazineCargo ["Chemlight_green", 8]; _vehicle addMagazineCargo ["SmokeShellRed", 2]; _vehicle addMagazineCargo ["SmokeShellGreen", 2]; _vehicle addItemCargo ["FirstAidKit", 4]; }; case ("Hunter_B_AT"): { _vehicle addMagazineCargo ["Chemlight_green", 8]; _vehicle addMagazineCargo ["SmokeShellRed", 2]; _vehicle addMagazineCargo ["SmokeShellGreen", 2]; _vehicle addItemCargo ["FirstAidKit", 4]; _vehicle addWeaponCargo ["launch_NLAW_F", 1]; _vehicle addMagazineCargo ["NLAW_F", 3]; _vehicle addBackpackCargo ["B_FieldPack_cbr_AT", 2]; }; case ("Light_C_Heli"): { _vehicle setObjectTexture [0,"\A3\Air_F\mh9\data\heli_light01_ext_blue_co.paa"]; nul = [_vehicle] execVM "scripts\openhelidoors.sqf"; _vehicle animate ["AddDoors",1]; _vehicle animate ["AddBenches",0]; _vehicle lockCargo [2, true];_vehicle lockCargo [3, true];_vehicle lockCargo [4, true];_vehicle lockCargo [5, true]; _vehicle addMagazineCargo ["Chemlight_green", 8]; _vehicle addMagazineCargo ["SmokeShellRed", 2]; _vehicle addMagazineCargo ["SmokeShellGreen", 2]; _vehicle addItemCargo ["FirstAidKit", 4]; }; }; Also, I'd like to point out that in both .sqfs, I do have more switches available, for example I left my "Light_C_Heli" there since it shows that it makes more actions. Openhelidoors.sqf should cause any lag, but if anyone wants it, here you go: _heli = _this select 0; while {true} do { if((GetPos _heli select 2) < .25) then { _heli animate ['DoorL_Front_Open', 1]; _heli animate ['DoorR_Front_Open', 1]; } else { _heli animate ['DoorL_Front_Open', 0]; _heli animate ['DoorR_Front_Open', 0]; }; };
  8. Special Operations Force Tactical Realism Unit Overview: The Special Operations Force is a ARMA II Operations Arrowhead, soon to be ARMA III, Military Simulation Unit designed around the United States Military. The doors opened on 21 March 2013 after our former units command staff has left us, disbanding the unit. This unit continues to grow being commanded by active duty military personnel and having more than ten years of video gaming experience. The unit is broken down into four elements the Army which houses the highly-secretive, elite Delta Force, Marines which contains the MARSOC, the Navy which contains DEVGRU, and the Air Force assisting the overall unit, with expert pilots, pararescue, and TAC-Ps. Just like any prosperous unit the need for qualified and dedicated individuals is always there. The Special Operations Force has just over forty members in just two days of service, with consistent growth of 1-3 daily. The Special Operations Force is always looking for the next best individuals to step up to the plate, if you believe that this unit could use your abilities by all means check us out. Contact Information: TeamSpeak IP: ts65.gameservers.com:9193 Website: specopsforces.enjin.com/ Search Servers: Special Operations Force or SOF Enlistment Requirements: 1. Must be at least 16 years old. 2. Must have a full copy of ARMA II Operations Arrowhead 3. Must have Teamspeak 3, with a working Microphone. 4. Must be willing to participate in a Military Realism Environment. 5. Must be able to attend weekly practice. 6. Must be active on the forums. 7. Must have or download ACE/ACRE/MOD PACK for Training and Operations.
  9. Hello, some reason when I go to test a Domination map I've been extensivly editing would work when I test it via LAN (myself) but not when I test it online (myself) and even on a dedicated server. Like, respawns work correctly, and reviving works correctly when I try going to multiplayer and try it through LAN. When I test it Online, it doesn't work. When I put it on a full dedicated server, it once again doesn't work. I'll begin to respawn in the middle of no wheres, on a hill many know as Boot_Hill. And when I die, I don't get the option to revive. (Different Map but still Domi) OA Also, can someone please help me so vehicles don't automatically kick you out of the vehicle? It relates to Autokick.fsm. It was working 100% correctly but I replaced the i_server file so I can use map markers for the bonus vehicles. Please help. -Chilek
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