Jump to content

aeroson

Member
  • Content Count

    160
  • Joined

  • Last visited

  • Medals

Everything posted by aeroson

  1. aeroson

    Repetitive Cleanup

    Updated repetitive_cleanup.sqf v1.9 v1.9 - Fixed: Mobile vehicles or vehicles with alive crew are now removed from cleanup list Thank you all for excellent collaboration and ideas.
  2. aeroson

    Repetitive Cleanup

    Thank you. It eats items which are 100m from all units. All units include both player and AI.
  3. aeroson

    Repetitive Cleanup

    Updated repetitive_cleanup.sqf v1.8 @Meatball: If you want something to withstand the clean up, paste this into it's init: this setVariable["persistent",true]; @wok: Yes if the delay is 3 seconds the time until removal will be between 3 and 10 seconds.
  4. If anyone wants those colors to be interpolated here is modified Draw3D handler. Its useless and takes so much time to compute. D: It looks fancy though. http://img200.imageshack.us/img200/406/66w.png http://i.imgur.com/T14y3K6.png
  5. aeroson

    Dynamic Player Markers

    Once it runs it should keep showing markers no matter what happens. Could you upload your mission please? (So i can dig in and find out whats going on)
  6. aeroson

    Repetitive Cleanup

    If none of the 20 scripts worked you might have been doing something wrong. In every game there is a "server", it is merely a computer that is in control of everything. So your computer can be called "server" even if you are running singleplayer. You gotta execute the script in init.sqf. But the script has to be present in your mission folder: Use -showScriptErrors to see the actual error.
  7. aeroson

    Dynamic Player Markers

    Sorry gents, it used to show only players in multiplayer, but seeing as everyone wants to use it in singlepayer i've added support for it. Although it shows unit's names and not their callsign, will add it as well if you want it ? updated player_markers.sqf updated example mission v2.6 - Added optional options In (client's) init do: init.sqf 0 = [] execVM "player_markers.sqf"; no options, default behaviour is used: will show players for your side in multiplayer or you and all ais on your side in singleplayer to change this you can add any of the following options "players" will show players "ais" will show ais "allsides" will show all sides not only the units on player's side this will show all players and all ais, you can add allsides if you want to show all sides 0 = ["players","ais"] execVM 'player_markers.sqf'; once you add any of these default behaviour is not used
  8. KadinX, you might have placed contents of get_loadout.sqf into loadout_manager.sqf
  9. @[J4F]Thunder666: Updated loadout_manager.sqf All the loadouts are saved in profile variable called aero_loadout, now you can easily change it: Open up loadout_manager.sqf and look for lines 22 and 23 line 22: #define SHOW_MENU_FOR [#save,#load,#remove,#vas] line 23: #define PROFILE_VAR_NAME aero_loadout In your case you want to remove VAS so you would remove it from the array. So line 22 would look like this: #define SHOW_MENU_FOR [#save,#load,#remove] And to have completely different save/load loadouts you need to change the profile variable name. So line 23 would look like this: #define PROFILE_VAR_NAME j4f_custom_loadout @KadinX and @Mariodu62: Thank you for reporting bugs. Unfortunately there is not much i can do if i can't reproduce it. It would be best if you could give me exact recipe on how to replicate the bug. Although everytime iam trying to reproduce what you have described i usually find and fix something different. ^.^ updated get_loadout.sqf v3.3 - Fixed: assigned items magazines are saved only if you can select it
  10. @Watarimono: Sorry unable reproduce, it seemed to work all good for me, give me server name or send me your mission file. @KadinX: Yes it works, all revive systems has been using it for a while. player addEventHandler["HandleDamage",{ loadout=[player,["ammo"]] call getLoadout; (_this select 2) }]; @L etranger: Sorry :( unable to reproduce, tested on mk18 abr. I directly used the latest functions though, there might be some issues with the loadout mannager (saved loadouts), i didn't test the backwards compatibility.
  11. @KadinX: That is one of the reasons why revive systems use: player addEventHandle["HandleDamage",{ save loadout here }]; You wont notice the "weapon jump" if you die within split second afterwards, or it can get you killed in certain situations. @Watarimono: Did you update set/get loadout functions that are inside the INS revive or are you using them to handle "loadout respawn" yourself ?
  12. @Mariodu62: I have no idea why, the placeholders should ensure items are added exactly where you want them. Maybe it has something to do with the way you use the functions ? @madbull: Basically the watch_loadout is in the examples (respawn with same gear), iam not using event handler because other scripts might removeAllEventHandlers. And this load checking idea is brilliant ! Thank you so much. Updated / Fixed fnc_set_loadout.sqf v4.1 - Better vest/uniform placeholder filling (madbull)
  13. Thank you Mariodu62, althought i kept _target addItem _item; because you can not add glasses with (unitBackpack _target) addItemCargo [_item,1]; Updated / Fixed fnc_get_loadout.sqf v3.2 - Added: Saving magazines of assignedItems (laser designator) - Fixed: Error when trying to add empty googles or headgear fnc_set_loadout.sqf v4.0 - Added: Loading magazines of assignedItems (laser designator) - Fixed: Launchers ammo should not disappear anymore
  14. aeroson

    Repetitive Cleanup

    I know, i've fixed that by using nearObjects for allUnits only with 100m range, and saving those object into array along with timestamp.
  15. No problem You can replace SES_SaveGear with this: SES_SaveGear={ _loadout = [player] call getLoadout; _yourLoadout = [ _loadout select 7, // uniform _loadout select 9, // vest _loadout select 11, // backpack 0, //_magazines, magazines are part of uniform/vest/backpack items, and currently loaded magazines are used latter _loadout select 1, // primary _loadout select 5, // secondary/launcher _loadout select 3, // handgun _loadout select 0, // assigned items _loadout select 2, // primary items _loadout select 6, // secondary/launcher items _loadout select 4, // handgun items _loadout select 8, // uniform items _loadout select 10, // vest items _loadout select 12, // backpack items 0, // if _casque means headgear, headgear is part of assignedItems 0, // no idea what _lunette is (google translator is clueless) 0, // _weapon, why would you need weapons if you already have them all ? if you mean weapons inside uniform/vest/backpack then its part of uniform/vest/backpack items (_loadout select 13) select 0, // if _chargeur_primaire means currenty loaded magazine in primary (_loadout select 13) select 2, // if _chargeur_secondaire means currenty loaded magazine in secondary/launcher (_loadout select 13) select 1, // if _chargeur_tertiaire means currenty loaded magazine in handgun _loadout select 14 // if _curent means currently selected weapon ]; _yourLoadout; }; You don't need to replace you'r SES_SaveGear with my getLoadout if you use function above. You don't need to change my fnc_getloadout.sqf if you use function above. You can use my script without all "addaction". You doing it if you use getLoadout. Yes it is possible to setup my script to save all the stuff in you'r Database, use function above. No problem That output format is in end of get_loadout.sqf. You should use my setLoadout, i fixed many errors. If you use my setLoadout and my getLoadout you don't need to change my getLoadout output format.
  16. Yup sure, just look to the bottom of get_loadout.sqf to see the output format. For your needs it might look similar to this: _loadout = [player] call getLoadout; _yourLoadout = [ _loadout select 7, // uniform _loadout select 9, // vest _loadout select 11, // backpack 0, //_magazines, magazines are part of uniform/vest/backpack items, and currently loaded magazines are used latter _loadout select 1, // primary _loadout select 5, // secondary/launcher _loadout select 3, // handgun _loadout select 0, // assigned items _loadout select 2, // primary items _loadout select 6, // secondary/launcher items _loadout select 4, // handgun items _loadout select 8, // uniform items _loadout select 10, // vest items _loadout select 12, // backpack items 0, // if _casque means headgear, headgear is part of assignedItems 0, // no idea what _lunette is (google translator is clueless) 0, // _weapon, why would you need weapons if you already have them all ? if you mean weapons inside uniform/vest/backpack then its part of uniform/vest/backpack items (_loadout select 13) select 0, // if _chargeur_primaire means currenty loaded magazine in primary (_loadout select 13) select 2, // if _chargeur_secondaire means currenty loaded magazine in secondary/launcher (_loadout select 13) select 1, // if _chargeur_tertiaire means currenty loaded magazine in handgun _loadout select 14 // if _curent means currently selected weapon ];
  17. aeroson

    Group Manager

    Yes init.sqf in the mission folder. It's just a hint that this script runs only on client. Don't worry though it does it's own check.
  18. aeroson

    Group Manager

    @mantls: Thank you, one day i might use CBA's flexiMenu @KevsnoTrev: Thank you, i was waiting for someone to do it (i was lazy) D: chemlights.sqf v1.1 - Added: now you can use chemlights from your inventory If you want to use chemlights from your inventory do: 0 = [true] execVM 'chemlights.sqf'; group_manager.sqf v1.6 - Fixed: bug in squad options
  19. aeroson

    Group Manager

    You can join AI groups (not if they are UAV crew). If you want to edit out AI groups open up group_manager.sqf And change line 649 from side _x == side player && group _x != group player to side _x == side player && group _x != group player && isPlayer _x
  20. aeroson

    Dynamic Player Markers

    updated player_markers.sqf v2.5 - Shows who is in control of UAV - Replaced all icons with arrow, player's arrow is bigger
  21. If you are angry because =BTC= revive or Virtual Ammo Box is not loading your loadout correctly, then for you i've created and tested those two takeover scripts: Takeover =BTC= revive Just execVM 'takeover_btc.sqf'; It will replace BTC_get_gear and BTC_set_gear. Takeover Virtual Ammo Box VAS is using CfgFunctions which means those functions are compiled with compileFinal, so it is impossible to replace them at runtime. That is why you have to replace file: 'VAS\functions\fn_loadGear.sqf' with this fn_loadGear.sqf Both of these requires compiled set/get functions (usually in the mission's init.sqf) getLoadout = compile preprocessFileLineNumbers 'get_loadout.sqf'; setLoadout = compile preprocessFileLineNumbers 'set_loadout.sqf'; If setLoadout or getLoadout is not found it will use original loadout handling functions. (@Tonic and @Giallustio‎ iam sorry, i was waiting and hesitating for long time, but since you did not managed to fix all the bugs, it was my duty to do so)
  22. aeroson

    Magazine Counter

    Yup looks like forEach creates its own copy of the array. Use this instead: .......... _magazinesDone = []; { _magazine = _x; if(!(_magazine in _magazinesDone)) then { _magazinesDone set[ count _magazinesDone, _magazine]; .......... }; } forEach _magazineSnapshot;
  23. Well then, add distance from spawn check, will now only work if it moved 100m from its initial position. _box = your ammo box _originalPos = getPosATL _box; _timeToDelete = 0; while{true} do { if(_box distance _originalPos > 100) then { _deserted = true; { if(_deserted) then { if (_x distance _box < 200) then { // 200m _deserted = false; }; }; } forEach allPlayableUnits; if(_deserted && _timeToDelete==0) then { _timeToDelete = time + 60*10; // delete after 10 mins if none is within 200 m } else { _timeToDelete = 0; }; if(_timeToDelete<time) exitWith { deleteVehicle _box; // respawn logic here }; }; sleep 10; };
  24. This is deserted check, could be useful for your case Will delete your ammo box if none is within 200m of it for 10 minutes _vehicle = your ammo box _timeToDelete = 0; while{true} do { _deserted = true; { if (_x distance _vehicle < 200) then { // 200m _deserted = false; }; } forEach allPlayableUnits; if(_deserted && _timeToDelete==0) then { _timeToDelete = time + 60*10; // delete after 10 mins if none is within 200 m } else { _timeToDelete = 0; }; if(_timeToDelete<time) exitWith { deleteVehicle _vehicle; }; sleep 10; };
  25. @Mariodu62 Do you respawn without nades/rpg ammo or you just can't use it ? In init.sqf you can run the loadout manager for every ammo box, like this: { [_x] execVM 'loadout_manager.sqf'; } forEach nearestObjects [getpos player,["ReammoBox","ReammoBox_F"],15000]; @Genesis92x Sorry, i wasn't able to reproduce the bug. :(
×