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About fuerst_von_butz

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    Lance Corporal
  1. fuerst_von_butz

    [STABLE, COOP] Operation Ricochet

    Wow thanks guys, glad you enjoyed it! :) Some questions I have for you if you don't mind: What do you think of the difficulty, is it too easy? How long did it take you to finish, should I add a proper extraction part? Is there anything in the briefing/tasks that was incomprehensible? I'm not a native English speaker. Cheers :)
  2. Operation Ricochet http://i.imgur.com/Cb5ycwY.jpg Mission Type: COOP Players: 1-8 AddOns Required: None Briefing: We planned the invasion of Stratis. On site we had an agent who made preparations for the invasion. His last task was to prepare a LZ for a small sabotage squad. Shortly after, he was caught by the local forces. Team Zulu, your mission is to cover our plans. Find the equipment and move on to Girna to search for the agent's hideout. There are top-secret plans for the invasion. Don't let the enemy get hold of those! Notes: My first mission for the Arma series, looking forward to your feedback! - mission uses =BTC= Revive for reviving fallen teammates with a 5 minute timer - respawn at base - this mission was only tested on the stable branch and will most probably not work or have errors on the dev branch Armaholic Link
  3. I wrote that incomprehensibly. I know they are compiled. I just understood the preInit parameter as a setting to make sure they are compiled before object initialization lines. But now I see they are compiled before anyways and preInit is just to call them once before. Thanks for your help guys.
  4. My intention was to use the function in the init field of a vehicle, that's why I set preinit. But thanks to you I can see now that it says "Functions with preInit param set to 1 are called" and not compiled. Not sure though why it's called with an empty String. Thanks Larrow!
  5. Quick question @Valiixx and Sergeant Rock: Did you test your missions on stable or dev?
  6. Nice to see they are still working on the wiki, that page is one of the better ones :) I still can't find out why the compiler thinks that _object is a string. If I remove this line from clear.sqf _object = _this select 0; the error is gone, but the function obviously doesn't work. So why does that expression set the type of _object to string? Any ideas?
  7. Ok, wow thanks kylania. Another wiki page I've never seen. The wiki search engine is really not good, when you search for "function" that page won't show up in the results. I still have a problem though, this is my setup: description.ext: class CfgFunctions { class FVB { class ServerSideFunctions { class clear { preInit = 1; file = "scripts\clear.sqf"; }; }; }; }; scripts\clear.sqf: // Locality: Server only if (!isServer) exitWith {}; private ["_object"]; _object = _this select 0; clearMagazineCargoGlobal _object; clearWeaponCargoGlobal _object; clearItemCargoGlobal _object; clearBackpackCargoGlobal _object; I don't even use the function anywhere yet, but on mission load I get this error: Error in expression < ["_object"]; _object = _this select 0; clearMagazineCargoGlobal _object; clearW> Error position: <clearMagazineCargoGlobal _object; clearW> Error clearmagazinecargoglobal: Type String, expected Object File C:\Users\dlx\Documents\Arma 3\missions\Operation_Ricochet.Stratis\scripts\clear.sqf, line 6 Cheers
  8. Hey, this probably has been asked before but I can't find the answer to this. In my init.sqf I have this: setTerrainGrid 12.5; [] call compile preprocessFile "scripts\functions.sqf"; [...] The functions.sqf: FVB_clear = { _object = _this select 0; clearMagazineCargoGlobal _object; clearWeaponCargoGlobal _object; clearItemCargoGlobal _object; clearBackpackCargoGlobal _object; }; [...] So, how can I make sure the functions are initialized before they are needed, e.g. an initialization line of a vehicle placed in editor? Side question: Would it be better/make no difference to use #include "scripts\functions.sqf"; in the init.sqf? Cheers!
  9. fuerst_von_butz

    Tasks Issue in Multiplayer Co op

    Sorry to hear you only have one friend ;) Please read my link, someone there explained how to successfully use the task modules.
  10. Cool mate, did you test that on a dedicated server? And you don't sync the create task modules with the group leader or anyone else? Thanks for your reply!
  11. fuerst_von_butz

    Tasks Issue in Multiplayer Co op

    If you use task modules: http://forums.bistudio.com/showthread.php?160576-Are-the-task-modules-bugged-or-is-it-my-fault-(Coop-on-dedicated-server)
  12. fuerst_von_butz

    =BTC= Revive

    Replace what exactly? Can you post the lines of code how they should look like to fix the error? There you deleted the line 560 for me which is: deleteVehicle _obj; Is that correct? Another problem I had in a coop mission was this: BTC_need_first_aid = 1;//You need a first aid kit to revive (1 = yes, 0 = no) This didn't work for us, everyone was able to revive at any time. Thank you for the work you put into the script, it's really great!
  13. I will definitely do that! But maybe you can spot what I did wrong in the setup I explain in the first post? Edit: What I saw you did differently: - synch Create Task modules to every player and not just the group leader - gave them names and not just IDs - set owner to "All playable units" instead of "group of synchronized objects" I guess it's the last point that matters. Hopefully I can try it out soon, I'll report back.
  14. Thanks :) A shame that the built-in modules don't work. This may sound dickish but I don't really like using other guy's scripts. I used BTC Revive, great scripting and I appreciate the work the guy does for free but it didn't work correctly and threw errors.