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Juulloo

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About Juulloo

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  1. Apparently it doesn't load config.sqf at all, when vas_disableLoadSave is set to true I can still load and save... Anyone know how to make it load the config.sqf??? EDIT: I can now confirm the code is correct. I gave the mission file to a friend of mine, when he hosts the mission the filter applies for him but not for me. It's probably acting weird because of my installation. I've tried a new profile, removing all past save states from the mission and we have the same mod setup. All to no avail, anyone have a clue why this is still happening? Also it seems to not sort anything by category, weapons are appearing in the backpack section etc.
  2. I'm trying to set up a limited VAS box, with a few weapons in from a few mods I downloaded, after configuring config.sqf it still shows everything that's ingame. Here is my config: //Allow player to respawn with his loadout? If true unit will respawn with all ammo from initial save! Set to false to disable this and rely on other scripts! vas_onRespawn = false; //Preload Weapon Config? vas_preload = true; //If limiting weapons its probably best to set this to true so people aren't loading custom loadouts with restricted gear. vas_disableLoadSave = true; //Amount of save/load slots vas_customslots = 9; //9 is actually 10 slots, starts from 0 to whatever you set, so always remember when setting a number to minus by 1, i.e 12 will be 11. //Disable 'VAS hasn't finished loading' Check !!! ONLY RECOMMENDED FOR THOSE THAT USE ACRE AND OTHER LARGE ADDONS !!! vas_disableSafetyCheck = false; /* NOTES ON EDITING! YOU MUST PUT VALID CLASS NAMES IN THE VARIABLES IN AN ARRAY FORMAT, NOT DOING SO WILL RESULT IN BREAKING THE SYSTEM! PLACE THE CLASS NAMES OF GUNS/ITEMS/MAGAZINES/BACKPACKS/GOGGLES IN THE CORRECT ARRAYS! TO DISABLE A SELECTION I.E GOGGLES vas_goggles = [""]; AND THAT WILL DISABLE THE ITEM SELECTION FOR WHATEVER VARIABLE YOU ARE WANTING TO DISABLE! EXAMPLE vas_weapons = ["srifle_EBR_ARCO_point_grip_F","arifle_Khaybar_Holo_mzls_F","arifle_TRG21_GL_F","Binocular"]; vas_magazines = ["30Rnd_65x39_case_mag","20Rnd_762x45_Mag","30Rnd_65x39_caseless_green"]; vas_items = ["ItemMap","ItemGPS","NVGoggles"]; vas_backpacks = ["B_Bergen_sgg_Exp","B_AssaultPack_rgr_Medic"]; vas_goggles = [""]; Example for side specific (TvT) switch(playerSide) do { //Blufor case west: { vas_weapons = ["srifle_EBR_F","arifle_MX_GL_F"]; vas_items = ["muzzle_snds_H","muzzle_snds_B","muzzle_snds_L","muzzle_snds_H_MG"]; //Removes suppressors from VAS vas_goggles = ["G_Diving"]; //Remove diving goggles from VAS }; //Opfor case west: { vas_weapons = ["srifle_EBR_F","arifle_MX_GL_F"]; vas_items = ["muzzle_snds_H","muzzle_snds_B","muzzle_snds_L","muzzle_snds_H_MG"]; //Removes suppressors from VAS vas_goggles = ["G_Diving"]; //Remove diving goggles from VAS }; }; */ //If the arrays below are empty (as they are now) all weapons, magazines, items, backpacks and goggles will be available //Want to limit VAS to specific weapons? Place the classnames in the array! vas_weapons = ["arifle_mas_hk416","arifle_mas_hk416_v","arifle_mas_hk416_d","arifle_mas_hk416c","arifle_mas_hk416c_v","arifle_mas_hk416c_d","arifle_mas_hk416_m203","arifle_mas_hk416_m203_v","arifle_mas_hk416_m203_d","arifle_mas_hk416_m203c","arifle_mas_hk416_m203c_v","arifle_mas_hk416_m203c_d","arifle_mas_hk417c","arifle_mas_hk417c_v","arifle_mas_hk417c_d","arifle_mas_hk417_m203c","arifle_mas_hk417_m203c_v","arifle_mas_hk417_m203c_d","arifle_mas_m4","arifle_mas_m4_v","arifle_mas_m4_d","arifle_mas_m4c","arifle_mas_m4c_v","arifle_mas_m4c_d","arifle_mas_m4_m203","arifle_mas_m4_m203_v","arifle_mas_m4_m203_d","arifle_mas_m4_m203c","arifle_mas_m4_m203c_v","arifle_mas_m4_m203c_d","arifle_mas_m16","arifle_mas_m16_gl","arifle_mas_g3","arifle_mas_g3_m203","srifle_mas_hk417","srifle_mas_hk417_v","srifle_mas_hk417_d","srifle_mas_sr25","srifle_mas_sr25_v","srifle_mas_sr25_d","srifle_mas_ebr","srifle_mas_m24","srifle_mas_m24_v","srifle_mas_m24_d","arifle_mas_mp5","arifle_mas_mp5_v","arifle_mas_mp5_d","LMG_mas_M249_F","LMG_mas_M249_F_v","LMG_mas_M249_F_d","LMG_mas_M249a_F","LMG_mas_Mk48_F","LMG_mas_Mk48_F_v","LMG_mas_Mk48_F_d","LMG_mas_M240_F","LMG_mas_mg3_F","hgun_mas_m9_F","hgun_mas_bhp_F","hgun_mas_glock_F","hgun_mas_acp_F","hgun_mas_usp_F","hgun_mas_glocksf_F","launch_B_Titan_F","launch_B_Titan_short_F","launch_NLAW_F"]; //Want to limit VAS to specific magazines? Place the classnames in the array! vas_magazines = ["30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_T_Stanag","1Rnd_HE_Grenade_shell","UGL_FlareWhite_F","UGL_FlareGreen_F","UGL_FlareRed_F","UGL_FlareYellow_F","UGL_FlareCIR_F","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeYellow_Grenade_shell","1Rnd_SmokePurple_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell","20Rnd_mas_762x51_Stanag","20Rnd_mas_762x51_T_Stanag","30Rnd_mas_9x21_Stanag","5Rnd_mas_762x51_Stanag","5Rnd_mas_762x51_T_Stanag","200Rnd_mas_556x45_Stanag","200Rnd_mas_556x45_T_Stanag","100Rnd_mas_762x51_Stanag","100Rnd_mas_762x51_T_Stanag","17Rnd_mas_9x21_Mag","15Rnd_mas_9x21_Mag","13Rnd_mas_9x21_Mag","12Rnd_mas_45acp_Mag","10Rnd_mas_45acp_Mag","8Rnd_mas_45acp_Mag"]; //Want to limit VAS to specific items? Place the classnames in the array! vas_items = ["FirstAidKit","Binocular","NVGoggles","acc_pointer_IR","acc_flashlight","ItemCompass","ItemGPS","ItemMap","ItemWatch","Medikit","Toolkit","Rangefinder","Laserdesignator","B_UavTerminal","DemoCharge_Remote_Mag","SatchelCharge_Remote_Mag","ATMine_Range_Mag","ClaymoreDirectionalMine_Remote_Mag","APERSMine_Range_Mag","APERSBoundingMine_Range_Mag","SLAMDirectionalMine_Wire_Mag","APERSTripMine_Wire_Mag","HandGrenade","MiniGrenade","SmokeShell","SmokeShellYellow","SmokeShellGreen","SmokeShellRed","SmokeShellPurple","SmokeShellOrange","SmokeShellBlue","Chemlight_green","Chemlight_red","Chemlight_yellow","Chemlight_blue","ACRE_PRC148","ACRE_PRC148_UHF","ACRE_PRC152","ACRE_PRC119","optic_mas_zeiss","optic_mas_zeiss_c","optic_mas_zeiss_eo","optic_mas_zeiss_eo_c","optic_mas_acog","optic_mas_acog_c","optic_mas_acog_eo","optic_mas_acog_eo_c","optic_mas_acog_rd","optic_mas_acog_rd_c","optic_mas_handle","optic_mas_aim","optic_mas_aim_c","optic_mas_term"]; //Want to limit backpacks? Place the classnames in the array! vas_backpacks = [""]; //Want to limit goggles? Place the classnames in the array! vas_glasses = [""]; /* NOTES ON EDITING: THIS IS THE SAME AS THE ABOVE VARIABLES, YOU NEED TO KNOW THE CLASS NAME OF THE ITEM YOU ARE RESTRICTING. THIS DOES NOT WORK IN CONJUNCTION WITH THE ABOVE METHOD, THIs IS ONLY FOR RESTRICTING / LIMITING ITEMS FROM VAS AND NOTHING MORE EXAMPLE vas_r_weapons = ["srifle_EBR_F","arifle_MX_GL_F"]; vas_r_items = ["muzzle_snds_H","muzzle_snds_B","muzzle_snds_L","muzzle_snds_H_MG"]; //Removes suppressors from VAS vas_r_goggles = ["G_Diving"]; //Remove diving goggles from VAS Example for side specific (TvT) switch(playerSide) do { //Blufor case west: { vas_r_weapons = ["srifle_EBR_F","arifle_MX_GL_F"]; vas_r_items = ["muzzle_snds_H","muzzle_snds_B","muzzle_snds_L","muzzle_snds_H_MG"]; //Removes suppressors from VAS vas_r_goggles = ["G_Diving"]; //Remove diving goggles from VAS }; //Opfor case west: { vas_r_weapons = ["srifle_EBR_F","arifle_MX_GL_F"]; vas_r_items = ["muzzle_snds_H","muzzle_snds_B","muzzle_snds_L","muzzle_snds_H_MG"]; //Removes suppressors from VAS vas_r_goggles = ["G_Diving"]; //Remove diving goggles from VAS }; }; */ //Below are variables you can use to restrict certain items from being used. //Remove Weapon vas_r_weapons = []; vas_r_backpacks = []; //Magazines to remove from VAS vas_r_magazines = []; //Items to remove from VAS vas_r_items = []; //Goggles to remove from VAS vas_r_glasses = []; It's probably some stupid error, someone see what I'm doing wrong? Also, I know 100% sure that the classnames are all correct.
  3. I keep on getting "No mission center found, make a bigger zone" when I try to dynamically create a mission, either fixed on my zone or random on the map. Also when I try to spawn individual units I get "No good position found". I've tried searching for it but I can't find a solution, can anyone here help?
  4. Somehow the massi units don't come with fhq accessoires on their weapons from this pack even when I add in the optional config files, anyone else have this/got a clue why this happens?
  5. Juulloo

    Respawn in jet

    Tried that but it didnt apply any of the init field things. What I noticed as well is that the plane spawned in another one, like there were 2 there at the same time, when I booted the one up I was in it exploded and a few more spawned in one of them I was.
  6. Juulloo

    Respawn in jet

    Now I do get back into the plane, but it doesn't keep the loadout and starting position (aka everything that was located in the init field). How do I fix this?
  7. I need a little help with the last part of my mission. I'm making a dogfighting mission, I give my jets custom loadouts etc so I make them respawn when they die in stead of creating a new vehicle, now my question is how can I get the pilot back in the jet after he respawned? In the start I just use this: pilotop moveInDriver harrierop; Wherein pilotop is the opfor pilot, and harrierop is the opfor harrier. Same goes for the blufor pilot and harrier except op is replaced by blu. However, I have no clue how I can use this code upon respawn. For if anyone is interested, the vehicle respawn script I used is to be found here: http://forums.bistudio.com/showthread.php?76445-Simple-Vehicle-Respawn-Script It sais the names for the vehicles are kept so that should not be the problem. Can anyone help me?
  8. Juulloo

    Anti Teamkill script

    I have looked a bit around in the blitzkrieg files. The punishment script looks very potent, but the point is, I'm not really good at scripting/know how it all works. Can anybody explain me how I implement that one in my mission, or make it ready to use for me?
  9. I've been searching around the forums and the internet for a while now, but it seems I can't get a single arma 2 anti teamkill script to work in arma 3. So in this topic, I would kindly request if someone could make one for arma 3. Scripts like these are really needed on servers with pubmodes like TDM, so that admins do not have to be online constantly.
  10. I tested it now with the added code, and it works like a charm. I can see peoples loadouts being changed, everything works. You might want to add this added code to your first post so others dont run into this problem anymore. Thank you for your quick response!
  11. But if they still load from a crate, does it show the correct weapons etc? Or did you disable loading from crate?
  12. In multiplayer however, if someone loads their loadout I still see the loadout they had previously. The gunshots don't make sounds then, only the impact. This can be pretty gamebreaking. Is there any way to fix this script for MP as well?
  13. it still doesn't work for me if I add that to the script, I have no clue what else is wrong with it. I did hear that the MPF doesn't work the same for A3 as for A2? Then maybe this: waitUntil {!(isNil "BIS_MPF_InitDone")}; is the issue. Anyone who can fix this script, or any other good anti teamkill script?
  14. In one of my mission files I want to have an anti teamkill script. I've been looking for some from arma 2, and I've found this one by Demonized: /* TK punishment v 1.1 by Demonized Teach Team Killers a lesson.. 1: Make sure you have a functions module on your map. 2: Place a marker called noTKzone in your base or your no TK zone, or change marker name below in options. 3: Place this in init of any unit you wish to be included in TKP script. _nil = [this,"start"] execVM "TKP.sqf"; */ _timer = 30; // time in seconds until TK´er can move again. _increase = 10; // extra time in seconds added for every amount of TK´s commited, if its the second TK, it will be total wait of (_timer + _increase + _increase) in seconds. _distance = 0; // this is the distance to noTKzone, if within this punishment will be done, if this is set to 0, punishment will be done no matter where the TK happened. _noTKzone = "noTKzone"; _message = "You are being punished because of Team killing"; waitUntil {!(isNil "BIS_MPF_InitDone")}; _killer = _this select 0; if ("start" in _this) exitWith { if (local _killer) then {_killer addMPEventHandler ["MPkilled", {[(_this select 1),(side (group (_this select 0))),(getPos (_this select 0)),(_this select 0),"EH"] execVM "TKP.sqf"}]}; }; if ("EH" in _this) exitWith { _side = _this select 1; _pos = _this select 2; _target = _this select 3; if (_side == (side (group _killer)) AND (_killer == player) AND (_target != _killer)) then {[nil, _killer, "loc", rEXECVM, "TKP.sqf", _killer, _pos] call RE}; }; if (_killer != player OR (_distance != 0 AND ((_this select 1) distance (getMarkerPos _noTKzone)) > _distance)) exitWith {}; if (TKP) exitWith {rapsheet = rapsheet + 1}; disableUserInput true; if (isNil "rapsheet") then {rapsheet = 1; TKP = true} else {rapsheet = rapsheet + 1}; _cnt = rapsheet; _timeLeft = ((_timer - 3) + (_increase * rapsheet)); _killer setVariable ["TKP", true, false]; _text = format["%1 is being punished for total %2 Team kills",(name player),rapsheet]; [nil,nil,rHINT,_text] call RE; cutText [_message,"BLACK OUT",3]; sleep 3; while {_timeLeft != 0} do { _text = format["time left \n %1 \n \n %2",_timeLeft,_message]; cutText [_text,"BLACK FADED",0]; sleep 1; _timeLeft = _timeLeft - 1; if (_cnt != rapsheet) then { _timeLeft = _timeLeft + (_increase * (rapsheet - _cnt)); _cnt = rapsheet; _text = format["%1 is being punished for total %2 Team kills",(name player),_cnt]; [nil,nil,rHINT,_text] call RE; }; }; cutText ["You can now join the game again, be more careful in the future","BLACK IN",5]; _text = format["%1 has finnished his punishment for his %2 Team kills \n \n %1 is now back in play",(name player),_cnt]; [nil,nil,rHINT,_text] call RE; if (!isNull player) then {disableUserInput false; TKP = false}; The only thing why I think it doesn't work is that we can't put function modules in anymore. Now, I've heard that you can still get these scripts that require the functions modules to work, working. But how do I do that? Can anyone please explain me in detail how this works? (I have little coding experience, so just saying add this code won't work, I need a little bit more direction :).
  15. In my mission I want BLUFOR to respawn at base (option 3), and I want OPFOR not to be able to respawn (option 0) or maybe let them respawn as a bird (option 1) or let them spectate. But I only know how to set a single option for both sides, and not for them seperately. Could someone help me with how I can do this?
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