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Everything posted by d00kiejones
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Scripting help needed.
d00kiejones replied to d00kiejones's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am getting no script errors, the Spawn function is now as follows _spawnVeh = [[_position], _faction, [_armored21]] call BIS_fnc_spawnGroup; hint str _spawnveh; with the hint returning <NULL-group> -
Scripting help needed.
d00kiejones replied to d00kiejones's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Called from a trigger on Radio Alpha. unitArray must be active to get the proper return from _armored21 = _armored2 + selectRandom Armored1; as Armored1 is stored in unitArray. -
Scripting help needed.
d00kiejones replied to d00kiejones's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Changing _array = call unitarray; to call unitarray; is working. hint _armored21; is returning the correct value with the random selection form the array. So that leaves me exactly where I started. -
Scripting help needed.
d00kiejones replied to d00kiejones's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It may be worth noting that I am only using unit_array.sqf to store a couple arrays in variables. Those arrays can be moved into the script. -
Scripting help needed.
d00kiejones replied to d00kiejones's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The 0 is just my typo. I get an Error Undefined Variable in expression: unitarray when unitArray = Compile preprocessFileLineNumbers "unit_array.sqf"; is in init.sqf and _array = call unitArray; is in the main script. Am I doing that correctly? -
Scripting help needed.
d00kiejones replied to d00kiejones's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Many thanks. This gives me the error error Type Object, expected Array for file A3\functions_f\spawning\fn_spawngroup.sqf -
Scripting help needed.
d00kiejones replied to d00kiejones's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Many thanks. I get the error '...isdedicated0 then { unitArray = Compile |#|preprocessFileLineNumbers "unit_array.sq...' Error Missing ; When trying to use anything but exceVM on unit_array.sqf. -
apex pacific class names and some groups - hope it helps someone... or save time
d00kiejones replied to thedubl's topic in ARMA 3 - MISSION EDITING & SCRIPTING
CfgVehicles and CfgGroups ONLY FOR OPF_T_F. CfgVehicles is split up into men and vehicles for my own use. Vehicles "O_T_APC_Tracked_02_AA_ghex_F", "O_T_APC_Tracked_02_cannon_ghex_F", "O_T_APC_Wheeled_02_rcws_ghex_F", "O_T_Boat_Armed_01_hmg_F", "O_T_Boat_Transport_01_F", "O_T_Lifeboat", "O_T_LSV_02_armed_arid_F", "O_T_LSV_02_armed_black_F", "O_T_LSV_02_armed_F", "O_T_LSV_02_armed_ghex_F", "O_T_LSV_02_armed_viper_F", "O_T_LSV_02_unarmed_arid_F", "O_T_LSV_02_unarmed_black_F", "O_T_LSV_02_unarmed_F", "O_T_LSV_02_unarmed_ghex_F", "O_T_LSV_02_unarmed_viper_F", "O_T_MBT_02_arty_ghex_F", "O_T_MBT_02_cannon_ghex_F", "O_T_MRAP_02_ghex_F", "O_T_MRAP_02_gmg_ghex_F", "O_T_MRAP_02_hmg_ghex_F", "O_T_Quadbike_01_ghex_F", "O_T_Truck_03_ammo_ghex_F", "O_T_Truck_03_covered_ghex_F", "O_T_Truck_03_device_ghex_F", "O_T_Truck_03_fuel_ghex_F", "O_T_Truck_03_medical_ghex_F", "O_T_Truck_03_repair_ghex_F", "O_T_Truck_03_transport_ghex_F", "O_T_UAV_04_CAS_F", "O_T_UGV_01_ghex_F", "O_T_UGV_01_rcws_ghex_F", "O_T_VTOL_02_infantry_F", "O_T_VTOL_02_infantry_ghex_F", "O_T_VTOL_02_infantry_grey_F", "O_T_VTOL_02_infantry_hex_F", "O_T_VTOL_02_vehicle_F", "O_T_VTOL_02_vehicle_ghex_F", "O_T_VTOL_02_vehicle_grey_F", "O_T_VTOL_02_vehicle_hex_F" Men "O_T_Recon_Exp_F", "O_T_Recon_F", "O_T_Recon_JTAC_F", "O_T_Recon_LAT_F", "O_T_Recon_M_F", "O_T_Recon_Medic_F", "O_T_Recon_TL_F", "O_T_Sniper_F", "O_T_Soldier_A_F", "O_T_Soldier_AA_F", "O_T_Soldier_AAA_F", "O_T_Soldier_AAR_F", "O_T_Soldier_AAT_F", "O_T_Soldier_AR_F", "O_T_Soldier_AT_F", "O_T_Soldier_Exp_F", "O_T_Soldier_F", "O_T_Soldier_GL_F", "O_T_Soldier_LAT_F", "O_T_Soldier_M_F", "O_T_Soldier_PG_F", "O_T_Soldier_Repair_F", "O_T_Soldier_SL_F", "O_T_Soldier_TL_F", "O_T_Soldier_UAV_F", "O_T_Soldier_universal_F", "O_T_Spotter_F", "O_T_Support_AMG_F", "O_T_Support_AMort_F", "O_T_Support_GMG_F", "O_T_Support_MG_F", "O_T_Support_Mort_F", "O_T_Officer_F", "O_T_Pilot_F", "O_T_Medic_F", "O_T_Crew_F", "O_T_Diver_Exp_F", "O_T_Diver_F", "O_T_Diver_TL_F", "O_T_Engineer_F", "O_T_ghillie_tna_F", "O_T_Helicrew_F", "O_T_Helipilot_F" Armored "O_T_SPGPlatoon_Scorcher", "O_T_SPGSection_Scorcher", "O_T_TankPlatoon", "O_T_TankPlatoon_AA", "O_T_TankSection" Mechanized "O_T_InfSentry", "O_T_InfSquad", "O_T_InfSquad_Weapons", "O_T_InfTeam", "O_T_InfTeam_AA", "O_T_InfTeam_AT", "O_T_reconPatrol", "O_T_reconSentry", "O_T_reconTeam", "O_T_SniperTeam" Mechanized "O_T_MechInf_AA", "O_T_MechInf_AT", "O_T_MechInf_Support", "O_T_MechInfSquad" Motorized_MTP "O_T_MotInf_AA", "O_T_MotInf_AssaultViperTeam", "O_T_MotInf_AT", "O_T_MotInf_GMGTeam", "O_T_MotInf_MGTeam", "O_T_MotInf_MortTeam", "O_T_MotInf_ReconViperTeam", "O_T_MotInf_Reinforcements", "O_T_MotInf_Team" SpecOps "O_T_AttackTeam_UAV", "O_T_AttackTeam_UGV", "O_T_diverTeam", "O_T_diverTeam_Boat", "O_T_diverTeam_SDV", "O_T_ReconTeam_UAV", "O_T_ReconTeam_UGV", "O_T_SmallTeam_UAV", "O_T_ViperTeam" Support "O_T_recon_EOD", "O_T_support_CLS", "O_T_support_ENG", "O_T_support_EOD", "O_T_support_GMG", "O_T_support_MG", "O_T_support_Mort" -
Issue running .SQF on a unit after respawn
d00kiejones posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
***EDIT*** I completely derped this one and did not realize that you CAN call init lines with norrin's after revive/respawn. It is nearly at the bottom of "revive_init.sqf" NORRINCustomExec, For me it was exec1 and the folowing fixed my issue. NORRNCustomExec1 ="[s1,squad,1] execVM ""scripts\mark_unit.sqf"";"; Don't forget the extra "; or it will cause an error a few lines down. I am building a mission for my friends and I to play around in, think escape Chernarus without the escape part, yes I will release it when it is ready. I want to have a marker following the squad leader and can easily get that to happen until the unit is revived or respawns, norrins revive if you want to know. I can activate the marker script with, nul = [s1,"squad",50] execVM "scripts\mark_unit.sqf; As I am sure you are aware after the unit dies the init is cleared, Norrins revive allows us to replace the equipment easily but not the init that I am aware of. I have tried various triggers with conditions set to (player == s1) That will start the script on the first spawn but fails after respawn/revive. !alive s1 with the script exec in on deactivate and that does not work. I tried a few other syntax types but all gave errors. I have also tried to call the script from the mission init.sqf the same way I am replacing my addactions after revive/respawn. s1 addAction ["Cruise Missile.","scripts\launchMissile.sqf", [this, missilestart,"Bo_GBU12_LGB",1000], 1, false, true,"", "_this == s1"]; s1 addAction ["Ammo.","scripts\box.sqf", 0, 1, false, true,"", "_this == s1"]; s1 addAction ["Bike.","scripts\bike.sqf", 0, 1, false, true,"", "_this == s1"]; s1 addAction ["Ural.","scripts\MTVR.sqf", 0, 1, false, true,"", "_this == s1"]; s1 addAction ["APC.","scripts\APC.sqf", 0, 1, false, true,"", "_this == s1"]; s1 addAction ["Tank.","scripts\Tank.sqf", 0, 1, false, true,"", "_this == s1"]; s1 addAction ["Chopper.","scripts\Choppa.sqf", 0, 1, false, true,"", "_this == s1"]; s1 addAction ["Jet.","scripts\jet.sqf", 0, 1, false, true,"", "_this == s1"]; s1 addAction ["Rearm Truck.","scripts\rearm.sqf", 0, 1, false, true,"", "_this == s1"]; s1 addAction ["Refuel Truck.","scripts\Refuel.sqf", 0, 1, false, true,"", "_this == s1"]; s1 addAction ["Repair Truck.","scripts\repair.sqf", 0, 1, false, true,"", "_this == s1"]; while {true} do { waitUntil {!alive player}; waitUntil {alive player}; s1 addAction ["Cruise Missile.","scripts\launchMissile.sqf", [this, missilestart,"Bo_GBU12_LGB",1000], 1, false, true,"", "_this == s1"]; s1 addAction ["Ammo.","scripts\box.sqf", 0, 1, false, true,"", "_this == s1"]; s1 addAction ["Bike.","scripts\bike.sqf", 0, 1, false, true,"", "_this == s1"]; s1 addAction ["Ural.","scripts\MTVR.sqf", 0, 1, false, true,"", "_this == s1"]; s1 addAction ["APC.","scripts\APC.sqf", 0, 1, false, true,"", "_this == s1"]; s1 addAction ["Tank.","scripts\Tank.sqf", 0, 1, false, true,"", "_this == s1"]; s1 addAction ["Chopper.","scripts\Choppa.sqf", 0, 1, false, true,"", "_this == s1"]; s1 addAction ["Jet.","scripts\jet.sqf", 0, 1, false, true,"", "_this == s1"]; s1 addAction ["Rearm Truck.","scripts\rearm.sqf", 0, 1, false, true,"", "_this == s1"]; s1 addAction ["Refuel Truck.","scripts\Refuel.sqf", 0, 1, false, true,"", "_this == s1"]; s1 addAction ["Repair Truck.","scripts\repair.sqf", 0, 1, false, true,"", "_this == s1"]; }; In the above code I tried the following with no success. s1 = [s1,"squad",50] execVM "scripts\mark_unit.sqf"; [s1,"squad",50] execVM "scripts\mark_unit.sqf"; nul = [s1,"squad",50] execVM "scripts\mark_unit.sqf"; [s1,"squad",50] call compile preprocessfile "scripts\mark_unit.sqf"; I am now at a loss and cannot figure this out, any help would be awesome.