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saetheer

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Everything posted by saetheer

  1. saetheer

    Flare Illumination

    Hello fellow humanoids! Since BIS removed the illumination effect, and replaced it with "It's meant for signaling only"-effect the night-missions have been (...) not that fun..? Dont know what the argument was to removing it, if there was an argument at all? Nevertheless, I really want this back into the game. Night mission was one of my favorite type of mission - well, they still are - but my mission is somewhat overkilled with CAS, cluster bombing and explosions in general. Todays flares (40mm and artillery) are a joke. Anyone that has been in any military units, knows they are dulled down to a point where they are usless. In fact, if BIS don't want to consider buff them, they should remove it. They are so dull and incorrect that it would be equivlent as if BIS developed Tanks and leaving out its main armament. Hopefully there is someone else miss the flare illuminating the sky and the surrounding enviroment equally as much as I did! We should start a community movment: Illuminating.
  2. Hey, Just got around to purchase the APEX. Before starting on it: Are the Arma 3 Campain done with the East Wind episodes? To be honest, it felt incomplete - the big story was not told etc. What the deal with Seismic etc.
  3. I was really psyched when shit really hit the fan in the end of the campaign. And to now learn that Bohemia Interactive just have given me the biggest blue-balls are a real bummer.
  4. Hey, I've started with the Strategic Map module after the livestream. It was pretty easy to setup initaially and to get it work in editor. However, I use a whiteboard with this init. this addAction ["Open Strategic Map", "scripts\actions.sqf"]; action.sqf openstrategicmap = true; sleep 5; openstrategicmap = false; I have then an ingame trigger with only a condition: openstrategicmap I have also synched the trigger to the Open strategic Map Module as it should. This way the module will only activate when the trigger is true. Also in I've defined the variable in init.sqf openstrategicmap = true; I also have an Strategic Map Mission Module synched with it all that action player setPos (getMarkerPos "marker") And with all this. it works in the editor, and in multiplayer. But it only works for me and not for my buddies. While online I am the onlyone able to use the strategic map and teleport around. I know I can use other solutions for teleporting around, but that is not the case. I wish to try out the strategic map module. Anyone know anything? Hopefully I've remembered all the information needed.
  5. Hey So my unit addon have broken since the last patch, don't know whats happen as the problem seems to only be present on dedicated servers One mission works fine in editor, and when hosting the mission from 'multiplayer menu' but hosted on dedicated seems like the issue. No scripts are running that does something with gear/iventory. My unit config: class L_F_SQL : I_Soldier_TL_F { author = "Saetheer"; scope = 2; faction = "LAMBS"; displayName = "Teamleader"; vehicleClass = "Lambs_Fox"; uniformclass = "U_I_G_Story_Protagonist_F"; backpack = "L_C_FTLpack"; // Weapons weapons[] = {"arifle_TRG21_gl_F","hgun_P07_F","Rangefinder","Throw","Put"}; respawnWeapons[] = {"arifle_TRG21_gl_F","hgun_P07_F","Rangefinder","Throw","Put"}; // Magazines magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade","HandGrenade"}; respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade","HandGrenade"}; // Items linkedItems[] = {"V_PlateCarrierL_CTRG","H_HelmetB_light_black","ItemMap","ItemCompass","ItemGPS","ItemWatch","ACRE_PRC343"}; respawnLinkedItems[] = {"V_PlateCarrierL_CTRG","H_HelmetB_light_black","ItemMap","ItemCompass","ItemGPS","ItemWatch","ACRE_PRC343"}; }; snip from cfgFactionClasses class cfgFactionClasses { // LAMBS class PREFIX { displayName = "L.A.M.B.S"; flag = "\LAMBS\NoPryl_Logo.paa"; icon = "\LAMBS\NoPryl_Logo.paa"; priority = 1; side = 2; // Independent side }; // MODULE class NO_CATEGORY; class LAMBS_MODULE: NO_CATEGORY { displayName = "LAMBS Module"; }; }; Now this have earlier work swell but on tuesday noone had Uniforms present, crates with uniforms had to be spawned. Which made me wonder how that could be possible when the uniform U_I_G_Story_Protagonist_F are in fact meant for independent? Appreciate any info anyone could have - let me know if you need more insight into the config
  6. Anyone know why this dont work in unit config? modelSides[] = {3,2,1,0}; It dont give access to side specific uniforms. Appreciate any help
  7. You're right regarding the similar uniform, but its not perfect, thanks anyway for the tip. It looks like I need to create a "new" uniform and just copy its properties and only give it to another side instead.
  8. hmm - interesting. But it does not explain why this has worked before... ?
  9. - Disable Steam community overlay
  10. use one of these [php ][/php]
  11. Hello, Can anyone explain to me why this doesn't work? It fails when I preview mission. All I want, is to mark certain units defined in the UnitArray UnitArray which is defined this way { // if (isFormationLeader _x) then { if ((side _x) == Resistance) then { _name = groupID (group _x); _rank = rank _x; _rankIcon = [_rank,"texture"] call BIS_fnc_rankParams; _tempArray = [_x,_rankIcon,_rank,_name]; UnitArrayset [count UnitArray,_tempArray ]; // Contains units with [[unit,RankIcon,Rank,GroupID]] }; // }; } forEach allUnits; In my module I've defined function = "fn_test"; fn_test.sqf { // foreach unit defined in UnitArray // [[unit,RankIcon,Rank,GroupID]] _UnitArray = _x select 0; _unit = _UnitArray select 0; _texture = _UnitArray select 1; _rank = _UnitArray select 2; _text = _UnitArray select 3; _pos = getPosATL _unit; ((findDisplay 12) displayCtrl 51) drawIcon [_texture,"ColorGUER",_pos, 1, 1, 0, _text, 0, 0.035,"TahomaB","Left"]; } forEach UnitArray; MapDrawEH = ((findDisplay 12) displayCtrl 51) ctrlAddEventHandler ["Draw", {[] call DrawLeaderIcon}]; Clearly I'm missing something, appreciate any help given - Thanks
  12. saetheer

    Error in function

    So, how stupid is it possible to be... In the module, I had defined function = "fn_Teamtracker"; . Apparently, this doesn't referance the function I made, which gave some errors. So basically, disregard above, as when I defined the function as function = "LAMBS_fnc_Teamtracker"; it executed in editor without 'cheating' As of now, This only works in editor and not in dedicated. Code in fn_Teamtracker.sqf (LAMBS_fnc_Teamtracker) waituntil {time > 30}; findDisplay 12 displayCtrl 51 ctrlAddEventHandler ["Draw", { _display = (findDisplay 12); _cntrlScreen = _display displayCtrl 51; { if ((side _x) == resistance) then { _pos = getPosATL _x; _text = groupID (group _x); _rank = rank _x; _texture = "\A3\ui_f\data\map\markers\nato\n_inf.paa"; if (leader (group _x) == _x) then { _cntrlScreen drawIcon [_texture,[0,0.5,0,1],_pos, 24, 24, 0, _text, 0, 0.035,"TahomaB"]; }; }; } forEach allUnits; }]; Anyone knows how I could make this globally? Given that the code is executed by the module
  13. saetheer

    Error in function

    So while I'm in editor: Pasting this into the debug console it works perfect. findDisplay 12 displayCtrl 51 ctrlAddEventHandler ["Draw", { _display = (findDisplay 12); _cntrlScreen = _display displayCtrl 51; { if ((side _x) == Resistance) then { _pos = getPosATL _x; _text = groupID (group _x); _rank = rank _x; _texture = "\LAMBS\Img\n_inf.paa"; _cntrlScreen drawIcon [_texture,[0,0.5,0,1],_pos, 24, 24, 0, _text, 0, 0.035,"TahomaB"]; }; } forEach allUnits; }]; The maps is nicly populated with some icons that reflects the position on resistance units. However the same code in fn_test gives error. What am I missing?
  14. saetheer

    Error in function

    In my config.ccp I've the following code class Extended_PostInit_EventHandlers { class PREFIX { serverInit = QUOTE(call COMPILE_FILE2(\LAMBS\server_init.sqf)); playerInit = QUOTE(call COMPILE_FILE2(\LAMBS\player_init.sqf)); }; }; server_init.sqf [] spawn { waituntil {time > 0}; sleep .1; while {true} do { GREEN_Leader = []; { if ((side _x) == Resistance) then { _grpID = groupID (group _x); _rank = rank _x; _tempArray = [_x,"\A3\ui_f\data\map\markers\nato\n_inf.paa",_grpID,_rank]; GREEN_Leader set [count GREEN_Leader, _tempArray]; }; } forEach allUnits; publicVariable "GREEN_Leader"; sleep 20; }; }; player_init.sqf TTDrawGREEN = { _return = true; _display = (findDisplay 12); _cntrlScreen = _display displayCtrl 51; _index = -1; for "_i" from 0 to ( count _cfgVehicles ) -1 do { _obj = (GREEN_Leader select _i) select 0; _texture = (GREEN_Leader select _i) select 1; _text = (GREEN_Leader select _i) select 2; _rank = (GREEN_Leader select _i) select 3; _pos = getPosATL _obj; _cntrlScreen drawIcon [_texture,[1,1,1,1],_pos, 1, 1, 0, _text, 0, 0.035,"TahomaB"]; _index = _index + 1; }; _return; }; and my fn_test.sqf - Called from the module findDisplay 12 displayCtrl 51 ctrlAddEventHandler ["Draw", { [] call TTDrawGREEN; }]; I've tried using global variables and see All my debugs says that the array is filled correctly. However I still get the "0 elements provided, 4 expected" error...
  15. Hello, So I've been trying to figure out how I could make the Hummingbird drop a simple smokeshell to mark position for the infantry element on the ground, basically a Recon/Scout helicopter. But I need help adding this to the chopper. I guess I would want to add a vehicle weapon and some ammo, however I have not a clue how. Se below for current config based on hierarchy - Anyone would know how I could go about this? I basically want some 'ammo' that can be droped from the heli. And not a script greating a smoke below it. class B_Heli_Light_01_F; // Hummingbird class Lambs_Heli_MH9_Olive : B_Heli_Light_01_F { author = "Saetheer"; side = 2; displayname = "Humminbird Recon"; class Turrets : Turrets { class MainTurret : MainTurret { weapons[] = {"Bomblauncher"}; magazines[] = {"SmokeshellGreen"}; }; }; }; Appreciate any help or advise you guys might have - Thanks
  16. saetheer

    Error in function

    yeah, the arrays fills correcly with the units I want. However still "0 elements provided, 4 expected"
  17. saetheer

    Error in function

    Thanks but that didnt work either I've been testing things out and for me, this should be the solution, however it returns the error '0 elements provided, 4 expected..' again. Its only when I open the map, so the eventhandler fies only in the map, but it complains about the drawIcon it seems. I've tried to work with this instead: fn_test ((findDisplay 12) displayCtrl 51) ctrlAddEventHandler ["Draw", " _index = -1; for '_i' from 0 to ( count LAMBS_Leader ) -1 do { _index = _index + 1; _pos = getPosATL ((UnitArray select _i) select 0); _texture = ((UnitArray select _i) select 1); _rank = ((UnitArray select _i) select 2); _text = ((UnitArray select _i) select 3); ((findDisplay 12) displayCtrl 51) drawIcon [_texture,'ColorGUER',_pos, 1, 1, 0, _text, 1, 0.03,'TahomaB','left']; };"]; Suggestion?
  18. saetheer

    Error in function

    Small update: I've run som debugs and it fails at this: Error 0 elements provided, 4 expected...
  19. saetheer

    Error in function

    Thanks. I have actually done your suggestion mentioned. As well the space on 'UnitArray set....' However, it seems lite UnitArray set [count UnitArray,_tempArray ]; uses the -1 index or something, which messes something up What I initially want is to have arrays within arrays. // ... some code gathers info and ends up with _tempArray = [_x,_rankIcon,_rank,_name]; // Adds all groupleaders into UnitArray UnitArray set [count UnitArray, _tempArray ]; I want UnitArray to look like this [ [unit1,"path to texture","PRIVATE","ALPHA"], [unit2,"path to texture","PRIVATE","Bravo"] ] As you can see adove is an example on what I want the array to look like, arrays within a array. Since I'm accessing this UnitArray Later { _unit = _x select 0; _texture = _x select 1; _rank = _x select 2; _text = _x select 3; // Code to proccess and give access to certain things } foreach UnitArray;
  20. Is there a way to add backpacks inside a ammobox config? class Box_NATO_Ammo_F; class FT_box : Box_NATO_Ammo_F { scope = 2; accuracy = 1000; displayName = "Fireteam Ammobox"; model = "\A3\weapons_F\AmmoBoxes\AmmoBox_F"; icon = "iconCrateAmmo"; class TransportMagazines { class 30Rnd_556x45_Stanag { magazine = "30Rnd_556x45_Stanag"; count = 50; }; }; class TransportBackpack { class backpackFTL { backpack = "B_Kitbag_mcamo"; count = 5; }; }; };
  21. In the .sqf you can do something aligned with this: _something = createVehicle ["#Ammobox#", getmarkerpos "markername", [], 0, "NONE"]; clearWeaponCargoGlobal _something; edit #Ammobox# with the actual classname
  22. Have anyone else noticed that the HandleDamage eventhandler returns always "legs" or am I doing this wrong? In init, I'm giving this for debugging the selectionPosition string. { _x addEventHandler ["HandleDamage",{hint format ["%1",(_this select 1)];}]; } foreach allunits; Now if I damage anyone, hint only displays Legs. Even though I'm shooting pointblank headshots. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleDamage https://community.bistudio.com/wiki/selectionPosition
  23. saetheer

    Naming Spawned Vehicle

    then remove the underscore's (Global variable)
  24. Ah yes of course. However It displays head, head, body, hand_l, leg_l regardless of where I hit.
  25. saetheer

    Naming Spawned Vehicle

    Look at the return value for BIS_fnc_spawnVehicle _tankcrew = createGroup EAST; _tankframe = [getMarkerPos "SpawnA", 180, "O_MBT_02_cannon_F", EAST] call BIS_fnc_spawnVehicle; _Vehicle = _tankframe select 0; // The Vehcile object. _Crew = _tankframe select 1; // Array of all the units i.e. : [unit1,unit2,unt3.....] _tankcrew = _tankframe select 2; // Group _wp = _tankcrew addWaypoint [getmarkerpos "SpawnA", 0]; _wp setWaypointType "SAD"; _wp setWaypointSpeed "LIMITED"; _wp setWaypointBehaviour "NORMAL";
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