Jump to content

3l0ckad3

Member
  • Content Count

    151
  • Joined

  • Last visited

  • Medals

Community Reputation

17 Good

About 3l0ckad3

  • Rank
    Sergeant

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. 3l0ckad3

    Vehicles are like cats

    Yeah, but I want the vic burning too, so, it worked, but I didn't get the emitters working with sim disabled.
  2. 3l0ckad3

    Vehicles are like cats

    Yes, I started with that, and many variations of that block, but did not get the results I wanted, it would shoot the vic up in the air, and even if it landed on its side, it will still turn onto its tires no matter what, so, I remembered an article I read a while back on BIS_fnc_attachToRelative, and so far it works like a charm, however, there is no locality documentation on it,, will it be fine in a dedicated environment ? is my only question now. And thank you for your reply. ----------------edit------------------ And that command will work with boxes, not with vehicles from my experience, vehicles have from what I notice a bug, even if the momentum is wrong, it will still flip to its tires no matter what..
  3. So, it's rather comical, but, I want a vehicle on its side, and the setVectorUp, or other commands I have tried all failed, and made the vehicle flip into the air, and even when the vic should have stayed on its side it somehow managed to roll back onto its tires.. I read a bunch of articles, and have not found a single solution.. So, is it possible ?? ------------------------------------------------------------------------------- edit------------------------------------------------------------------------------- Brainstorm BIS_fnc_attachToRelative to the rescue..
  4. 3l0ckad3

    Locality, locality..

    Oh I didn't provide all the snippets, because I wanted to keep this post fairly short, however, it is the exact same script, I just copy pasted it from another sqf that was shortened, and the problem remain on this one too.. I'm confident that if I find the solution to this problem, I'll find a problem to all the issues for the multiple sqfs I'm running in this mission to spawn troops. Let's say BLU is present in a trigger, after, mission start, it calls this script, I do not want the units spawn at mission start, just when I need them. I only added the IsServer so that only the server runs the block, and not every client, or one group would turn into multiple groups depending on how many clients are connected to the server. I'll leave what I have below on the vehicles, but they spawn fine for some reason, it is the units that delete out of it when people join, or disconnect, and, same with the units that I spawn, like what is provided above. But here is what you were inquiring about. Sorry for the belated reply, doing renos on my house, busy busy // Alpha East null = [this] execVM "IQ_Spawn\RED\IQ_R_TRUCK1.sqf"; //_rtruck1 = []; //_rt1crew = []; if (isServer) then { _rt1crew = creategroup EAST; _rtruck1 = [[3818.07,11259.9], EAST, ["rhs_tigr_sts_msv"], _rt1crew] call BIS_fnc_spawnGroup; { [_x] execVM "IQ_INIT\RedInit\Rin.sqf"; //[_x] execVM "IQ_Load\RedL\RLoad.sqf"; [_x] execVM "IQ_Skill\RedCon\RedCSkill.sqf"; } forEach units _rt1crew; _rt1wp1 = _rtruck1 addWaypoint [[3924.22,10844.8], 0]; _rt1wp1 setWaypointType "MOVE"; _rt1wp1 setWaypointSpeed "NORMAL"; _rt1wp1 setWaypointBehaviour "AWARE"; _rt1wp1 setWaypointFormation "LINE"; _rt1wp1 setWaypointCombatMode "RED"; _rt1wp1 setWaypointCompletionRadius 5; _rt1wp1 setWaypointDescription "Move here."; _rt1wp2 = _rtruck1 addWaypoint [[4223.9,10441.4], 0]; _rt1wp2 setWaypointType "HOLD"; _rt1wp2 setWaypointSpeed "NORMAL"; _rt1wp2 setWaypointBehaviour "AWARE"; _rt1wp2 setWaypointFormation "LINE"; _rt1wp2 setWaypointCombatMode "RED"; _rt1wp2 setWaypointCompletionRadius 5; _rt1wp2 setWaypointDescription "Move here."; _rt1wp2 setWaypointStatements [" this setFuel 0; true", ""]; }; skill script _unit = _this select 0; _unit setSkill ["aimingspeed", 0.3]; _unit setSkill ["spotdistance", 0.9]; _unit setSkill ["aimingaccuracy", 0.6]; _unit setSkill ["aimingshake", 0.5]; _unit setSkill ["spottime", 0.6]; _unit setSkill ["commanding", 1]; _unit setSkill ["general", 0.1]; _unit setskill ["Endurance", 0.1]; _unit setskill ["courage", 1]; _unit setskill ["reloadSpeed", 0.5]; _unit setUnitAbility 0.5; //RedInit\Rin.sqf"; _unit = _this select 0; _unit allowFleeing 0; _unit allowDamage true; _unit enableFatigue false; _unit enableStamina false;
  5. 3l0ckad3

    force respawn at a respawn point

    Unsync those units from the markers, when you sync units to markers it gives them a random start, I have no clue why you're spawning out at sea. Then, create a marker where you want your base to be, name it: respawn_west. Create a description.ext in your game rootfolder, and then put this in it. description.ext respawnOnStart = -1; // Default: 0 //-1 - Dont respawn on start. Don't run respawn script on start. // 0 - Dont respawn on start. Run respawn script on start. // 1 - Respawn on start. Run respawn script on start. respawn = 0; // Default: 0 for SP, 1 for MP respawn = "SIDE"; // text version works too respawnDelay = 42; // Default: ? I would strongly urge you not to mess around in your description.ext too much, it can toss you errors or crash your game out if you do not follow the format.. Note, this is more tricky in single player, because you have to go into your options to disable death in single player. If you have any question don't be shy, ARMA cab be kinda daunting at times, even more so when you're just starting to wrap your head around it. Read this
  6. If you go into bis or ace arsenal, you can make a loadout, and then export it, and post it in an sqf and exec it, save yourself all the work, it even writes out the code for you to exec it if I remember right, you just have to turn it to local variables and use the select command, like I'm sure is posted above. but the arsenal is the best way to get your touch. Ask if you need anything.
  7. 3l0ckad3

    Locality, locality..

    Yeah, I'm sorry. The units don't spawn, even if the trigger is activated, they only spawn when players join or leave, I'll show you the files you're referencing.. But, oddly enough the vehicles still spawn, but, if someone leaves the server, or joins, the units spawn or delete, it is so weird. initPlayerLocal.sqf waitUntil {alive player}; enableSaving [false, false]; player setUnitTrait ["camouflageCoef",0.3]; ["InitializePlayer", [player]] call BIS_fnc_dynamicGroups; initServer.sqf ["Initialize"] call BIS_fnc_dynamicGroups; [ 1000, // seconds to delete dead bodies (0 means don't delete) 500, // seconds to delete dead vehicles (0 means don't delete) 500, // seconds to delete immobile vehicles (0 means don't delete) 1000, // seconds to delete dropped weapons (0 means don't delete) 3600, // seconds to deleted planted explosives (0 means don't delete) 3600 // seconds to delete dropped smokes/chemlights (0 means don't delete) ] execVM 'repetitive_cleanup.sqf'; /* --- testing --- _b1fltrg = createTrigger ["EmptyDetector", [3522.32,11539.6,0], true]; _b1fltrg setVariable ["DELRED1", _this]; _b1fltrg setTriggerArea [1111, 1111, -0, false]; _b1fltrg setTriggerType "NONE"; _b1fltrg setTriggerActivation ["EAST", "PRESENT", true]; _b1fltrg setTriggerStatements [ "REDSRG1 in thisList && isTouchingGround REDSRG1", "{if ((_x != player) && {(side _x) == east && {_x distance DELRED1 <= ((triggerArea DELRED1) select 0)}}) then {deleteVehicle _x;};} forEach allUnits; hint ""WORKS""", ""]; */ I don't have access to their server yet, so, I want to do a bunch of footwork tonight so I can get back to troubleshooting the issue. It works just fine on single local hosting, but, when more than one person connects the issues start.. And thnx for pushing me off to the functions, when I'm done with this mission I'm going to start trying my hand at them.
  8. Oh, and this might help as well. unassignVehicle unit1; There is other commands as well if you're still having issues.
  9. I also suggest removing the fuel from the chopper to make sure the chopper stays put till you are all off, so he doesn't rebound back up injuring you or units in your group. So, when helo is touching ground setFuel 0, and you could set a timer up for, let's say 30 seconds or so, and give him his fuel back if you're to re task him. Trigger condition: isTouchingGround _theHelo on trigger act:. _theHelo setFuel 0; And then run JShocks block of code. Another tip, is to ungroup your pilots from your crew, and set your pilots to careless, just so they don't do something weird if your heli takes fire, and then set the gunner crew to aware, so they will return fire to protect you while you're in the heli and on the ground 😉 Just ask if you run into any other problems..
  10. 3l0ckad3

    Locality, locality..

    Tbh, I find that initServer serves the same purpose, but obviously I wouldn't know any better, I have looked it up and read some threads on it, and most threads I read had most people in agreeance that it had little to no use, but, with my limited understanding I'd have to take their word for it. I do A LOT of reading, but some of the deeper arguments are out of my grasp.
  11. 3l0ckad3

    Locality, locality..

    Actually I knew better tbh, I have no clue why that is there.
  12. 3l0ckad3

    Locality, locality..

    And yeah, I'm trying to get out of execVming, been doing lots of reading on remoteExec spawns and calls, and a few other methods, I know it is a bad habit to overload the scheduler
  13. 3l0ckad3

    Locality, locality..

    I call it from IQ_Spawn\RED\IQ_A13.sqf, so, it has its own space, helps keeps things tidy as well, I'd never call it from the init.sqf, I don't even use init.sqf anymore, I use initServer.sqf now, from all the threads I've read init.sqf is redundant now. My only problem with running multiple spawn calls through the initServer is that I wouldn't want all the units to spawn at once, I use this method because I can spawn large amounts of units, when I need them, and delete them and their empty group just to respawn them again. I'll look at your functions idea, my whole aim has been to push myself to learn as of late, so, I'm certainly not afraid to sit in my editor, you should see my hours on ARMA lol like 20k However, could you help me with an example that could get me back into a flow, because I'm REALLY late, and our campaign finale is on Sunday, and this just curb stomped me into a corner after testing it on the unit server. 😕
  14. I have a mission that I have to get done by Sunday, and I think I'm having a locality issue. It's weird, units are spawning when people join or jog out, regardless of what the triggers conditions are, however, the vehicles spawn on time every time, but, the units delete from the crew on log in or out. So, I'm positive it's a locality issue, or a server syncing issue with the trigger possibly ?? It is also not a dedicated server, just a game server so I'm told, and, works flawlessly in single player naturally PLease HALP Call method null = [this] execVM "IQ_Spawn\RED\IQ_A13.sqf"; if (isServer) then { _a13 = [[3596.33,11325.9], EAST, ["rhs_msv_emr_sergeant","rhs_msv_emr_arifleman","rhs_msv_emr_grenadier","rhs_msv_emr_RShG2","rhs_msv_emr_junior_sergeant"],[],[],[],[],[],265.921] call BIS_fnc_spawnGroup; { [_x] execVM "IQ_Skill\RedCon\RedCSkill.sqf"; //[_x] execVM "IQ_Load\RedL\Adv_Load_ISIS.sqf"; [_x] execVM "IQ_INIT\RedInit\Rin.sqf"; } forEach units _a13; _a13wp1 = _a13 addWaypoint [[3828.04,10900.5], 0]; _a13wp1 setWaypointType "MOVE"; _a13wp1 setWaypointSpeed "NORMAL"; _a13wp1 setWaypointBehaviour "AWARE"; _a13wp1 setWaypointFormation "LINE"; _a13wp1 setWaypointCombatMode "RED"; _a13wp1 setWaypointCompletionRadius 5; _a13wp1 setWaypointDescription "Move here."; };
  15. This looks cool, I'm working on something right now that could use this.
×