aeroson
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Everything posted by aeroson
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GET/SET Loadout (saves and loads pretty much everything)
aeroson replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@eggbeast About the currently loaded magazine, i was unable to find out anything about it :( But i think it might be somehow possible. @zapat Thank you, updated it. -
Module: Show / Hide Objects after hiding still having collision with vehicles
aeroson replied to zukas3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe you could change obstacles position. -
Module: Show / Hide Objects after hiding still having collision with vehicles
aeroson replied to zukas3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe http://community.bistudio.com/wiki/disableCollisionWith could help you. Also could you post here your results, as i was struggling with this as well. Ended up setting desired position 3 times with sleep 1 delay. -
createvehicle in for loop not creating more than one vehicle?
aeroson replied to juddo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Change last for line to: _markerarray = _markerarray - [_c]; Also start you arma with -showScriptErrors its quite useful. Or look into C:\Users\USER\AppData\Local\Arma 3 Alpha\arma3.rpt for script errors log. -
GET/SET Loadout (saves and loads pretty much everything)
aeroson replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you, removed micro sleeps and added waitUntils for magazines, to make sure that weapon's are added loaded under any circumstances. Also released it on github (just for the sake of doing it D:) -
Virtual Ammobox System (VAS)
aeroson replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
3. Fixed and working > GET-SET-Loadout That bug seems to occur on team/squad leader soldier classes mostly. -
GET/SET Loadout (saves and loads pretty much everything)
aeroson replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Updated/Fixed Thank you D: Hopefully it will now work with all Binocular-like weapons.... -
GET/SET Loadout (saves and loads pretty much everything)
aeroson replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yup good idea (will do it), wasn't able to find anything related to it out there. -
GET/SET Loadout (saves and loads pretty much everything)
aeroson replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
For your needs, it doesn't matter. -
GET/SET Loadout (saves and loads pretty much everything)
aeroson replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you for nice bug find. Looks like corpse doesn't have any gear at all :/ Here is an inelegant work around... waitUntil { !isNull player }; // Wait for player to initialize // Compile scripts getLoadout = compile preprocessFileLineNumbers 'fnc_get_loadout.sqf'; setLoadout = compile preprocessFileLineNumbers 'fnc_set_loadout.sqf'; // Save loadout every 2 seconds [] spawn { while{true} do { if(alive player) then { loadout = [player] call getLoadout; }; sleep 2; }; }; // Load saved loadout on respawn player addEventHandler ["Respawn", { [player,loadout] spawn setLoadout; } ]; -
First you do: _unit addweapon "LMG_Mk200_ACO_grip_F" ; Then: _unit addmagazines ["200Rnd_65x39_cased_Box_Tracer",6]; That means you do add magazine after adding weapon, thus your weapon is not added loaded. Here, moved the ammo section so all magazines are added prior to adding weapons. // 1: Copy/Paste this code into a simple text file and save it as teamleader.sqf in your edited missions folder. // 2: Copy/Paste in Unit Initialization: nul = [this] execVM "teamleader.sqf"; // LOADOUT - TEAM LEADER _unit = _this select 0; removeallweapons _unit; removeallassigneditems _unit; removeallcontainers _unit; //Gear _unit addHeadGear "H_HelmetB"; _unit addUniform "U_O_CombatUniform_ocamo"; _unit addweapon "Binocular"; _unit additem "ItemCompass"; _unit assignItem "ItemCompass"; _unit additem "ItemGPS"; _unit assignItem "ItemGPS"; _unit additem "G_Sport_Blackred"; _unit assignItem "G_Sport_Blackred"; _unit additem "ItemMap"; _unit assignItem "ItemMap"; _unit additem "ItemRadio"; _unit assignItem "ItemRadio"; _unit additem "ItemWatch"; _unit assignItem "ItemWatch"; _unit additem "NVGoggles"; _unit assignItem "NVGoggles"; //Meds _unit additem "FirstAidKit"; _unit additem "FirstAidKit"; _unit additem "FirstAidKit"; _unit additem "FirstAidKit"; //Ammo _unit addmagazines ["16Rnd_9x21_Mag",1]; _unit addmagazine "SmokeShell"; _unit addbackpack "B_Carryall_ocamo"; _unit addmagazines ["DemoCharge_Remote_Mag",2]; _unit addVest "V_TacVest_khk"; _unit addmagazines ["200Rnd_65x39_cased_Box_Tracer",6]; _unit addmagazines ["APERSBoundingMine_Range_Mag",3]; _unit addmagazines ["NLAW_F",1]; _unit addmagazine "HandGrenade"; // Primary _unit addweapon "LMG_Mk200_ACO_grip_F" ; _unit addPrimaryWeaponItem "muzzle_snds_H_MG"; _unit addprimaryweaponitem "optic_Hamr"; _unit addprimaryweaponitem "acc_flashlight"; //Secondary _unit addweapon "hgun_rook40_F"; //Launcher _unit addweapon "launch_NLAW_F"; Also team/squad leader soldiers sometimes have bugged grenades. Try to add this on top of the script. waitUntil { !isNull player }; sleep 1; // If it still doesn't work add more sleep D:
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If you want weapon to come loaded, you need to add magazine first.
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GET/SET Loadout (saves and loads pretty much everything)
aeroson replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Updated/Fixed @eggbeast Thank you for assistance and showing me how to reproduce the bug D: 1. Iam sorry, it's just a matter of opinion, you can always rename it ^.^ @others 2. You can either re-addAction every respawn or sleep a bit before addingActions. 3. Was quite a weird bug, if it happens to you, add some sleep before spawning setLoadout. player addEventHandler ["Respawn", { [] spawn { sleep 1; // If it still doest not work add more sleep D: [player,loadout] spawn setLoadout; }; } ]; -
GET/SET Loadout (saves and loads pretty much everything)
aeroson replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Updated/Fixed Thank you. Although i was not able to reproduce it, i will take your word for it D: -
GET/SET Loadout (saves and loads pretty much everything)
aeroson replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Once you save mission in editor it should create mission.SQM with MISSIONNAME.Stratis in your C:\Users\PROFILENAME\Documents\Arma 3\missions or C:\Users\PROFILENAME\Documents\Arma 3\MPmissions You then put those files into this folder, just like this: Notice the description.ext file, you need that if you want respawn. Check out wiki for how-to. community.bistudio.com/wiki/Description.ext -
GET/SET Loadout (saves and loads pretty much everything)
aeroson replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think you somehow loaded empty loadout, thats why you had only underwear. And thank you D: renamed it. EDIT: It was a bug in the respawn with same loadout init.sqf script :( -
Virtual Ammobox System (VAS)
aeroson replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I recommend utilizing these functions for save/load gear buttons. -
In area delete all objects on the ground.
aeroson replied to tambovskya's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_start = diag_tickTime; { deleteVehicle _x; } forEach allDead; { deleteVehicle _x; } forEach nearestObjects [getpos player,["WeaponHolder","GroundWeaponHolder"],14000] hint format ["Server cleanup took %1 seconds",diag_tickTime - _start]; -
If you get hit by boat or vehicle you ragdoll for a bit, maybe you could hit the player with some kind of local invisile box.
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Respawn player with SAME GEAR...
aeroson replied to GODSPEEDSNAKE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I reccomend to use this, because this script does really save/load all of the gear properly. (Scripts eggbeast has linked do save items from vest and uniform into one array, so it fills your uniform and then your vest. It might also have some problems with grenades.) -
GET/SET Loadout (saves and loads pretty much everything)
aeroson replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Updated/Fixed So far looks like this will be the final version... Until you/i find more bugs =/ -
GET/SET Loadout (saves and loads pretty much everything)
aeroson replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Updated/Fixed again Seems to have fixed it, but iam sure you will find more bugs :D Iam saving all items from uniform, vest and backpack in separate arrays, so no need to count mags. And thank you for your assistance it's much appreciated. -
GET/SET Loadout (saves and loads pretty much everything)
aeroson replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Updated/Fixed @PRiME: Thank you and iam sorry i did not really test it with backpacks. Although now it doesn't update the backpack load indicator properly =/ -
Players respawning with standard loadout instead of my own customized loadout
aeroson replied to JerryK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here, use the loadout set/get functions i made GET/SET Loadout -
GET/SET Loadout (saves and loads pretty much everything)
aeroson replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Iam clueless, was looking for hints in other's loadout scripts, but nothing :( Could you give me your server name (thru steam) and possibly reproduce it ? Also not sure if it will help, byt try to add this code to the bottom of fnc_set_loadout.sqf _t setPos (getPos _t); _m = primaryWeapon _t; if(_m != "") then { _mz = getArray(configFile>>"CfgWeapons">>_m>>"muzzles"); if (_mz select 0 != "this") then { _m = _mz select 0; }; _t selectWeapon _m; }; Updated