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fuerst_von_butz

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Everything posted by fuerst_von_butz

  1. 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
  2. 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 :)
  3. 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!
  4. 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.
  5. 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!
  6. Quick question @Valiixx and Sergeant Rock: Did you test your missions on stable or dev?
  7. I have a suitcase object placed in editor with this in it's init: this addAction ["Take documents", "scripts\suitcase.sqf"] The suitcase.sqf: (_this select 0) removeAction (_this select 2); // Remove the action menu entry deleteVehicle (_this select 0); // Remove the suitcase, this is global because deleteVehicle is global suitcaseFound = true; publicVariable "suitcaseFound"; And a trigger with condition: suitcaseFound The trigger is synched to: - a set task state module (succeeded) which is synched with a create task module (the old task) which is synched with the group leader and owner state group of synchronized objects - a create task module (the new task) which is synched with the group leader and owner state group of synchronized objects This setup works in editor and a lan game I created and played alone to test (as the group leader). However we just played the mission on a dedicated server with 8 players and it didn't work. A group member that was in the mission from the beginning and had no respawn/connection issue or whatsoever found the suitcase and did the action. Nothing happened, not for him, not for the group leader (who also didn't respawn until that point) and not for any other group member. Later in the mission a more simple created task (directly synched to a normal blufor present trigger in the game) didn't work either. What's wrong? How do I make tasks that work and are jip compatible? Any help or advice appreciated! Cheers
  8. 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?
  9. 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
  10. 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.
  11. 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!
  12. 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)
  13. 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!
  14. 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.
  15. 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.
  16. fuerst_von_butz

    IA convoy to drive on road

    - Place them already in a column - Group them, obviously - Give the first vehicle (the leader) the highest rank - Give the 2nd vehicle a lower rank - Give the 3rd vehicle a even lower rank - make a waypoint not far away from their starting position with speed limited, formation column and behaviour safe - then make the other move waypoints with no extra settings
  17. I thought this one would be really easy, but apparently I'm wrong :) I have an empty vehicle that's already spawned in editor. Now how can I achieve that the lights are turned on and noone has to be or stay inside it. Everything google and forum search gave me didn't really work. I've tried it with an extra AI soldier who gets in the car with careless behaviour and then is deleted via deleteVehicle. Thought I was really smart.. but yeah, when he is deleted the lights go off again :( Any ideas? Cheers!
  18. fuerst_von_butz

    Empty vehicle with lights turned on

    I did find that thread even before I started to write mine. There are 3 suggested solutions in the thread, I tried 2 of them because someone said the first one doesn't work. Guess what, the first one is the only one that works (in Arma 3). Thanks for making me read that thread again ;) For future readers: Put this in the init line of the vehicle this engineOn true; player action["lightOn",this]
  19. fuerst_von_butz

    tasks help please!!

    Not sure about the destination thing, maybe it's just bugged. I will try it tomorrow and then report back. For the auto-assigning of tasks you simply add another set task state - module, set it to "assigned" and sync it to the create task module.
  20. Hello, I'm really disappointed by the documentation of the scripting language. I've read that Mr. Murray bible and scrolled endlessly through the Biki. I understand the basics but I can't find the right resources to understand the deeper and complex parts of the scripting language. The best approach to it seems to extract and explore missions of advanced mission creators and learning by doing. All the commands like exec, execVM, spawn, compile, preprocessFileLineNumbers, preprocessFile, terminate, scriptDone... are badly documented and I can't find out what those do and which of them are (still) relevant. Are there any decent resources for this? Can someone explain which of the commands I really need to start scripts? Cheers
  21. Thank you, it all makes some sense now :)
  22. call compile preprocessFile "somescript.sqf"; execVM "somescript.sqf"; And while we're at it, what does spawn do? Cheers!
  23. Thanks guys, I'm getting there, slowly :) Are these two instructions equivalent then? spawn compile preprocessFileLineNumbers "somescript.sqf"; execVM "somescript.sqf"; Bonus question: When the creator of the BTC revive script wants you to add this line into the init.sqf call compile preprocessFile "=BTC=_revive\=BTC=_revive_init.sqf"; his purpose is that everything else stops until the script is fully initialized, correct? This line was the main reason I started this thread :)
  24. Hey, first of all thanks for the quick reply and sorry that I asked even though you already linked me a decent article. I admit that I only scrolled through the pages and just read interesting parts. I missed the precompiling part in Sickboy's "view on (Multiplayer) Scripting". So let me try to summarize: - basically all three of these commands (execVM, spawn, call) are used to start sqf scripts - execVM will read a sqf file from the filesystem and compile it each time and thus is the most costly instruction - spawn and call work only with a preprocessed and precompiled script and thus are less costly - spawn is an asynchronous instruction, the caller will not wait for a result or the spawned script to finish, thus sleep is allowed - call is a synchronous instruction, the caller will wait for a result/the called script to finish, thus sleep is not allowed Is this more or less correct? Thanks again, kylania.
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