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kamaradski

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Everything posted by kamaradski

  1. lol "ich bin ein ars*" was over complicating it. Works just using variables without any need to pass them to anywhere...
  2. Thanks guy for the replies, what i try to do however is the following: 1.sqf: missionNamespace setVariable ["ktest", 1]; while {1==1} do { ktest = ktest + 1; sleep 0.2; }; 2.sqf: while {1==1} do { _test = missionNamespace getVariable ktest; hint _test; sleep 0.2; }; Running sqf 1 & 2 together should render 2.sqf to hint the updated variable from the other sqf, but actually does nothing like that... Using just normal global variables as above suggested, is also not working.
  3. kamaradski

    Randomly generated roadside IEDs

    Glad to be able to say that the issue wasn't that much of a issue after all, just that the feedback of the IED script was disabled with the debug setting of Taskmaster config, so i was under the impression that nothing was happening...:o Thz again Brains200, fantastic support !
  4. kamaradski

    Randomly generated roadside IEDs

    Unfortunately this script collides with several other things i am running in my mission, it just wont work. suspecting it might be some of the following: INS revive needs 2 lines of code in the init: //if (!isServer && isNull player) then {isJIP=true;} else {isJIP=false;}; //if (!isDedicated) then {waitUntil {!isNull player && isPlayer player};}; then there is my mission parameters pharsing: Grab parameters and put them into readable variables for [ {_i = 0}, {_i < count(paramsArray)}, {_i = _i + 1} ] do { call compile format [ "PARAMS_%1 = %2", (configName ((missionConfigFile >> "Params") select _i)), (paramsArray select _i) ]; }; And there must be something else it doesn't like that i cannot isolate yet. Spend 2 full days but cannot find out what the problem is exactly. anyway for your own troubleshooting pleasure here are the mods i run in my mission file: INS-revive MarKeR - Vehicle Hud holo89 - 3D Markers Tophe - Simple Vehicle Respawn Script Tonic - Virtual Ammobox System (VAS) Tonic - View distance script MAD T - MAD Ambient Life - (SP/MP) Shuko - Task manager system Meatball - Random Weather Generator Riouken - MP Ammo Box script zealot111 - Realistic repair script Killzone_Kid - Map Clock and Watch sync wildw1ng - Weapon restriction script Alex Wise - Sling loading script AhoyWorld.co.uk - Unit setup script Hope you figure it out at one point as i really really like this ied script, it's just plain awesome !
  5. kamaradski

    Randomly generated roadside IEDs

    Sorry for the late reply as i have been very busy the last few days, but THANKS BRAINS for adding the multiple sides option, this is exactly what i needed for PvP !!
  6. kamaradski

    Randomly generated roadside IEDs

    Basically i would be using it in a PvP mission red vs Blue. At the moment i'm spawning everything twice, adding overhead, but still gives sort of desired effect of danger for both parties. while keeping civ alive.
  7. kamaradski

    Randomly generated roadside IEDs

    Cheers for the reply. For now i will prolly just use GUER since that faction is not active in my mission. And i might play with: "LOGIC", "ENEMY", "AMBIENT LIFE", "UNKNOWN" Maybe one of those will do exactly what i need...? Have the basic implementation finished now experimenting with the setup and fine tuning. Looking forward to one of your pre-announced update where i can select small or heavy IED's per marker. Would be awesome to have the towns full of small IED's and the heavier stuff out on the countryside :)
  8. kamaradski

    Randomly generated roadside IEDs

    I'm going to give this a go looks real promising. Thanks for the hard work on this ! Quick question, is there a way to make IEDs explode for ALL factions ?
  9. You would have to use the "Global" variants of this commands to empty and fill the crates like it did in the below script: - Script works with the names of the ammocrates, so no need to add anything to the innitbox. Just give them a name and add the name to the array in the script - Start the script by calling it in the innit.sqf: execVM "scripts\ammo_box.sqf"; - Less sluggish on the server as it only runs 1 timer for all ammocrates, instead of a single timer for each crate - Currently allows 2 different reconfigured crates, but can easily be expanded by adding more foreach loops // -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- // Crate script for "Transport & Ambush" // Written by Kamaradski & Jester 2014 // -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- if (!isServer) exitWith {}; // run this script only on the server kamAllowedRocketCrates = [box1,box3]; // crates that have this script enabled for Rockets kamAllowedWeaponCrates = [box2]; // crates that have this script enabled for Weapons & ammo while {true} do { kamActiveRocketCrates = []; // crates that are not destroyed kamActiveWeaponCrates = []; // crates that are not destroyed // Check if alive ROCKETCRATES { if (alive _x) then { kamActiveRocketCrates = kamActiveRocketCrates + [_x]; }; sleep 0.1; } foreach kamAllowedRocketCrates; // Check if alive WEAPONCRATES { if (alive _x) then { kamActiveWeaponCrates = kamActiveWeaponCrates + [_x]; }; sleep 0.1; } foreach kamAllowedWeaponCrates; // Populate ROCKETCRATES { clearWeaponCargoGlobal _x; clearMagazineCargoGlobal _x; clearItemCargoGlobal _x; _x addWeaponCargoGlobal ["launch_NLAW_F",2]; _x addMagazineCargoGlobal ["NLAW_F",5]; sleep 0.1; } foreach kamAllowedRocketCrates; // Populate WEAPONCRATES { clearWeaponCargoGlobal _x; clearMagazineCargoGlobal _x; clearItemCargoGlobal _x; _x addWeaponCargoGlobal ["hgun_Pistol_heavy_02_F",2]; _x addMagazineCargoGlobal ["6Rnd_45ACP_Cylinder",10]; _x addWeaponCargoGlobal ["srifle_EBR_ARCO_pointer_snds_F",2]; _x addMagazineCargoGlobal ["20Rnd_762x51_Mag",20]; sleep 0.1; } foreach kamAllowedWeaponCrates; // Sleep xxx seconds before reloading sleep 120; } // end while loop
  10. we need steam integration for mods enabled, so the mods would auto-download upon joining a server !
  11. kamaradski

    randomWeather Script

    Indeed this clarifies a lot, specially since i have followed your other thread in the past. Weather in Arma is a bit of a nightmare, and i am very surprised that BIS is not addressing this issue so far. For know we can only be happy that people like Meatball and Engima are taking this task upon themselves and give us some good weather :) So thanks for that already !! As for the debug-hints 3djoker, you might be able to add the content of each debug hint in a string, (str), sync this over the network (publicVariable) and add a little !isserver script with a event handler to display the hints.
  12. kamaradski

    randomWeather Script

    So i'm running with this now, and tested twice (only me in a dedicated server) - random weather works great on start-up - however after that i get stuck with rain for at least 2 hours ?
  13. kamaradski

    randomWeather Script

    Thank Meatball, i have been waiting for a proper weatherscript for a while now. Will go ahead and test this straight away :) Blue skies: be gone! :)
  14. I'm Using this, it's very helpful to my mission, thanks a lot and looking forward to updates like: Civ Helicoptors, Animal life, Civ vehicle not always have waypoint set towards the player and then stop :P Thanks again, really enjoying this !
  15. Thanks Johnson, However that didnt work for me, as soo as i put any of mine or your solution in there the whole function doesnt execute. If i do enter a default example from BIS WIKI it works fine, but doesnt trigger ofcourse when i want it to. back to the drawingboard i guess... _trg setTriggerStatements ["this", "hint 'trigger on'", "hint 'trigger off'"] Figured it out, it was doublequotes all along :) Cheers Johnson !!! _Ktrg1 setTriggerStatements ["this; what = getMarkerPos""KVIKOS"" nearobjects [""Land_CargoBox_V1_F"",10];count what > 1","_Fblu=""WIN""","_Fblu=""LOOSE"""];
  16. Hi there, I'm trying to do sort of the same, but via setTriggerStatements. Reading the forums, I came up with 3 different ways to do it, and even though the first one works via the editor, it wont work via script. Any help re-formatting or re-phrasing would be much appriciated ! _Ktrg1 setTriggerStatements ["what = getpos thistrigger nearobjects ["Land_CargoBox_V1_F",10];count what > 1","_Fblu="WIN"","_Fblu="LOOSE""]; _Ktrg1 setTriggerStatements ["{ [thistrigger, _x] call BIS_fnc_inTrigger } count [obj1,obj2,obj3, obj4 ] > 0","_Fblu="WIN"","_Fblu="LOOSE""]; _Ktrg1 setTriggerStatements ["(cargo1 in thislist) AND (cargo2 in thislist)","_Fblu="WIN"","_Fblu="LOOSE""]; I try to detect 2 objects entering the trigger area: type: Land_CargoBox_V1_F names: cargo1 & cargo2
  17. Hi all, For a player vs Player mission i am building (BLUFOR vs OPFOR): I have AI disabled as i don't want AI to take the player spots, however i was wondering if it would still be possible to place some AI units that i am spawning, to for instance patrol the main base and defend it if needed I tried placing a non-playable chopper and give it some waypoints, but as soon as i start the mission the chopper stays stationary in the air and do nothing, OR it turns off it's engine and drop from the sky... It would look awesome if i could create some additional troop movements for both sides (and they could take some roles as defending main base, etc), without interfering in the mission, or taking the player spots. Cheers for any help!
  18. But as far as i understood no MP support .... :(
  19. Hi all, I wonder if there are any good methods to prevent people from riding in the back of a HEMMT truck. (read: disable these seats?) i guess i could check if player is driver or gunner (second seat next to driver?) and if not, kick player out of the truck again, however i am wondering if there is any more elegant way of doing this? cheers! EDIT: Marking [sOLVED]
  20. Sorry for the bump, Just wanted to post back that this is working perfectly in SP For MP i guess you would have to run the lockCargo command on the server triggered by transmitting a global variable ? Anyway will test this later when i get to it :) Thanks again guy's !
  21. I ONLY have windows installed in order to play Arma3. I also don't have Steam for Linux for the same reason. Such a pitty that Arma3 comes with it's own OS and the additional cost of getting a windows7 license... :P
  22. thanks both for your quick input :) @KevsnoTrev: Cheers this is what i thought of doing, however was looking for the more elegant way :) cheers also for the link though good ref-material is always welcome. @Tonic: Great, this is exactly what i was looking for. :-) As i will have some cargo in the back of the truck it will look kinda silly if people are constantly getting in and clipping before being booted out of their seat :) This should solve it nicely I am currently scripting without access to my arma installation so will integrate but gannot give feedback about if it works or not till next weekend... will post back after testing, thanks again !!
  23. Currently i find that i keep using the following mods: - JSRS 2.0 sound mod - weaponresting mod - ACRE radio system - shacktac hud They serve me well and increase my immersion, specially the sound-mod :)
  24. kamaradski

    Poll - Rather Modern or Futuristic?

    However please note this is as far as i will go, add robots or other non realistic stuff, and i'm out of here.... Need keep to stay in touch with reality !!
  25. Don't forget with steam distribution it will be a lot easier for them to fix stuff even after release....
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