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Orion987

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About Orion987

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  1. A mod/addon that allows a variety of new functions, tools, and other things for mod/mission makers to use. Many popular mods required it in Arma 2, and will likely be the same in Arma 3.
  2. Great find! Thanks Tonic. I tried using the removeGoggles script but that didn't work at all.
  3. I'm running into the same problem. Trying to write my own respawn script, if I setPlayer after a player dies then he does take control of the unit but the screen fades black. Any help would be appreciated.
  4. Orion987

    Multiplayer Framework

    Edit: Just editing over this post to update it. Anyway... I am running this in my init.sqf myFunction = { hint "Hello World!"; }; if (isServer) then { [[],"myFunction",true] spawn BIS_fnc_MP; }; I am getting the hint on the server, but not the client. I don't understand why, since that true parameter should execute the code on clients as well. Putting a publicVariable "myFunction" before the BIS_fnc_MP call does not help either. ---------- Post added at 10:24 PM ---------- Previous post was at 09:24 PM ---------- Figured it out. Since the spawn function was being called on the clients computer, it was being run in parallel to the server, which had to do more work, so the client was executing the code first. Using a 'waitUntil' command worked fine (but I did need to declare publicVariable for the function). Thanks so much neokika!
  5. Orion987

    Multiplayer Framework

    Could I define a function to call a script? For example myFunction = { [] execVM "myscript.sqf"} Would that call the function from the client computer then if I ran my previous code (with "myFunction" instead of "myscript.sqf")? Edit: I tried to do this with the following code, which is not working either... _func = {[] spawn "myscript.sqf"}; [[],"_func",true] spawn BIS_fnc_MP;
  6. Orion987

    Multiplayer Framework

    I saw that , so I tried running [[],"myscript.sqf",true] spawn BIS_fnc_MP; on the server. However, it doesn't execute the given code (Just a hint statement) on either the server or the client. Any ideas? Edit: Is it because "myscript.sqf" isn't technically a function? If so, do I have to compile it first or something?
  7. Orion987

    Unit initscript for flashlight

    Does anyone know a way to force the flashlights on? I want to have a patrol walking around in safe mode (so they look casual) but they won't use their lights until they enter combat mode, where they obviously don't look casual.
  8. Orion987

    Multiplayer Framework

    I seem to be having trouble with this code. If I execute this on the server, shouldn't both the client and the server see the hint "WORKING"? I am not getting the hint on the client or the server when I run this. Thanks if (isNil "RemExCode") then { RemExCode = [{}, []]; publicVariable "RemExCode"; }; "RemExCode" addPublicVariableEventHandler { private["_this","_code","_params"]; _this = _this select 1; _code = _this select 0; _params = _this select 1; _params call _code; }; RemExCode= [compile "hint 'WORKING'" ,[]]; publicVariable "RemExCode";
  9. I saw the BIS_fnc_MP script, but it doesn't appear to work the way I'm using it. I tried [[],"myscript.sqf",true] spawn BIS_fnc_MP;, but the code doesn't seem to be executing on me (server) or the client. Everything around that script is though, I have hints both before and after it. It's under A3/MP btw. Edit: I have a thread up for this, so please ignore this here where it's now out of place. Anyway, Excellent work guys! http://forums.bistudio.com/showthread.php?147854-Multiplayer-Framework&p=2316367#post2316367
  10. Hello. I was wondering if there was anyway I could get the multiplayer framework working on Arma 3 so I could make RE calls. Is there anyway I could do this? I have already tried manually creating the module, but the "\ca\modules\MP\data\scripts\MPframework.sqf" I used in Arma 2 no longer seems to exist in Arma 3 (after looking around in the AddOns folder, I noticed that 'modules' is now 'modules_f', however, changing to that doesn't work either. Thanks!
  11. Any estimates on how long it will be before the functions (more specifically, the CBA_fnc_globalExecute function) will be working? Thanks for the great work!
  12. They have one going at armaholic too that you could get some from (I'm assuming that's allowed, sorry to waste your time if it's not for whatever reason) http://www.armaholic.com/forums.php?m=posts&q=20801
  13. in the init line of unit put.... this addPrimaryWeaponItem "acc_suppressor"; I think that was it anyway, sorry its untested, but hopefully that was it ---------- Post added at 06:57 AM ---------- Previous post was at 06:54 AM ---------- nvm just looked, its ......... this addPrimaryWEaponItem ""muzzle_snds_H"
  14. Is there anyway to make the AI drive a vehicle when you are the gunner/commander. In many vehicles the gunner and commander appear to be the same position and I would like to just shoot while the ai drives. Instead, as it currently is, I have to tell him FORWARD, LEFT, and that while I shoot. I apologize if this has been answered before, I could not find any actual answers. Thanks! Edit: I noticed that when I'm the commander and I don't tell him to move, he will occassionally go to a waypoint on his own. Is there any way to disable the player from being able to say FORWARD, LEFT, and those commands, or to give the commander control to the driver? Thanks!
  15. I thought about that, and I have the main map as a control. Im assuming it can't be as easy naming markers (not using the text field) and using this function to get the name of the the marker. I don't really understand what ctrlMapMouseOver does. It says it returns an array that is a description of the map sign the mouse is over, but I have no clue what that means. Is the description just the name of the location/marker?
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