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Alex116

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Everything posted by Alex116

  1. As usual, works like a charm. Thank you for your time, you've taught me well. Merry Christmas!
  2. Hey, First of all, I've been wanderin these forums and the entire internet for a solution. I've become alot wiser regarding array's though not just wise enough. The problem I have is that I'm running a script from a .sqf file. This .sqf file is a multi dimensional array. The script it fires up uses _pos = _this select 1;. If then requests the element from the previous script which is an multi dimensional array and it gets an error message saying "Erro Zero Divisor" because the value it returned couldn't be divided by 0? Im confused here and I'm sure you are too after the above story so let me show you some scripts. I created a custom radio channel which has a sub channel. This is the subchannel's SQF. menu.sqf QUADsub = [ ["REQUEST AIRDROP",true], ["AIRDROP OPTIONS", [0],"",-2,[["expression", ""]], "1", "1"], // header text ["ATV" ,[2],"",-5,[["expression","[] execVM 'comm.sqf'"]],"1","1"], ["ATV" ,[3],"",-5,[["expression","[] execVM 'comm.sqf'"]],"1","1"] ]; As you can see it has two options, both called ATV. When selecting either one of them it would fire up comm.sqf. ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: TODO: Author Name ////////////////////////////////////////////////////////////////// _caller = _this select 0; _pos = _this select 1; _target = _this select 2; _is3D = _this select 3; _id = _this select 4; _data= [_caller, _id]; /* if (isMultiplayer) then { [ _data, "BIS_fnc_removeCommMenuItem", true, false ] spawn BIS_fnc_MP; }; */ _startPos = [ _pos select 0, _pos select 1, (_pos select 2) + 300 ]; _apc= "B_APC_Wheeled_01_cannon_F" createVehicle _startPos; _apc setPos [ _startPos select 0, _startPos select 1, _startPos select 2 ]; sleep 0.5; _para= "B_Parachute_02_F"; _chute= _para createVehicle (getPos _apc); _chute setPos [ getPos _apc select 0, getPos _apc select 1, getPos _apc select 2 ]; _chute attachTo [_apc, [0,0,0]]; sleep 2; detach _chute; _apc attachTo [_chute, [0,0,0]]; if (surfaceIsWater (getPos _apc)) then { waitUntil { ((getPosASL _apc) select 2) < 3 }; detach _apc; sleep 2; _apc setVectorUp [0,0,1]; } else { waitUntil { ((getPos _apc) select 2) < 3 }; detach _apc; waitUntil {isTouchingGround _apc}; sleep 2; _apc setVectorUp [0,0,1]; }; Now the error I'm getting is the Error Zero Divisor for line 7. (_pos = _this select 1; ) Now I'm guessing that the variables defined on line 8, 9, and 10 would do the same. I'm new to this but if I'm correct it gives me this error because of this: Player calls for ATV. Player is known as _this in the first script. (menu.sqf) Menu.sqf opens a second script comm.sqf Player is no longer known as _this in this script. Script tries to get player position by using _this but doesnt work so I get an error. I would really love to know what causes this error and how I could solve this in this example and in the future. Sincerely, Alex
  3. Mhmm, I've managed to get it to work. But not exactly how I would like. I currently have the following scripts; Object init(Secret Documents) gatherintell = sdocs addAction ["<t color='#ffffff' size='1'>Gather Intelligence</t>","sdocs.sqf", [], 6, true, true, "",""]; sdocs.sqf waitUntil { !(isNil "SHK_Taskmaster_initDone") && { SHK_Taskmaster_initDone } }; _obj = (_this select 0); _obj setVariable ["RscAttributeDiaryRecord_texture","a3\structures_f_epc\Items\Documents\Data\document_secret_01_co.paa", true]; [_obj,"RscAttributeDiaryRecord",["Top Secret Docs","These Docs outline the enemies defenses",""]] call bis_fnc_setServerVariable; _obj setVariable ["recipients", west, true]; ["Task2","Extraction","Get to teh choppa!"] call SHK_Taskmaster_add; ["Task1","succeeded","Task2"] call SHK_Taskmaster_upd; [_obj,"init"] spawn bis_fnc_initIntelObject; Now when I aproach the object it has two actions on it. Understandable since the secret document object has one of its own and I added one to it. Now if I select the original "Pickup Intell" action, it gives me the INTELL ADDED notification that pops up, though it's empty since sdocs.sqf was not run yet, so the variables were not set to create such DiaryRecords. I get this so far. Now if I select my own added Gather Intelligence action, sdocs.sqf runs flawlessly. No errors. It sets the variables on the DiaryRecords. Because when I select the original "Pickup Intell" action after I select my own added Gather Intelligence action I get the intell added notification, only this time with the variables set. So I currently have two actions, that both do different things. Now I would like to have a single action, my own added action to the object. That does both. Now the easiest way to accomplish this is find a way that when sdocs.sqf executes, I get the fancy intell added notification with the set variables from sdocs.sqf. Is this possible? Is there a way to run the intell added pop up? EDIT: I've gotten a bit closer by changing the object from Intell -> Secret Documents (Other (Interactive)) to Objects (small) -> File (Top Secret). This way the object is not interactive and will not have an "Take Intel" action on it. But only my own "Gather Intellligence" action. Now upon selecting my own action, it executes sdocs.sqf. And because of this line; [_obj,"init"] spawn bis_fnc_initIntelObject; It creates a new "Take Intel" action and when selected this creates the fancy "Intel added" pop up. Still cant figure out how to get this pop up in my own action though. EDIT: I have tried the following; [_obj,"init"] call bis_fnc_initIntelObject; Changing "spawn" to "call", hoping it would directly execute, simulating the action was selected, but still no luck.
  4. Which is exactly what I have in my init.sqf. call compile preprocessfilelinenumbers "shk_taskmaster.sqf"; And it works, whenever I call the variable from a trigger inside the editor like this; if (isServer) then { ["Task2","Extraction","Exfiltrate out of the AO."] call SHK_Taskmaster_add; ["Task1","succeeded","Task2"] call SHK_Taskmaster_upd; }; However, when I try this; Place object. (Intel -> Secret documents) INIT: if (isServer) then { [this] execVM "sdocs.sqf"; }; sdocs.sqf; _obj = (_this select 0); _obj setVariable ["RscAttributeDiaryRecord_texture","a3\structures_f_epc\Items\Documents\Data\document_secret_01_co.paa", true]; [_obj,"RscAttributeDiaryRecord",["Top Secret Docs","These Docs outline the enemies defenses",""]] call bis_fnc_setServerVariable; _obj setVariable ["recipients", west, true]; ["Task2","Extraction","Get to teh choppa!"] call SHK_Taskmaster_add; ["Task1","succeeded","Task2"] call SHK_Taskmaster_upd; It cannot reach the taskmaster variables because it tells me they are undefined.
  5. I did found a use for it though. I now have it set up that when the player is not present in a trigger area he gets the comms menu option. And when he enters the trigger area it's removed from him again. This works great! One more thing, if I may. I have a function, which is stored in a SQF file. The function consists out of inline functions. (At least, I believe thats how it's called.) How would I run a certain inline function, from another SQF file? I use call SHK_Taskmaster_add; to call for this function, though gives me the error; "Error in undefined variable in expression" Now how would I define this variable?
  6. Aha! What I did is, copy; //For testing player addAction ["comms", { player setVariable [ "quaddrop", [ player, "Quad" ] call BIS_fnc_addCommMenuItem ]; }]; into my trigger's init box. Hence the error. After your hint, I edited it and made it; player setVariable [ "quaddrop", [ player, "Quad" ] call BIS_fnc_addCommMenuItem ]; And all works fine, once the trigger is activated I get the comms menu. With submenu and upon selecting option 1 the vehicle spawns fine. Now if I'd like to remove the option from a player I would simply put this in a trigger?; [ player, player getVariable "quaddrop" ] call BIS_fnc_removeCommMenuItem; ___________________________
  7. Thanks a bunch for the code provided and your explenation, it starts to make sense. It does work now but with the error; "[bIS_fnc_removeCommMenuItem] Item -1 not found in the comm menu".
  8. Still gives me the error; "undefined variable in expression _caller". Line 12. ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: TODO: Author Name ////////////////////////////////////////////////////////////////// _caller = _this select 0; _pos = _this select 1; _target = _this select 2; _is3D = _this select 3; _id = _this select 4; _data = [_caller, _id]; if (isMultiplayer) then { [ _data, "BIS_fnc_removeCommMenuItem", true, false ] spawn BIS_fnc_MP; }; _startPos = [ _pos select 0, _pos select 1, (_pos select 2) + 300 ]; _apc= "B_APC_Wheeled_01_cannon_F" createVehicle _startPos; _apc setPos [ _startPos select 0, _startPos select 1, _startPos select 2 ]; sleep 0.5; _para= "B_Parachute_02_F"; _chute= _para createVehicle (getPos _apc); _chute setPos [ getPos _apc select 0, getPos _apc select 1, getPos _apc select 2 ]; _chute attachTo [_apc, [0,0,0]]; sleep 2; detach _chute; _apc attachTo [_chute, [0,0,0]]; if (surfaceIsWater (getPos _apc)) then { waitUntil { ((getPosASL _apc) select 2) < 3 }; detach _apc; sleep 2; _apc setVectorUp [0,0,1]; } else { waitUntil { ((getPos _apc) select 2) < 3 }; detach _apc; waitUntil {isTouchingGround _apc}; sleep 2; _apc setVectorUp [0,0,1]; }; Which is strange because even though it gives me this error, the script still fires and spawn a vehicle where I point. So I don't think theres a problem with the expressions. Also the _data is only used in this piece of the script. _data = [_caller, _id]; if (isMultiplayer) then { [ _data, "BIS_fnc_removeCommMenuItem", true, false ] spawn BIS_fnc_MP; }; Is this piece really needed to ensure MP compability? Seems a strange piece of code to me. ---------- Post added at 05:56 ---------- Previous post was at 05:03 ---------- Also, regarding the other piece of code. If I use DreadedEntity's code above it tells me call SHK_Taskmaster_add; is an undefined variable in expression. I've tried using this variable from an objects initialization field and that does the trick. Though theres got to be away to define this variable. Now the problem I have with defining this, is that its part of a function. It's an inline function located in another SQF. How does one define that in another SQF?
  9. Mhmm. Which makes it this: QUADsub = [ ["REQUEST AIRDROP",true], ["AIRDROP OPTIONS", [0],"",-2,[["expression", ""]], "1", "1"], // header text ["ATV" ,[2],"",-5,[["expression","[_caller,_pos,_target,_is3D,_ID] execVM comms.sqf"]],"1","1"], ["ATV" ,[3],"",-5,[["expression","[_caller,_pos,_target,_is3D,_ID] execVM comms.sqf"]],"1","1"] ]; And gives me an "Error missing;".
  10. I see, so by selecting either 0/1/2/3 you select an array, the value of that array. Well, I've basicly created a custom radio channel, with another sub-menu. Now when you select option 1 or 2, it will execute comm.sqf. Though the sub-menu script requests the following expression arguments ; Arma 3 Communication Menu So to define caller, I would have to define the player that selected the option. How does one do that?
  11. It's not. That's the entire script. Same goes for "_pos", "_target","_is3D" and "_ID". So these all need to be defined, correct? So how does one do that? Trough the "_caller = (_this select 0);" line? How do I know if it's select 0/1/2/3?
  12. QUADsub = [ ["REQUEST AIRDROP",true], ["AIRDROP OPTIONS", [0],"",-2,[["expression", ""]], "1", "1"], // header text ["ATV" ,[2],"",-5,[["expression","[_caller,_pos,_target,_is3D,_ID] execVM 'comm.sqf'"]],"1","1"], ["ATV" ,[3],"",-5,[["expression","[_caller,_pos,_target,_is3D,_ID] execVM 'comm.sqf'"]],"1","1"] ]; Is it like tangled up in the above code of array's that it cant find it?
  13. Thanks, I slowly start to understand. Once again, thank you guy's for helping out. I still cant seem to get rid of the other error though. Since _caller is defined.
  14. Also, one more related question. Let's say I have an object (intell documents) that runs a script when picked up. Object init: if (isServer) then { execVM "sdocs.sqf" }; sdocs.sqf: if (isServer) then { this setVariable ["RscAttributeDiaryRecord_texture","a3\structures_f_epc\Items\Documents\Data\document_secret_01_co.paa", true]; [this,"RscAttributeDiaryRecord",["Top Secret Docs","These Docs outline the enemies defenses",""]] call bis_fnc_setServerVariable; this setVariable ["recipients", west, true]; ["Task2","Extraction","Get to teh choppa!"] call SHK_Taskmaster_add; ["Task1","succeeded","Task2"] call SHK_Taskmaster_upd; }; It gives me an error saying that"this" is an undefined variable. How do I use variables to define an object so it is recognised by the script. I've read the wiki page about this and more, though it doesnt get trough to me. When I use the debug console to getvariable on the object it returns me the following: [[Control #1],0] What does this mean?
  15. Thanks a lot. I cant believe I oversaw that. It works now. Though I still get an error message. In line 14 of comms.sqf (undefined variable in expression: _caller) Caller is defined right? Just at the beginning.
  16. Still, all it copies is: "[]". And im definitely pointing at the ground. What I find strange is that it does work when not being fired from out of a submenu.While it does work when fired from the expression line in the CfgCommunicationsMenu. It appears to me that it cant reach the element array (the position your looking at) because its tangled up or got lost in the menu.sqf Isn't there a way for the comm.sqf script to look for that element himself? Or have it made a global variable inside menu.sqf?
  17. Thanks for taking the time to help me out. The trigger that activates the radio menu. quaddrop = [p1,"Quad"] call BIS_fnc_addCommMenuItem; The description.ext which holds the radio menu. class CfgCommunicationMenu { class QUAD { text = "REQUEST AIRDROP"; // Text displayed in the menu and in a notification submenu = "#USER:QUADsub"; // Submenu opened upon activation (expression is ignored when submenu is not empty.) expression = ""; // Code executed upon activation icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\supplydrop_ca.paa"; // Icon displayed permanently next to the command menu cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; // Custom cursor displayed when the item is selected enable = "1"; // Simple expression condition for enabling the item removeAfterExpressionCall = 1; // 1 to remove the item after calling }; }; The submenu script it calls. (menu.sqf) QUADsub = [ ["REQUEST AIRDROP",true], ["AIRDROP OPTIONS", [0],"",-2,[["expression", ""]], "1", "1"], // header text ["ATV" ,[2],"",-5,[["expression","[] execVM 'comm.sqf'"]],"1","1"], ["ATV" ,[3],"",-5,[["expression","[] execVM 'comm.sqf'"]],"1","1"] ]; The comm.sqf file that menu.sqf fires. ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: TODO: Author Name ////////////////////////////////////////////////////////////////// _caller = _this select 0; _pos = _this select 1; _target = _this select 2; _is3D = _this select 3; _id = _this select 4; _data= [_caller, _id]; /* if (isMultiplayer) then { [ _data, "BIS_fnc_removeCommMenuItem", true, false ] spawn BIS_fnc_MP; }; */ _startPos = [ _pos select 0, _pos select 1, (_pos select 2) + 300 ]; _apc= "B_APC_Wheeled_01_cannon_F" createVehicle _startPos; _apc setPos [ _startPos select 0, _startPos select 1, _startPos select 2 ]; sleep 0.5; _para= "B_Parachute_02_F"; _chute= _para createVehicle (getPos _apc); _chute setPos [ getPos _apc select 0, getPos _apc select 1, getPos _apc select 2 ]; _chute attachTo [_apc, [0,0,0]]; sleep 2; detach _chute; _apc attachTo [_chute, [0,0,0]]; if (surfaceIsWater (getPos _apc)) then { waitUntil { ((getPosASL _apc) select 2) < 3 }; detach _apc; sleep 2; _apc setVectorUp [0,0,1]; } else { waitUntil { ((getPos _apc) select 2) < 3 }; detach _apc; waitUntil {isTouchingGround _apc}; sleep 2; _apc setVectorUp [0,0,1]; }; I do not recieve anything on my clipboard. It gives me another error "Error copytoclipboard: Type Array expected String" Also the script (comm.sqf) does work when you fire the script from the CfgCommunicationMenu in the description.ext. If you execute the command from the expression line and leave the submenu line empty. But as you might expect I rather do have a submenu and a solution to this error.
  18. I've searched these forums and tried every "solution" to my problem, none helped. I've spawned a carrier out in the sea using the function. waituntil {!isnil "bis_fnc_init"}; LHD1 call BIS_EW_fnc_createLHD; And spawned around 30 AI ontop of the carrier together with two helictopers. All of this works, (most of the time). People spawn perfectly fine on deck. Choppers bounce a little bit but nothing big. Now for JIP players I've created a game logic called "Jip_Spawn" and placed it on the deck. And players that JIP will execute a script making them spawn on the carrier. Ive tested the current "Jip_Spawn.sqf" by running it on the editor through an addaction that calls for the script and I spawn perfectly fine on deck. Though whenever a player JIPs in during a test on the test server they still fall down and get injured or die from the fall. Current scripts I'm running: init.sqf if (!isServer && isNull player) then //JIP player { [] execVM "intro.sqf"; [] execVM "briefing.sqf"; [] execVM "scripts\jip_spawn.sqf"; enableRadio false; 0 fadeRadio 0; //Lower radio volume to 0 spectating = false; killedEh = player addEventHandler ["Killed", {[] execVM "scripts\gdtmod_spectator\prep.sqf";}]; player setVariable ["BIS_noCoreConversations", true]; sleep (0.1); player addWeapon "ACE_Safe"; sleep (0.1); player playMove "aidlpknlmstpslowwrfldnon_idlesteady02"; sleep (1); player selectWeapon "ACE_Safe"; player switchMove "amovpercmstpslowwrfldnon_player_idlesteady03"; //lower players weapon }; jip_spawn.sqf waitUntil {!isNil {player}}; waitUntil {player == player}; player allowdamage false; player setPosASL [getPosASL JIP_Spawn select 0, getPosASL JIP_Spawn select 1, 12]; sleep 0.5; player allowdamage true; Game logic called "Jip_Spawn": side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={10108.617,11.253194,10153.1}; azimut=-51.1894; id=264; side="LOGIC"; vehicle="LocationLogic"; leader=1; skill=0.60000002; text="JIP_Spawn"; init="this setPosASL [getPos this select 0, getPos this select 1, 12.2444];"; }; Is there any fix for this? I've tried playing with the height in which the game logic is placed and the height the JIP players are positioned at. Though they always spawn high above the deck and either die or are seriously injured by the fall. Thanks in advance, Alex ---------- Post added at 05:54 ---------- Previous post was at 05:13 ---------- What I think is the problem is that a JIP player spawn on a slot/player that has a setpos in it's init field. Though its also being setpositioned by the jip_spawn.sqf hence it drops you so high. I just dont know how to fix this.
  19. Hey, I created a mission and everything was working fine, untill I decided to add a respawn script to my mission. In the end, it didn't work and I deleted the respawn script again. Now every time I start the mission, I have no MAP when I press M, nor do my units recieve their gear. Wich is given to them by placing this in their init field. units init field _null = [this, ""SFGearL""] execVM ""scripts\gear.sqf""; charlie = group this; this moveincargo [heavy1,16];"; description="SEAL Team 10 - Charlie - Platoon Leader (C/O) - (C130J)"; gear.sqf #define BASIC \ _unit addweapon "ACE_Map"; \ _unit addweapon "ItemWatch"; \ _unit addweapon "ItemCompass"; \ _unit addweapon "ACRE_PRC343"; \ _unit addweapon "ACE_Earplugs"; \ _unit addweapon "NVGoggles"; \ _unit addweapon "ACE_GlassesBalaklava"; \ [_unit, 1, 1, 1] call ACE_fnc_PackIFAK; \ _unit addmagazine "ACE_Morphine"; \ _unit addmagazine "ACE_Epinephrine"; _unit addmagazine "ACE_Bandage"; private ["_unit", "_type", "_team"]; _unit = _this select 0; _type = _this select 1; _team = _this select 2; removeallweapons _unit; removeAllItems _unit; removebackpack _unit; _unit assignTeam _team; switch (_type) do { case "SFGearL": { // Items BASIC; _unit addweapon "ItemGPS"; _unit addweapon "Binocular"; // Primary weapon {_unit addmagazine "30Rnd_556x45_StanagSD";} forEach [1,2,3,4,5,6,7]; _unit addweapon "M4A1_AIM_SD_camo"; _unit addweapon "ACE_USPSD"; // Grenades {_unit addmagazine "HandGrenade_West";} forEach [1,2]; _unit addmagazine "ACE_M84"; _unit addmagazine "SmokeShellGreen"; _unit addmagazine "SmokeShell"; // Backpack _unit addweapon "ACE_ParachutePack"; _temp = [_unit, "30Rnd_556x45_StanagSD",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "SmokeShell",1] spawn ACE_fnc_packMagazine; _temp = [_unit, "SmokeShellGreen",1] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_R",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_B",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_G",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_Y",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_W",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_IR",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "IR_Strobe_Marker"] spawn ACE_fnc_packMagazine; // On Back _unit setVariable ["ace_weaponOnBack", "ACE_PRC119_ACU"]; }; case "SFGearO": { // Items BASIC; _unit addweapon "ItemGPS"; _unit addweapon "Binocular"; // Primary weapon {_unit addmagazine "30Rnd_556x45_StanagSD";} forEach [1,2,3,4,5,6,7]; _unit addweapon "M4A1_AIM_SD_camo";; _unit addweapon "ACE_USPSD"; // Grenades {_unit addmagazine "HandGrenade_West";} forEach [1,2]; _unit addmagazine "ACE_M84"; _unit addmagazine "SmokeShellGreen"; _unit addmagazine "SmokeShell"; // Backpack _unit addweapon "ACE_ParachutePack"; _temp = [_unit, "30Rnd_556x45_StanagSD",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "SmokeShell",1] spawn ACE_fnc_packMagazine; _temp = [_unit, "SmokeShellGreen",1] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_R",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_B",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_G",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_Y",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_W",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_IR",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "IR_Strobe_Marker"] spawn ACE_fnc_packMagazine; // On Back _unit setVariable ["ace_weaponOnBack", "ACE_FAST_PackEDC"]; }; case "SFGearUAV": { // Items BASIC; _unit addweapon "ItemGPS"; _unit addweapon "Binocular"; // Primary weapon {_unit addmagazine "30Rnd_556x45_StanagSD";} forEach [1,2,3,4,5,6,7]; _unit addweapon "M4A1_AIM_SD_camo"; _unit addweapon "ACE_USPSD"; // Grenades {_unit addmagazine "HandGrenade_West";} forEach [1,2]; _unit addmagazine "ACE_M84"; _unit addmagazine "SmokeShellGreen"; _unit addmagazine "SmokeShell"; // Backpack _unit addweapon "ACE_ParachutePack"; _temp = [_unit, "30Rnd_556x45_StanagSD",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "SmokeShell",1] spawn ACE_fnc_packMagazine; _temp = [_unit, "SmokeShellGreen",1] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_R",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_B",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_G",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_Y",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_W",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_IR",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "IR_Strobe_Marker"] spawn ACE_fnc_packMagazine; _unit setVariable ["ace_weaponOnBack", "ACE_PRC119_ACU"]; case "SFGearM": { // Items BASIC; _unit addweapon "ItemGPS"; _unit addweapon "Binocular"; // Primary weapon {_unit addmagazine "30Rnd_556x45_StanagSD";} forEach [1,2,3,4,5,6,7]; _unit addweapon "M4A1_AIM_SD_camo"; _unit addweapon "ACE_USPSD"; // Grenades {_unit addmagazine "HandGrenade_West";} forEach [1,2]; _unit addmagazine "ACE_M84"; // Backpack _unit addweapon "ACE_ParachutePack"; _temp = [_unit, "ACE_Bandage",10] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_LargeBandage",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Tourniquet",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Morphine",20] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Epinephrine",20] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Splint",1] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_IV",2] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Plasma ",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_VS21MEDICPANEL_M",2] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_R",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_B",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_G",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_Y",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_W",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "ACE_Knicklicht_IR",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "SmokeShellYellow",5] spawn ACE_fnc_packMagazine; _temp = [_unit, "IR_Strobe_Marker"] spawn ACE_fnc_packMagazine; // On Back _unit setVariable ["ace_weaponOnBack", "ACE_Rucksack_MOLLE_Brown_Medic"]; }; }; There must be an error somewhere, though -showscripterrors doest come up with anything, nor can I find it myself. What am I missing here? init.sqf ace_sys_wounds_no_medical_gear = true; //disable stupid ACE Medical for players, trust me geeys. ace_sys_wounds_noai = true; //disable stupid ACE medical for AI ace_sys_spectator_playable_only = false; // Can't spectate AI ace_sys_spectator_no_butterfly_mode = true; // No flying camera ace_sys_tracking_markers_enabled = false; // Disables tracking markers ace_sys_tracking_radio_required = true; // Disables tracking markers for units without a radio ace_sys_tracking_gps_required = true; // Disables tracking markers for units without a GPS ace_settings_enable_vd_change = true; ace_settings_enable_tg_change = false; if (isServer) then //server { setViewDistance 4000; [] execVM "scripts\aiHearTalking.sqf"; }; if (!(isNull player)) then //non-JIP player { waitUntil{!(isNil "BIS_fnc_init")}; [] execVM "intro.sqf"; [] execVM "briefing.sqf"; 0 fadeRadio 0; //mute in-game radio commands maxViewDist = 4000; setViewDistance maxViewDist; viewDist = maxViewDist; player setVariable ["BIS_noCoreConversations", true]; //disable greeting menu uav2 setVariable ["c_op3uav","MQ-9"]; uav2 synchronizeObjectsAdd [(unitBackpack player)]; //effects // [] execVM "screen.sqf"; "colorCorrections" ppEffectAdjust [2, 30, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectCommit 0; //"colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectAdjust [1, 0.8, -0.001, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectCommit 3; "colorCorrections" ppEffectEnable true; "filmGrain" ppEffectEnable true; "filmGrain" ppEffectAdjust [0.02, 1, 1, 0.1, 1, false]; "filmGrain" ppEffectCommit 5; //--- Wind & Dust [] spawn { waituntil {isplayer player}; setwind [0.201112,0.204166,true]; while {true} do { _ran = ceil random 5; playsound format ["wind_%1",_ran]; _obj = vehicle player; _pos = position _obj; //--- Dust setwind [0.201112*2,0.204166*2,false]; _velocity = [random 10,random 10,-1]; _color = [1.0, 0.9, 0.8]; _alpha = 0.02 + random 0.02; _ps = "#particlesource" createVehicleLocal _pos; _ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 12, 8], "", "Billboard", 1, 3, [0, 0, -6], _velocity, 1, 1.275, 1, 0, [9], [_color + [0], _color + [_alpha], _color + [0]], [1000], 1, 0, "", "", _obj]; _ps setParticleRandom [3, [30, 30, 0], [0, 0, 0], 1, 0, [0, 0, 0, 0.01], 0, 0]; _ps setParticleCircle [0.1, [0, 0, 0]]; _ps setDropInterval 0.01; sleep (random 1); deletevehicle _ps; _delay = 10 + random 20; sleep _delay; }; }; //--- Ash [] spawn { waituntil {isplayer player}; _pos = position player; _parray = [ /* 00 */ ["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 8, 1],//"\Ca\Data\cl_water", /* 01 */ "", /* 02 */ "Billboard", /* 03 */ 1, /* 04 */ 4, /* 05 */ [0,0,0], /* 06 */ [0,0,0], /* 07 */ 1, /* 08 */ 0.000001, /* 09 */ 0, /* 10 */ 1.4, /* 11 */ [0.05,0.05], /* 12 */ [[0.1,0.1,0.1,1]], /* 13 */ [0,1], /* 14 */ 0.2, /* 15 */ 1.2, /* 16 */ "", /* 17 */ "", /* 18 */ vehicle player ]; _snow = "#particlesource" createVehicleLocal _pos; _snow setParticleParams _parray; _snow setParticleRandom [0, [10, 10, 7], [0, 0, 0], 0, 0.01, [0, 0, 0, 0.1], 0, 0]; _snow setParticleCircle [0.0, [0, 0, 0]]; _snow setDropInterval 0.03; _oldPlayer = vehicle player; while {true} do { waituntil {vehicle player != _oldPlayer}; _parray set [18,vehicle player]; _snow setParticleParams _parray; _oldPlayer = vehicle player; }; }; //effects }; description.ext // Mission Header class Header { gameType = Coop; minPlayers = 1; maxPlayers = 20; }; loadScreen = "image\load.paa"; OnLoadIntroTime = True; OnLoadMissionTime = True; OnLoadIntro = "Mission by Falco"; respawn = 0; disabledAI = 1; }; If you'd like to see any more files, please ask. I have no idea where I have gone wrong.
  20. Alex116

    Map missing.

    It's strange tough because it always worked fine, untill I added a respawn script, wich made the script fail or w/e. I took everything from the respawn script and deleted it after I noticed how the script failed.
  21. Alex116

    Map missing.

    The gear.sqf always worked perfectly. I didnt change anything in it. I think its something else preventing it, the same thing thats preventing the map to show up. ---------- Post added at 15:21 ---------- Previous post was at 15:16 ---------- Heres the .pbo if anyone cares to take a closer look at what's causing this. http://www.4shared.com/file/gsN1bekq/falcoV4MCN_Aliabad.html
  22. Alex116

    Map missing.

    Yep, it doesnt give me any error. I took it from the mission.sqm, hence the quotes. It has single quotes in the editor. Fixed that, not sure how I got rid of the"\". It's still messed up tough. I cant find the error thats preventing the gear to spawn and the map to dissapear.
  23. I'd like to have some lines of text come up into the screen at the startt of the mission. I tried achieving itt with sidechat etc. No luck, since the sidechat pops up instantly. I need it to roll up and add a sound effect to it. Just as in the above video, after 7 seconds you see the text I'd like to have. Is this possible? Im not sure but I believe I saw this in a mission somewhere.
  24. Hey, I've been setting up a simple UAV in my mission. So I've placed the following things. - MQ9 - UAV Module - Player And synced both the player and MQ9 to the module. UAV Module init: this setVariable ["name","MQ-9R"]; this synchronizeObjectsAdd [(unitBackpack player)] Player's init: removeBackpack this; this addBackpack "US_UAV_Pack_EP1"; And it worked. I was able to access the UAV without using a terminal. Now here's thhe problem. I'd like the player to run a script that gives him some gear. So I've typed this into his init. _null = [this, "SFGearUAV"] execVM "scripts\gear.sqf"; The player gets his gear, but is unable to access the UAV. Even tough I added the US_UAV_Pack_EP1 into the gear.sqf, and thhe player does actually have the UAV backpack on him. I think the UAV module and gear scripts are unable to synchronize with eachother, is there a way to make this work tough? Thanks in advance.
  25. You, Sir, Rock. Thanks a lot. That did the trick.
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