JamesonD
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Posts posted by JamesonD
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hey man right i got it past the issue i was having that i mentioned in the pm to ya seems i was missing a couple }; at the end, now issue im having is its listing the vehicles but not actually spawning em did you have a marker down as a set spawn point or is there somethin i got to add to 1 of the sqf's?
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that sounds exactly what im after thanx i'll try it out
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sry yer i should've been more specific with the script they way we had our training map setup b4 was with a field toilet which had this in the init field:
this addAction["Spawn vehicle", "dlg.sqf"]; this addEventHandler ["HandleDamage", "false"]
then behind the toilet a heavy factory with:
this addEventHandler ["HandleDamage", "false"]
then in the dlg.sqf:
if (not alive player or lifestate player == "UNCONSCIOUS") exitwith {};
if not ((_this select 1) in actionkeys "teamswitch" or count _this == 4) exitwith {};
if dialog exitwith {closedialog 3000};
_near = [];
{
if ({alive _x} count nearestobjects [vehicle player, [_x], 25] != 0) then {
_near = _near + [_x];
};
} foreach ["US_WarfareBLightFactory_EP1", "TK_WarfareBLightFactory_EP1", "US_WarfareBHeavyFactory_EP1","TK_WarfareBHeavyFactory_EP1", "US_WarfareBAircraftFactory_EP1", "TK_WarfareBAircraftFactory_EP1"];
if (count _near == 0) exitwith {hint "No Factory Nearby"};
if not (createdialog "doodialog") exitwith {};
uinamespace setvariable ["doolb", finddisplay 3000 displayctrl 3002];
for [{_i = 0}, {_i < count buyarray}, {_i = _i + 1}] do {
_item = buyarray select _i;
if (_item select 0 in _near) then {
_index = (uinamespace getvariable "doolb") lbadd (_item select 2);
(uinamespace getvariable "doolb") lbsetdata [_index, str _i];
(uinamespace getvariable "doolb") lbsetpicture [_index, _item select 3];
};
};
lbsetcursel [3002, currentselect];
then in the description this:
class doostatic {
type = 0;
idc = -1;
style = 0;
x = 0;
y = 0;
w = 1;
h = 1;
colorBackground[] = {0, 0, 0, 0.75};
colorText[] = {0, 0, 0, 1};
font = "Zeppelin32";
sizeEx = 0.023;
text = "";
};
class doobutton {
type = 1;
idc = -1;
style = "0x02 + 0x100";
x = 0;
y = 0;
w = 0.095589;
h = 0.039216;
colorText[] = {0.543, 0.5742, 0.4102, 1};
colorDisabled[] = {0.4, 0.4, 0.4, 1};
font = "Zeppelin32";
sizeEx = 0.03921;
text = "";
colorBackground[] = {1, 0.537, 0, 0.5};
colorBackgroundActive[] = {1, 0.537, 0, 1};
colorBackgroundDisabled[] = {0.95, 0.95, 0.95, 1};
colorFocused[] = {1, 0.537, 0, 1};
offsetX = 0.003;
offsetY = 0.003;
offsetPressedX = 0.002;
offsetPressedY = 0.002;
colorShadow[] = {0.023529, 0, 0.0313725, 1};
colorBorder[] = {0.023529, 0, 0.0313725, 1};
borderSize = 0;
soundEnter[] = {"\ca\ui\data\sound\mouse2", 0.09, 1};
soundPush[] = {"\ca\ui\data\sound\new1", 0.09, 1};
soundClick[] = {"\ca\ui\data\sound\mouse3", 0.07, 1};
soundEscape[] = {"\ca\ui\data\sound\mouse1", 0.09, 1};
};
class doolistbox {
type = 5;
idc = -1;
style = "0 + 0x10";
x = 0;
y = 0;
w = 0;
h = 0;
colorText[] = {0.543, 0.5742, 0.4102, 1};
colorSelect[] = {0.95, 0.95, 0.95, 1};
soundSelect[] = {"\ca\ui\data\sound\new1", 0.09, 1};
class ScrollBar {
thumb = "\ca\ui\data\ui_scrollbar_thumb_ca.paa";
arrowEmpty = "\ca\ui\data\ui_arrow_top_ca.paa";
arrowFull = "\ca\ui\data\ui_arrow_top_active_ca.paa";
border = "\ca\ui\data\ui_border_scroll_ca.paa";
};
font = "Zeppelin32";
sizeEx = 0.03921;
rowHeight = 0.05;
autoScrollRewind = 0;
autoScrollDelay = 1;
autoScrollSpeed = -1;
maxHistoryDelay = 1;
};
class doodialog {
idd = 3000;
class controls {
class title : doostatic {
idc = 3001;
};
class mylistbox : doolistbox {
idc = 3002;
x = 0.152782;
y = 0.27103;
w = 0.752;
h = 0.483;
onlbdblclick = "[] spawn doobuy";
};
class okbutton : doobutton {
idc = 3003;
x = 0.752;
y = 0.7625;
text = "$STR_DISP_OK";
onbuttonclick = "[] spawn doobuy";
default = 1;
};
class cancelbutton : doobutton {
idc = 3004;
x = 0.552;
y = 0.7625;
text = "$STR_DISP_CANCEL";
onbuttonclick = "closedialog 3000";
};
};
};
and in the init.sqf:
#define cfgvehiclestuff(x) x, gettext (configfile >> "CfgVehicles" >> x >> "displayName") + " (" + gettext (configFile >> "CfgFactionClasses" >> gettext (configfile >> "CfgVehicles" >> x >> "faction") >> "displayName") + ")", gettext (configfile >> "CfgVehicles" >> x >> "picture")
buyarray = [
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("ATV_CZ_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("BAF_ATV_D")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("BAF_ATV_W")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("ATV_US_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("GRAD_CDF")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("Pickup_PK_TK_GUE_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("ACE_HMMWV_GMV")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("ACE_HMMWV_GMV_MK19")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("Offroad_DSHKM_TK_GUE_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("Offroad_SPG9_TK_GUE_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("BAF_Jackal2_GMG_D")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("BAF_Jackal2_GMG_W")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("BAF_Jackal2_L2A1_D")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("BAF_Jackal2_L2A1_W")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("LandRover_Special_CZ_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("LandRover_CZ_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("BAF_Offroad_D")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("BAF_Offroad_W")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("HMMWV_DES_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("HMMWV")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("HMMWV_M2")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("HMMWV_MK19_DES_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("HMMWV_MK19")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("M1030_US_DES_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("M1030")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("HMMWV_TOW_DES_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("HMMWV_TOW")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("HMMWV_Avenger_DES_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("HMMWV_Avenger")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("HMMWV_Armored")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("HMMWV_M998_crows_M2_DES_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("HMMWV_M998_crows_MK19_DES_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("HMMWV_M1035_DES_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("HMMWV_M1151_M2_CZ_DES_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("HMMWV_M1151_M2_DES_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("HMMWV_Terminal_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("ACE_Truck5t")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("ACE_Truck5tMG")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("ACE_Truck5tMGOpen")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("ACE_Truck5tOpen")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("MTVR")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("MMT_USMC")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("MTVR_DES_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("SUV_PMC_BAF")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("V3S_TK_GUE_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("HMMWV_M998A2_SOV_DES_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("SUV_PMC")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("SUV_UN_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("ArmoredSUV_PMC")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("TowingTractor")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("UAZ_AGS30_CDF")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("UAZ_MG_CDF")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("ACE_UAZ_SPG9_CDF")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("UAZ_CDF")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("UAZ_Unarmed_UN_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("Ural_ZU23_CDF")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("Ural_ZU23_TK_GUE_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("Ural_CDF")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("Ural_UN_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("UralOpen_CDF")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("Stinger_Pod")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("AGS_CZ_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("AGS_CDF")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("AGS_TK_GUE_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("AGS_UN_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("D30_CDF")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("D30_TK_GUE_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("DSHKM_CZ_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("DSHKM_CDF")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("DSHKM_TK_GUE_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("DSHkM_Mini_TriPod")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("DSHkM_Mini_TriPod_TK_GUE_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("Stinger_Pod_US_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("BAF_GMG_Tripod_D")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("ACE_BAF_GPMG_Minitripod_D")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("BAF_GPMG_Minitripod_D")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("KORD_high_UN_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("KORD_UN_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("BAF_L2A1_Minitripod_D")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("BAF_L2A1_Tripod_D")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("M119_US_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("M119")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("ACE_M240_Tripod")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("ACE_M240M145_Tripod")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("M2StaticMG_US_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("M2StaticMG")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("M2HD_mini_TriPod_US_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("M2HD_mini_TriPod")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("TOW_TriPod_US_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("ACE_M224")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("M252_US_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("M252")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("MK19_TriPod_US_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("MK19_TriPod")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("2b14_82mm_CZ_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("2b14_82mm_GUE")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("2b14_82mm_TK_GUE_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("SearchLight_CDF")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("SearchLight_TK_GUE_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("SearchLight_UN_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("SearchLight_US_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("SearchLight")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("SPG9_CDF")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("SPG9_TK_GUE_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("TOW_TriPod")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("ZU23_CDF")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("ZU23_TK_GUE_EP1")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("ExA_RG31_M2")],
["US_WarfareBLightFactory_EP1", cfgvehiclestuff("ExA_RG31_Mk19")]
];
then lastly a buy.sqf:
_lbdata = lbdata [3002, lbcursel 3002];
if (_lbdata == "") exitwith {[playerside, "hq"] sidechat "No item selected"};
_item = buyarray select parsenumber _lbdata;
_near = nearestobjects [vehicle player, [_item select 0], 50];
if (count _near == 0) exitwith {};
currentselect = lbcursel 3002;
_neartype = typeof (_near select 0);
_offset = [0, 0];
_dir = 0;
_offset = _near select 0 modeltoworld [0, -25];
_dir = getdir (_near select 0) - 90;
_v = _item select 1 createvehicle _offset;
_v setdir _dir;
_v setpos getpos _v;
processInitCommands;
dooreveal = _v;
publicvariable "dooreveal";
_v call createreveal;
closedialog 3000;
i didnt create any of the original scripting seen here just basically edit it to suit the needs/ vehicles we are using at the time so when it comes to transferring it over to arma 3 i'm having issues to say the least my scripting knowledge is basic to say the least
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So i am tryin to recreate a script which allows me to use a scroll wheel option to spawn vehicles from say a field toilet i had it working on arma 2 but haven't been able to port the script across over to arma 3 for some reason i was wondering if any1 out there can help me with this as currently working on building a new training map for my clan but would prefer to spawn the vehicles out rather then have them out on the map already.
Also if any1 can provide us with a opfor spawning script aswell that would be greatly appreciated i can provide details on the scripts i was using if needed thanx in advanced
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hey kju (think thats ya name lol) first off excellent mod installed it easily and used the bat file that comes with it to run the game my 1 and only question is with the arma 2 mods am i able to get them runnin on arma 3 with the whole pathing bit or is that just not possible yet read the dummy folder bit ya wrote out but not sure on what that meant
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hey konyo are u gonna be converting this to arma 3 once its out fully would love to use the mh 47 with the new physics
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i'm 1 of the main transport pilots in the 7Cav and they haven't updated the mods just yet but minute they do the chopper shall be included and as i like to fly the big choppers i shall primarily be using your chopper which is nice ;)
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So from looks of it the 7th Cavalry shall be adopting the MH-47E man heres just a small list of comments so far:
=7Cav=MAJ.Clarke.J -> Just tried it and I have to say, I'm very impressed. From the perspective of Charlie Company, this would be very beneficial for training because it would allow us to disembark the helicopter in a nice order, rather than one huge rabble.
=7Cav=WO1.Blackburn.J -> Tried it myself, has my vote. :D
=7Cav=CPL.Maco.D -> been trying it out it flys soo well and it lvls it self out very good
=7Cav=CW3.Mort.C -> I'm gonna say this.
Alpha Co. Approved.
This will be VERY beneficial to us, especially with the additional scripts.
So all in all things are looking good man :D
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nice update konyo man its finally been suggested to the 7th Cavalry now hopefully they will let us Alpha Company flyboys have a new chopper they gave the ground pounders some ugly a** tractor to use so here's wishing
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tbh cherno life ultimate began dying when they decreased the difficulty and changed map
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Ah ok thought it would of been, although why did the camera suddnly shake when you were watching crew being fast roped? :confused: Glad you like it, you'll enjoy the next update even more as it has a few model improvments, main one being its highly requested 'Black' retexture :Dthe camera shake is from the downdraft of the chopper tbh i dont know why it does tht must be something with our version of ACE, also looking forward to the update man
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yes it was man thats on a air training map i built on fashykhabur from what i've been told alot of our members love the chopper even the ppl that add to the mods
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hey man done a vid to showcase your chopper to the 7th cavalry thought i'd share this with u first though man i've left it unlisted on youtube also havent included the sling roping as we would be usin ace for it:
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hey man quick question does the mh-47e have a radio box for ACRE?
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If you're below 25 m you can easily disembark and eject the ATV. It's still gonna push it out to avoid any conflicts with the model, but it won't parachute it. The reason why I didn't just detach the ATV when the Chinook is completely on the ground is because I ran into multiple problems with the model, and it was not possible to board the ATV properly, so instead the ATV gets pushed out when below 25m.Also depending on the speed (below 15 or above 15 m/s) the ATV is going to be pushed harder. General rule here is the slower you are, the harder the push. Reason here is because sometimes the ATV got stuck & I had to keep an eye on Chinook speed as this automatically affects the ATV.
//Edit:
If you mean the one Kempco added for his HALO script (well I think it was Kempco), then no. According to my tests nothing bigger than an ATV fits into the Chinook. The problem here is that the object cannot overlap with the seats, because if the object touches the inner sides of the Chinook, it's going to explode, same for the Chinook. I've tested adding a boat but with no success (I tried all variants of small boats).
i believe you can fit 2 utility humvees into the back of the mh47 well i say believe i know as we were testing it out to see whats what with the chopper
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Sorry, what do you mean a timeline of this?& Yes, the ACE Sling is currently fixed I just havn't yet released it yet. Just alot to release it for just ACE Slingropes. Ill release it when i have something more to add :D
oh thats fair enough man was just wondering when nxt release is just curious so i can say there's a fix coming to sort the issue thats all sorry for the double post after i posted first 1 it didnt show for me on here so figured i had forgot to post lol
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hey konyo any clues on how long the ACE sling ropes issue is gonna take to sort i've been wanting to pitch the addition of this awesome chopper to the 7Cav as a pilot within there ranks i think we need this chopper over the stock ch-47's, i'd try it myself but clueless on how to open bin files very nicely done on this btw it is a awesome chopper ;)
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;2273704']We've tested 1.2 version today...Seems like there is a missing ACE_canLift entry in config' date=' ACE slingloading should work as it's supposed to if you'll add it.
ACE fastropes somehow also worked with no issues on Hardcore model. Not sure about the others, last time they had issues I mentioned.
Also the default Norrin fastropes still can get bugged - if you deploy ropes multiple times in quick succession, pilot gets multiple "Release ropes" actions with only one of them actually realeasing ropes. Remaining ones stay there no matter what you do and will clutter your action menu...[/quote']
hey konyo first off awesome chopper myself and my mates love it my question is: is there a timeline on this i'm a member of the 7Cav more specifically a pilot within their ranks and myself and another are gonna try pitch to them to have this added to our selection of vehicles but without the ability to sling things with ace its gonna make it a bit more difficult i'd edit it myself but can never figure out how to open up the config file, also strangely a old bug appears to have come back where the only chopper that can extend its own ropes for us anyway atm is the fixed ramp version other then that the mod is awesome
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hey man sry to drag up a old topic but i need to ask a question im fairly new to using scripts what i need to know is how do i set the menu to show up for more then 1 person i have name all the units i placed on the map i added em to the init.sqf but minute i add em the script stops workin in total any pointers would help alot
Need help wth a spawning script
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
its cool thanx again man
---------- Post added at 01:11 ---------- Previous post was at 00:12 ----------
its working perfectly man 1 last question is there anyway to change which way they spawn out facing & also a set distance from the spawn item?