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R4IDER

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Everything posted by R4IDER

  1. Hi, Thank you that was helpful. The problem was no group was created there for the units were not created. What I have done is created a normal unit with the name TLeader and then in my missions init I have set grp_badguys = group TLeader; so that spawned units can join the group of the unit I created normally. Thanks again.
  2. Hi, Would you mind sending me a copy of your mission where you have it working? maybe I could use it to work out what I am doing wrong.
  3. Hi, Thanks for your help Na_Palm. I have tried the above but the result is that no unit is spawned along with no error.
  4. Is it possible to spawn the Griffon's with the main cabin door open?
  5. R4IDER

    Running Vault Mod

    I think this mod was broken by the last update, while it works in the editor if you try to load up the mission after saving it as a PBO the load screen never completes. Its strange that such a simple mod can cause this.
  6. Sounds good, looking forward to the update thanks.
  7. R4IDER

    @A3MP - ArmA 3 Map Pack

    That is now working. Thank you.
  8. R4IDER

    @A3MP - ArmA 3 Map Pack

    Its a windows server sadly, I have tried to resign it but it still fails to pass the signature check.
  9. R4IDER

    @A3MP - ArmA 3 Map Pack

    Thanks for the update. There is a issue regarding a3mp_utils17.pbo which prevents players from getting passed the signature check. The solution is to simply remove that file for now.
  10. Great mod however I'm having a few issues. I have installed all of the patches plus the hotfix but if I place any of the air frames including the default ones in the editor and click preview I get the following error. "No entry 'config.bin/CfgVehicles/B_Heli_Attack_01_F.Wheels'." or "No entry 'config.bin/CfgVehicles/RCAF_CH14_B_F.Wheels'." Is this a known issue or have I done something wrong? Update! I did a fresh install and tested each release and this error pops up after I coping in the files from @CAF_v1.51. I have also tried coping in the two files from @CAF_HOT_FIX but the error still appears
  11. I didn't cuel, thank you that solved the issue.
  12. Hey, I am having a hard time trying to work out the best way of optimizing a script. In order to increase the server FPS I decided that I would only spawn units when their required, I know there are scripts out there that do this but I wanted to put together my own version just so I could learn how to do various things. I have one file with all my CreateUnit lines which are contained in various IF statements. The way it works is I will have a variable set to area1 = 0; when a player runs into a trigger zone this variable gets changed to area1 = 1; and I have a another trigger with condition (area1 == 1) and act is to run the script file. This runs perfectly or so I thought, the problem I have is when there are lots of players connecting to the server at the start of the game, for whatever reason it the load up screen takes a lot longer and clicking continue on the map screen takes up to 30 seconds before you get into the game. With only five players its fine more than that then it just doesn't work people won't load through. I am very confused about why this is happening because I have got if (!isServer) exitWith {}; at the top of my script which from my understanding should cause the script it exit if its ran by anything but the server. The other confusing part is that the script that is used to spawn the AI isn't run at the start of the mission it is only ran when the trigger is activated. The script is over 1000 lines and from my research I have found that anything over 300 lines isn't recommended but I don't think this should apply to my script since only small portions of it get run at anyone time. if (!isServer) exitWith {}; setgear = 1; // This gets set back to 0 in enemygear.sqf if (paradrop == 1) then { paradrop = 2; ParaGroup1 = CreateGroup EAST; _soldier = ParaGroup1 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawn1"),[],0,"sergeant"]; _soldier = ParaGroup1 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawn1"),[],0,"private"]; _soldier = ParaGroup1 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawn1"),[],0,"private"]; _soldier = ParaGroup1 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawn1"),[],0,"private"]; //sleep 1; _wp = ParaGroup1 addWaypoint [[21281.3,14998.7,0.00162935], 1]; _wp = [ParaGroup1, 1] setWaypointType "MOVE"; _wp = [ParaGroup1, 1] setWaypointFormation "WEDGE"; _wp = [ParaGroup1, 1] setWaypointCombatMode "YELLOW"; _wp = [ParaGroup1, 1] setWaypointBehaviour "AWARE"; _wp = [ParaGroup1, 1] SetWaypointSpeed "FULL"; _wp = ParaGroup1 addWaypoint [[20468.7,14626,0.00143385], 2]; _wp = [ParaGroup1, 2] setWaypointType "MOVE"; _wp = ParaGroup1 addWaypoint [[20468.7,14626,0.00143385], 3]; _wp = [ParaGroup1, 3] setWaypointType "CYCLE"; ParaGroup2 = CreateGroup EAST; _soldier = ParaGroup2 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawn2"),[],0,"sergeant"]; _soldier = ParaGroup2 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawn2"),[],0,"private"]; _soldier = ParaGroup2 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawn2"),[],0,"private"]; _soldier = ParaGroup2 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawn2"),[],0,"private"]; //sleep 1; _wp = ParaGroup2 addWaypoint [[21080.9,14428.8,0.00140472], 1]; _wp = [ParaGroup2, 1] setWaypointType "MOVE"; _wp = [ParaGroup2, 1] setWaypointFormation "WEDGE"; _wp = [ParaGroup2, 1] setWaypointCombatMode "YELLOW"; _wp = [ParaGroup2, 1] setWaypointBehaviour "AWARE"; _wp = [ParaGroup2, 1] SetWaypointSpeed "FULL"; _wp = ParaGroup2 addWaypoint [[20823,15188.1,0.00181961], 2]; _wp = [ParaGroup2, 2] setWaypointType "MOVE"; _wp = ParaGroup2 addWaypoint [[20823,15188.1,0.00181961], 3]; _wp = [ParaGroup2, 3] setWaypointType "CYCLE"; ParaGroup3 = CreateGroup EAST; _soldier = ParaGroup3 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawn3"),[],0,"sergeant"]; _soldier = ParaGroup3 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawn3"),[],0,"private"]; _soldier = ParaGroup3 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawn3"),[],0,"private"]; _soldier = ParaGroup3 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawn3"),[],0,"private"]; //sleep 1; _wp = ParaGroup3 addWaypoint [[20540,14936.4,0.00145864], 1]; _wp = [ParaGroup3, 1] setWaypointType "MOVE"; _wp = [ParaGroup3, 1] setWaypointFormation "WEDGE"; _wp = [ParaGroup3, 1] setWaypointCombatMode "YELLOW"; _wp = [ParaGroup3, 1] setWaypointBehaviour "AWARE"; _wp = [ParaGroup3, 1] SetWaypointSpeed "FULL"; _wp = ParaGroup3 addWaypoint [[21684.7,14946.9,0.00178051], 2]; _wp = [ParaGroup3, 2] setWaypointType "MOVE"; _wp = ParaGroup3 addWaypoint [[21684.7,14946.9,0.00178051], 3]; _wp = [ParaGroup3, 3] setWaypointType "CYCLE"; ParaGroup4 = CreateGroup EAST; _soldier = ParaGroup4 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawn4"),[],0,"sergeant"]; _soldier = ParaGroup4 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawn4"),[],0,"private"]; _soldier = ParaGroup4 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawn4"),[],0,"private"]; _soldier = ParaGroup4 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawn4"),[],0,"private"]; //sleep 1; _wp = ParaGroup4 addWaypoint [[20608.9,15001,0.00160003], 1]; _wp = [ParaGroup4, 1] setWaypointType "MOVE"; _wp = [ParaGroup4, 1] setWaypointFormation "WEDGE"; _wp = [ParaGroup4, 1] setWaypointCombatMode "YELLOW"; _wp = [ParaGroup4, 1] setWaypointBehaviour "AWARE"; _wp = [ParaGroup4, 1] SetWaypointSpeed "FULL"; _wp = ParaGroup4 addWaypoint [[21817,14246.4,0.00151682], 2]; _wp = [ParaGroup4, 2] setWaypointType "MOVE"; _wp = ParaGroup4 addWaypoint [[21817,14246.4,0.00151682], 3]; _wp = [ParaGroup4, 3] setWaypointType "CYCLE"; ParaGroup5 = CreateGroup EAST; _soldier = ParaGroup5 createUnit ["O_SD_Soldier",(GetMarkerPos "area2"),[],0,"sergeant"]; _soldier = ParaGroup5 createUnit ["O_SD_Soldier",(GetMarkerPos "area2"),[],0,"private"]; _soldier = ParaGroup5 createUnit ["O_SD_Soldier",(GetMarkerPos "area2"),[],0,"private"]; _soldier = ParaGroup5 createUnit ["O_SD_Soldier",(GetMarkerPos "area2"),[],0,"private"]; //sleep 1; _wp = ParaGroup5 addWaypoint [[20733.6,15263.4,0.00120163], 1]; _wp = [ParaGroup5, 1] setWaypointType "MOVE"; _wp = [ParaGroup5, 1] setWaypointFormation "WEDGE"; _wp = [ParaGroup5, 1] setWaypointCombatMode "YELLOW"; _wp = [ParaGroup5, 1] setWaypointBehaviour "AWARE"; _wp = [ParaGroup5, 1] SetWaypointSpeed "FULL"; _wp = ParaGroup5 addWaypoint [[21039.8,14290.7,0.00143623], 2]; _wp = [ParaGroup5, 2] setWaypointType "MOVE"; _wp = ParaGroup5 addWaypoint [[21039.8,14290.7,0.00143623], 3]; _wp = [ParaGroup5, 3] setWaypointType "CYCLE"; ParaGroup6 = CreateGroup EAST; _soldier = ParaGroup6 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawnfar"),[],0,"sergeant"]; _soldier = ParaGroup6 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawnfar"),[],0,"private"]; _soldier = ParaGroup6 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawnfar"),[],0,"private"]; _soldier = ParaGroup6 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawnfar"),[],0,"private"]; //sleep 1; _wp = ParaGroup6 addWaypoint [[21738.1,14955.7,0.0014019], 1]; _wp = [ParaGroup6, 1] setWaypointType "MOVE"; _wp = [ParaGroup6, 1] setWaypointFormation "WEDGE"; _wp = [ParaGroup6, 1] setWaypointCombatMode "YELLOW"; _wp = [ParaGroup6, 1] setWaypointBehaviour "AWARE"; _wp = [ParaGroup6, 1] SetWaypointSpeed "FULL"; _wp = ParaGroup6 addWaypoint [[20453.2,14647.4,0.00152159], 2]; _wp = [ParaGroup6, 2] setWaypointType "MOVE"; _wp = ParaGroup6 addWaypoint [[20453.2,14647.4,0.00152159], 3]; _wp = [ParaGroup6, 3] setWaypointType "CYCLE"; GroupFourB_X = CreateGroup EAST; _soldier = GroupFourB_X createUnit ["O_SD_Soldier",(GetMarkerPos "spawn1"),[],0,"sergeant"]; _soldier = GroupFourB_X createUnit ["O_SD_Soldier",(GetMarkerPos "spawn1"),[],0,"private"]; _soldier = GroupFourB_X createUnit ["O_SD_Soldier",(GetMarkerPos "spawn1"),[],0,"private"]; _soldier = GroupFourB_X createUnit ["O_SD_Soldier",(GetMarkerPos "spawn1"),[],0,"private"]; //sleep 1; _wp = GroupFourB_X addWaypoint [[20740.6,13974.4,0.00147247], 1]; _wp = [GroupFourB_X, 1] setWaypointType "MOVE"; _wp = [GroupFourB_X, 1] setWaypointFormation "STAG COLUMN"; _wp = [GroupFourB_X, 1] setWaypointCombatMode "YELLOW"; _wp = [GroupFourB_X, 1] setWaypointBehaviour "SAFE"; _wp = [GroupFourB_X, 1] SetWaypointSpeed "LIMITED"; _wp = GroupFourB_X addWaypoint [[20753,13431.5,0.00145721], 2]; _wp = [GroupFourB_X, 2] setWaypointType "MOVE"; _wp = GroupFourB_X addWaypoint [[20753,13431.5,0.00145721], 3]; _wp = [GroupFourB_X, 3] setWaypointType "CYCLE"; GroupFourC_X = CreateGroup EAST; _soldier = GroupFourC_X createUnit ["O_SD_Soldier",(GetMarkerPos "spawn1"),[],0,"sergeant"]; _soldier = GroupFourC_X createUnit ["O_SD_Soldier",(GetMarkerPos "spawn1"),[],0,"private"]; _soldier = GroupFourC_X createUnit ["O_SD_Soldier",(GetMarkerPos "spawn1"),[],0,"private"]; _soldier = GroupFourC_X createUnit ["O_SD_Soldier",(GetMarkerPos "spawn1"),[],0,"private"]; //sleep 1; _wp = GroupFourC_X addWaypoint [[21279.2,14018.8,0.00141048], 1]; _wp = [GroupFourC_X, 1] setWaypointType "MOVE"; _wp = [GroupFourC_X, 1] setWaypointFormation "STAG COLUMN"; _wp = [GroupFourC_X, 1] setWaypointCombatMode "YELLOW"; _wp = [GroupFourC_X, 1] setWaypointBehaviour "SAFE"; _wp = [GroupFourC_X, 1] SetWaypointSpeed "LIMITED"; _wp = GroupFourC_X addWaypoint [[20810,13328,0.00144577], 2]; _wp = [GroupFourC_X, 2] setWaypointType "MOVE"; _wp = GroupFourC_X addWaypoint [[20810,13328,0.00144577], 3]; _wp = [GroupFourC_X, 3] setWaypointType "CYCLE"; };
  13. R4IDER

    Code Optimization

    ok thanks, that makes sense well here is how I have gotten this to work for any of you that come across the same issue as me. I have created a function to spawn in a fire team. Fnc_SpawnFireTeam = { private ["_group","_marker","_soldier"]; _group = _this select 0; _marker = _this select 1; _group = CreateGroup WEST; _soldier = _group createUnit ["B_Soldier_TL_F",(GetMarkerPos _marker),[],0,"sergeant"]; _soldier = _group createUnit ["B_Soldier_TL_F",(GetMarkerPos _marker),[],0,"private"]; _soldier = _group createUnit ["B_Soldier_TL_F",(GetMarkerPos _marker),[],0,"private"]; _soldier = _group createUnit ["B_Soldier_TL_F",(GetMarkerPos _marker),[],0,"private"]; NewGroup = _group; }; I then call the function with the following line. ["ParaGroup1", "hctest1_marker"] call Fnc_SpawnFireTeam; I have then create a function for setting waypoints of the group. Fnc_wayPoint = { private ["_group","_moveto","_index","_type","_formation","_mode","_behaviour","_speed","_wp"]; _group = _this select 0; _moveto = _this select 1; _index = _this select 2; _type = _this select 3; _formation = _this select 4; _mode = _this select 5; _behaviour = _this select 6; _speed = _this select 7; _wp = NewGroup addWaypoint [_moveto, _index]; _wp = [NewGroup, _index] setWaypointType _type; _wp = [NewGroup, _index] setWaypointFormation _formation; _wp = [NewGroup, _index] setWaypointCombatMode _mode; _wp = [NewGroup, _index] setWaypointBehaviour _behaviour; _wp = [NewGroup, _index] SetWaypointSpeed _speed; }; I then call the function with the following arguments, I have left in the groupname at the start because I would like to work out a way of using that rather than a global variable. ["ParaGroup1", [22324,18195.8,0.00146294], 0, "MOVE", "STAG COLUMN", "YELLOW", "SAFE", "LIMITED"] call Fnc_wayPoint; ["ParaGroup1", [22296,18225.1,0.0014534], 1, "MOVE", "STAG COLUMN", "YELLOW", "SAFE", "LIMITED"] call Fnc_wayPoint; ["ParaGroup1", [22296,18225.1,0.0014534], 2, "CYCLE", "STAG COLUMN", "YELLOW", "SAFE", "LIMITED"] call Fnc_wayPoint;
  14. R4IDER

    Code Optimization

    Using this I am running into an error which is "Error addwaypoint: Type string, expected Group". I'm displaying the group in a hint message so I know that the group name is correct. Here is what I have done so far. ["ParaGroup1", "[21279.2,14018.8,0.00141048]", "0", "MOVE", "STAG COLUMN", "YELLOW", "SAFE", "LIMITED"] call Fnc_wayPoint; Fnc_wayPoint = { _group = _this select 0; _moveto = _this select 1; _index = _this select 2; _type = _this select 3; _formation = _this select 4; _mode = _this select 5; _behaviour = _this select 6; _speed = _this select 7; hint format["[%1] %2 %3 %4 %5 %6 %7 %8", _group, _moveto, _index, _type, _formation, _mode, _behaviour, _speed]; _wp = _group addWaypoint [_moveto, _index]; };
  15. R4IDER

    Code Optimization

    Thanks guys, I have started using functions rather than repeating the same code over and over.
  16. R4IDER

    Deleting Groups

    Thank you for your help. @ Mad_Cheese Yes, I am using triggers and trigger conditions I am spawning required units all from one script file. So basically once a player enters the area1 trigger I am running area1=true; in my act. This then activates another trigger with the condition area1 and the act runs the script file. In my script file I am using if(area1) then { if isNil {area1spawned} then { My spawn code area1spawned=true; publicVariable "area1spawned"; } else { publicVariable "area1spawned"; }; I am not sure if I really need that else in there I just figured it would then sync up any JIP players each time the script is ran.
  17. Hi, I am trying to work out how to delete units from certain groups. I am using this to spawn a unit. _ParaGroup1 = CreateGroup EAST; _soldier = _ParaGroup1 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawn1"),[],0,"sergeant"]; _soldier = _ParaGroup1 createUnit ["O_SD_Soldier",(GetMarkerPos "paraspawn1"),[],0,"private"]; If this group doesn't get killed then later on down the line I would like to delete them so their not using up server CPU cycles. What I am trying to do is store all of the groups I would like to delete in an array then loop through the array and delete each group, I am not seeing any errors when I run this which is odd so its either running and not doing what I want it to do or I have done something terrible and its not even running. _groups = [_ParaGroup1,_ParaGroup2,_ParaGroup3,_ParaGroup4,_GroupFourB_X,_GroupFourC_X]; _loop = 0; { _group = _groups select _loop; _loop = _loop + 1; { deleteVehicle _x } forEach units group _group; deleteGroup _group; } forEach _groups; As you can see I have two loops one for each group in my array and one for each unit in the group. Could anyone tell me what I am doing or maybe show me a better way of doing this?
  18. Thanks for the update nkey just updated our server and let everyone know in my clan about the update. Would it be possible to get a change log, I can see you posted the following a few days ago. a lot of bugfixes, new DSP effect for LR and personal, same frequencies for groups (optional - team), some API, ability to setup stereo channels on radio, time-critical code moved to non-scheduled environment, etc.
  19. Thanks for your reply, this method works perfectly in the editor but as soon as its used on a dedicated server it the script just didn't get ran. I have tried this instead but its still not working in multi player, waitUntil {!isNull player}; if (player== this) then {_nul = [1,0] execVM "scripts\radio.sqf";}; Looking forward to the update nkey it will make life easier however we have a mission planned for tomorrow night which is why I am trying to get the above working for then.
  20. This looks really good, nice one guys I am looking forward to the release.
  21. I am trying to set peoples radio frequency based on whatever squad the player is in. The way I am trying to achieve this is by adding _nul = [1,3] execVM 'scripts\radio.sqf'; to each players initialization line changing only the two numbers in the array. My radio.sqf consists of the code below. The outcome of the below in the editor is that your radio will always be set to the last unit initialization line and by last unit I mean the one that loads or runs last. I first assumed this was because I was hosting the game so all of the commands were being executed on my client however testing this on dedicated server I had the same results. Could anyone tell me what I am doing wrong because I don't think player initialization lines are supposed to be ran on every client and instead just the on the client of the player? or maybe I am wrong. WaitUntil {sleep 0.5; player call haveSwRadio}; _leader = _this select 0; _squad = _this select 1; hint format[%1 %2", _leader, _squad]; if (_leader == 1) then { [call activeLrRadio select 0, call activeLrRadio select 1, "75"] call setLrFrequency; }; if (_squad == 1) then { // Flying Hellfish [call activeSwRadio, "100" ] call setSwFrequency; }; if (_squad == 2) then { // Three Crowns [call activeSwRadio, "200" ] call setSwFrequency; }; if (_squad == 3) then { // White Ravens [call activeSwRadio, "300" ] call setSwFrequency; }; if (_squad == 4) then { // Mobile Combat Support [call activeSwRadio, "400" ] call setSwFrequency; };
  22. I created the video below to help my clan install and use Task Force Radio, it includes some stuff that isn't relevant to TFR but it should be useful for anyone who is having trouble.
  23. http://feedback.arma3.com/view.php?id=16326 This video shows the bug in action.
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