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How to only show marker fo a specific Unit?
simon replied to Cold Evil's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Holy thread necro Zona.... lol Anyway, if you want to use the script example I did above you will want to add in the proper defines and alter a couple that are there so that you are making a clear separation of each side. Adding in the defines for each side: #define eastPlayerClasses ["east_classname1"."east_classname2"] #define isEast (type of player in eastPlayerClasses) #define indePlayerClasses ["independent_classname1","independentclassname2"] #define isInde (type of player in indePlayerClasses) You'll also want to change the playerSTR define to a side and add in additional defines for each side: #define westPlayerSTR ["unitname1","unitname2"] #define eastPlayerSTR ["unitname1,"unitname2"] #define indePlayerSTR ["unitname1,"unitname2"] You wan to do the same for any vehicle defines you have as well: Note: The reason they are separate is so that you can have specific vehicle type markers set for each vehicle class, as found in CfgMarkers. #define westVehSTR ["west_unitname1","west_unitname2"] #define eastVehSTR ["east_unitname1","east_unitname2"] #define indeVehSTR ["independent_unitname1","independent_unitname2"] #define westHelis ["west_unitname1","west_unitname2"] #define westJets ["west_unitname1","west_unitname2"] #define westArmor ["west_unitname1","west_unitname2"] #define westTrk ["west_unitname1","west_unitname2"] Once you have your defines all squared away you will need to update the createMarkers.sqf file so that the markers for each side and are created as needed. As we are using true commands here the markers are only created for the player for the side they are on. Be sure to include all the markers you want to create for each side under that sides section. if (isWest) then { { _mkr = createMarkerLocal[_x, spawnPos]; _mkr setMarkerTypeLocal "mil_triangle"; _mkr setMarkerSizeLocal [0.4,0.6]; } forEach westPlayerSTR; { _mkr = createMarkerLocal[_x, spawnPos]; _mkr setMarkerTypeLocal "b_air"; _mkr setmarkerSizeLocal [0.7,0.7]; } forEach westHelis; { _mkr = createMarkerLocal[_x, spawnPos]; _mkr setMarkerTypeLocal "b_plane"; _mkr setmarkerSizeLocal [0.7,0.7]; } forEach westJets; }; We then want to change the functions.sqf to be side specific. You should be able to just copy/paste the code and change the side. westPlayerMarkers = { private ["_colour","_plr","_vcl"]; { if !isNil _x then { _plr = call compile _x; if(isNull _plr) exitWith { _x setMarkerPosLocal spawnPos; _x setMarkerTextLocal ""; }; _vcl = vehicle _plr; if (_vcl != _plr) exitWith { _x setMarkerPosLocal spawnPos; }; _colour = "ColorBlue"; if (!alive _plr) then { _colour = "ColorBlack"; }; if (lifeState _plr == "UNCONSCIOUS") then { _colour = "ColorRed"; }; _x setMarkerColorLocal _colour; _x setMarkerPosLocal getPosATL _plr; _x setMarkerDirLocal getDir _plr; } else { _x setMarkerPosLocal spawnPos; _x setMarkerTextLocal ""; }; } forEach westPlayerSTR; }; westVehicleMarkers = { private ["_mkr","_vcl","_crew","_type"]; { if !isNil _x then { _mkr = _x; _vcl = call compile _x; _mkr setMarkerPosLocal getPosATL _vcl; _crew = crew _vcl; _type = typeOf _vcl; if (!alive _vcl) then { _mkr setMarkerColorLocal "ColorBlack"} else { if (count _crew == 0) then { _mkr setMarkerColorLocal "ColorYellow"; } else { _mkr setMarkerColorLocal "ColorBlue"; }; }; }; } forEach westVehSTR; }; Finally we can update the mainLoop.sqf so be side specific as well. This is where the above functions will be called per player using while statements. Just be careful to wrap your 'while' statements in 'if' statements so that you don't have issues with the loop not functioning. if (isWest) then { while { isWest } do { call westPlayerMarkers; call westVehicleMarkers; sleep 2; }; }; All in all it will be more an issue of just entering all the data needed, but is should allow you to separate the markers so that they only show for the side the player is on. I have done a quick example mission here that has West, East, and Independent along with vehicles and such as well. It appears to work for me but that is just one person testing the mission, I didn't have anyone else that could join on the other teams to make sure, so you will want to test that. Also this doesn't do any area makers at all, such as a base marker or anything, this can be added in the createMarkers.sqf for each side by having the marker spawn to a specific location rather than the one set in the defines. Example Mission: https://dl.dropboxusercontent.com/u/7196743/marker_test_VR_v2.VR.zip I included the .pbo in there as well, just place it in your MPMissions folder and you can load it right up with some friends and test that the markers are working as intended. Hope this helps! Simon -
A.C.R.E - Advanced Combat Radio Environment for Arma 3
simon replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Just to let you know (and others) I found the steam workshop file directory: c:\users\<username>\my documents\arma 3 - other profiles\<profilename>\saved\steam\ In that folder you will find a mission folder for the steam mission, should be in this format: missionname.mapname (ie - testmission.altis) Inside that folder will be a "mission.pbo" file. dePBO that and you have your mission files. Best way to use them is to open the editor and save a blank mission then copy & paste the files into that folder. Disclaimer - This is the way they showed up for ME on three different subbed mission from steam. Not saying it will be different for anyone else, but it might be. Good Gaming! -Simon -
How to only show marker fo a specific Unit?
simon replied to Cold Evil's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sorry it took so long for me to get back to you.... Sure thing, you can change the defines around so that rather than looking for a class its looking for specific named units. So if we change this: #define atcPlayerClasses ["B_officer_F"] #define isATC (typeOf player in atcPlayerClasses) To this: #define atcPlayerSTR ["atc"] #define isATC (str player in atcPlayerSTR) That should do the trick. Haven't had a chance to check it yet as I am away from my machine that has A3 on it, but it should work. -Simon -
A.C.R.E - Advanced Combat Radio Environment for Arma 3
simon replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Well I see part of the issue here *cough* Steam-Workshop *cough*.......... Seriously though, I'm not sure where to even begin in the myriad of ACRE .pbo files to look for where it makes the change. If you're looking to be able to put down a radio box without editing the mission I would suggest MCC Sandbox as it allows that dynamic placement without having to edit the mission files. May not be the greatest for a persistent MP mission, but it would work. Beyond that I leave it to others to answer your question better than I can. -Simon -
How to only show marker fo a specific Unit?
simon replied to Cold Evil's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Have a look at this test mission I just threw together for you. It does what you describe, but I'm not 100% on how well you can integrate it into what you already have. Even if you can't I hope it gives you some good ideas. https://dl.dropboxusercontent.com/u/7196743/markerTest.Altis.zip Any questions just let me know! -Simon -
A.C.R.E - Advanced Combat Radio Environment for Arma 3
simon replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
If you are running with ACRE as a dependency in your mission it may be easier to remove and replace the default radio with a 152. There are a few ways to do this, but based on your post is sounds like you want all players to start with a 152 by default, in that case I would add the following to your mission init.sqf: if (local player) then { player unassignItem "ItemRadio"; player removeItem "ItemRadio"; player addWeapon "ACRE_PRC152"; }; This will remove the default radio from the radio slot then remove it from inventory, then add in a 152 that will go directly into the radio slot. Only thing is that if this is a persistent MP mission (players can join/leave whenever) then make sure you perform a JIP check BEFORE the above script is executed. You can do so by placing this code before the above code in the mission init.sqf: if (!isServer && (player != player)) then { waitUntil {player == player}; waitUntil {time > 10}; }; So the whole thing would look like this: if (!isServer && (player != player)) then { waitUntil {player == player}; waitUntil {time > 10}; }; if (local player) then { player unassignItem "ItemRadio"; player removeItem "ItemRadio"; player addWeapon "ACRE_PRC152"; }; Hope this helps! -Simon **EDIT** Just realized that you could run this even if ACRE is not a dependency for your mission. Just need to make a check for if a player is running ACRE and if they are then do the radio swap. Would look like this: if (!isServer && (player != player)) then { waitUntil {player == player}; waitUntil {time > 10}; }; if (local player) then { if (isClass(configFile>>"CfgPatches">>"acre_main")) then { player unassignItem "ItemRadio"; player removeItem "ItemRadio"; player addWeapon "ACRE_PRC152"; }; }; Going one further here, you could even spawn in a ACRE Radio box for each player that is running ACRE. The box would be local to each player so they would each have their own box. Just put a marker on the map where you want the box to be at and name it acreCrate then do this: if (!isServer && (player != player)) then { waitUntil {player == player}; waitUntil {time > 10}; }; if (local player) then { if (isClass(configFile>>"CfgPatches">>"acre_main")) then { player unassignItem "ItemRadio"; player removeItem "ItemRadio"; player addWeapon "ACRE_PRC152"; _acrebox = "ACRE_RadioBox" createVehicleLocal (getMarkerPos "acreCrate"); _acrebox allowDamage false; _acrebox setPos (getMarkerPos "acreCrate"); }; }; Anyone that isn't running ACRE will receive an error for the radio, but it shouldn't effect them beyond that. So here is a sample mission I just did on Altis (Dev build) so you can take a look at it - https://dl.dropboxusercontent.com/u/7196743/acreTest.Altis.zip -Simon -
F/A 18 Super Hornet for Arma 2 OA
simon replied to John Spartan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@John_Spartan, Took a look at that example mission and noticed the one thing that was missing on my end from the start, setting the variables as public variables. Went back to my mission and set it up to match the settings you used for the example. In my init.sqf I placed: //Set F/A-18 variables and make them public publicVariable "FA18_FUEL_CONTROL"; publicVariable "FA18_SERVICE_OPTIONS"; publicVariable "FA18_GLTMISSILEBOX_LOADOUTS"; FA18_FUEL_CONTROL = False; FA18_SERVICE_OPTIONS = False; FA18_GLTMISSILEBOX_LOADOUTS = True; Then in the mission editor I placed three triggers with the following attributes: One trigger for each variable, and the JIP issue is no more and all vars remain as they should!!! Now all I have to do is figure out why the GLT GPS/INS can only be locked onto by some people.... But that is for another thread. Thanks again for your help!! -Simon P.S. Oh one more thing that I noticed, not something huge, but every time I take off the Tailhook goes down. Like I said not a huge deal, or even a game breaking thing, just off. -
F/A 18 Super Hornet for Arma 2 OA
simon replied to John Spartan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
First of all let me say that this is a GREAT Addon, and my unit is loving is so far. +1 We are however having some slight issues with it in that we can't seem to get some of the variables set right. We are attempting to Disable the Service Menu, Aux Fuel Control, and enable GLT Support so we can use GPS Guided Munitions. However we are running into a few problems, and the documentation isn't exactly clear. Both of these state to place a custom trigger and that all aircraft on the map will be affected, while I have been able to modify the trigger conditions to get these conditions to take effect they only take effect for one player, once another player joins the server the variables reset themselves for all aircraft. Similar problem for GLT, although the documentation on where the "FA18_GLTMISSILEBOX_LOADOUTS = True;" code should go is missing. Even so the result is the same, no matter how I place the code (mission init.sqf, trigger, etc) it will only work for the first person on the server, once a second joins it resets and no players have access to the GPS/INS Control System in the plane. It will even turn off mid flight. Could you clarify exactly how it was intended for the variables to be set and how to keep them set the way we want? Again, great Addon, just this little issue. Thanks for your time!! -Simon **EDIT: Sorry forgot to mention that this is for your latest version (2.0), thanks again!! -
A.C.R.E - Advanced Combat Radio Environment for Arma 3
simon replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Are there any plans to add in duplex (repeater) functionality to current handsets, or to add in new handsets with it? -Simon -
Group names in MP lobby - (Alpha 1-1 etc) can these be changed yet?
simon replied to kiwi1234's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yup, I've been playing with this trying to figure a way to change them with no luck. Pretty sure it's hard coded. I'm hoping they add a setGroupName option or a field in the editor box, would be awesome. -Simon