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curtcooll

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About curtcooll

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  1. curtcooll

    Veh respawn script help

    Cheers well 90 percent of my mission works you can respawn into the AI team mates you have if you die, I just made it for a 1v1 with my mate, Its only really a few lines of code that need sorting out to fix the issues, Im going to be taking the respawn script i have and give it to my mate for his server for patrols, I know what the issue is and the line of code that is messed up and thats due to the game change in some sort of function, I think this here is the issue as the veh error issue is whatever if i can figure out what to change, Its just an issue with my autism when something does not work i have to get it fixed other wise it just drives me nuts, If not for helping my mate setup his server i would not be having any issue lol createUnit [getpos _unit, _unitsgrp];}
  2. curtcooll

    Veh respawn script help

    yeah what that used to do synchronizeobjectsadd was to resync the system to let you recall heli to wherver you are, I understand what this does and such but what i dont understand is what was changed in arma functions/code so what i need to change, Issue i have with my dexlixa is its gonna take me months to even understand anything let alone fix what has been changed in arma with this script, I guess ill have to wait for my mate if she decides to help me fix it, I know it will take someone who is experinced to fix this is no time, its just annoying that its gonna take me months just to understand the basicis let alone even fix the simple of things, It just sucks i know i had this sorta issue before when arma changed ID of certain things but at least then i was fresh out of uni from coding so it was easy now its not, I appreciate your help but trying to understand what you just send me is like rocket science and with 5 kids its just gonna take months like it did back in 2019 when i started back trying to learn, I understand what im also typing here is hard to understand as my english is terrible.
  3. curtcooll

    Veh respawn script help

    I just spoke to my mate and from what she said the functions used in the code could possibly not supported functions in the game which would explain why shop/money system is throwing errors also where would i find where the newer functions that were changed
  4. curtcooll

    Veh respawn script help

    Yeah i know the errors im getting with the shop system were issues i had before so i have removed that for now everything else is working the veh respawn is working when i remove the above code but the AI that were in that veh without that code does not work anymore as it used to, Is there a script that i can find that can respawn the AI, I used to have old script that would spawn only the pilot and the pilot would have to then get in to the heli, i just cant work out why its giving bad vehicle type from what i can work out that my mate mate that lot of code i commented out that used to work would create the AI that were in the veh and place them back in there no issue
  5. curtcooll

    Veh respawn script help

    I can respawn the veh not and issue but respawn the veh with the AI from before does not work as it used to work, I have removed the shop/money feature for now to resolve all other errors and the bad vehicle type is refer to this bit of code which my mate made which no longer seems to work, It used to work as it would resync the module for calling the heli to wherver but it wont respawn the AI, I used to have a script where it would respawn a single pilot and that pilot would get into the heli but then my mate come up with this. // _unitsgrp = creategroup east; //{ typeof _x createUnit [getpos _unit, _unitsgrp];} foreach _crew; //helicopter synchronizeObjectsAdd [_unitsGroup]; // _unitsGroup = units _unitsgrp; //_unitsgroup = synchronizeObjectsAdd [helicopter]; //for [{ _loop = 0 },{ _loop < count _unitsGroup},{ _loop = _loop + 1}] do //{ // _guy = _unitsGroup select _loop; //_guy setSkill (_AI_skillArray select _loop); // if (_loop == 0) then {_guy moveInDriver _unit}; // if (_loop == 0) then {_guy synchronizeObjectsAdd [helicopter]}; // if (_loop == 1) then {_guy moveInTurret [_unit,[0]]}; //if (_loop == 1) then {_guy moveinturret _vcl_new};
  6. curtcooll

    Veh respawn script help

    I can give you the entire mission so you can see so i have no idea as i have said its been years since ive scripted and its gonna take me weeks just to relearn everything again to even understand alot of the stuff, I honestly dont understand why there are so many errors back in 2020 everything was working fine i made sure even before i unistall the game unless somehow i deleted the complete working one and backup an older version which is possible
  7. curtcooll

    Veh respawn script help

    Its the correct script, im still getting the bad vehicle type error, I just have so many different back ups had find out which was the latest one, I have the latest backup and it would seem that for whatever reason stuff is broke
  8. curtcooll

    Veh respawn script help

    oh ok i found it https://pastebin.com/YTtuaW93
  9. curtcooll

    Veh respawn script help

    I just made a pastebin and the error is bad veh type thats all i get the veh spawns but ai does not and it was working back in 2020 100 percent as my mate help me with the part to spawn AI back into veh, I know prev that bad veh type refers to ID is wrong or something along those lines https://pastebin.com/QMcn6ZPF
  10. So as you can see the veh respawn works the issue is for some reason since installing the game 2 years later the bottum part does not work when trying to respawn the NPC pilots and gunners etc, It was working not sure what has changed it does give me some sort of bad vehicle type which im guess is something to do with the code where the unitsgrp create group part this script is someone else but the bottum part _unitsgrp = creategroup east; everything from there to the bottum was added by my mate ========================================================= */ if (!isServer) exitWith {}; // Define variables _unit = _this select 0; _delay = if (count _this > 1) then {_this select 1} else {30}; _deserted = if (count _this > 2) then {_this select 2} else {120}; _respawns = if (count _this > 3) then {_this select 3} else {0}; _explode = if (count _this > 4) then {_this select 4} else {false}; _dynamic = if (count _this > 5) then {_this select 5} else {false}; _unitinit = if (count _this > 6) then {_this select 6} else {}; _haveinit = if (count _this > 6) then {true} else {false}; _hasname = false; _unitname = vehicleVarName _unit; if (isNil _unitname) then {_hasname = false;} else {_hasname = true;}; _noend = true; _run = true; _rounds = 0; if (_delay < 0) then {_delay = 0}; if (_deserted < 0) then {_deserted = 0}; if (_respawns <= 0) then {_respawns= 0; _noend = true;}; if (_respawns > 0) then {_noend = false}; _dir = getDir _unit; _position = getPosASL _unit; _type = typeOf _unit; _dead = false; _nodelay = false; _crew = crew _unit; // Start monitoring the vehicle while {_run} do { sleep (2 + random 10); if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true}; // Check if the vehicle is deserted. if (_deserted > 0) then { if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then { _timeout = time + _deserted; sleep 0.1; waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0}; if ({alive _x} count crew _unit > 0) then {_dead = false}; if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; if !(alive _unit) then {_dead = true; _nodelay = false}; }; }; // Respawn vehicle if (_dead) then { if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;}; if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;}; sleep 0.1; deleteVehicle _unit; sleep 2; _unit = _type createVehicle _position; _unit setPosASL _position; _unit setDir _dir; if (_haveinit) then {[[netID _unit, _unitinit], "fnc_setVehicleInit", true, true] spawn BIS_fnc_MP;}; if (_hasname) then {[[netID _unit, _unitname], "fnc_setVehicleVarName", true, true] spawn BIS_fnc_MP;}; _dead = false; // Check respawn amount if !(_noend) then {_rounds = _rounds + 1}; if ((_rounds == _respawns) and !(_noend)) then {_run = false;}; sleep 1; _unitsgrp = creategroup east; { typeof _x createUnit [getpos _unit, _unitsgrp];} foreach _crew; //helicoptertransport synchronizeObjectsAdd [_unitsGroup]; _unitsGroup = units _unitsgrp; //_unitsgroup = synchronizeObjectsAdd [helicoptertransport]; for [{ _loop = 0 },{ _loop < count _unitsGroup},{ _loop = _loop + 1}] do { _guy = _unitsGroup select _loop; //_guy setSkill (_AI_skillArray select _loop); if (_loop == 0) then {_guy moveInDriver _unit}; if (_loop == 0) then {_guy synchronizeObjectsAdd [helicoptertransport]}; if (_loop == 1) then {_guy moveInTurret [_unit,[0]]}; //if (_loop == 1) then {_guy moveinturret _vcl_new}; sleep 0.1; }; }; };
  11. curtcooll

    removed

    removed
  12. curtcooll

    Vehicle Respawn (Issue)

    Dammit i have tried using other re spawn scripts but they don't do much they re spawn vehicle but not original vehicle the script i had re spawned the vehicle and the pilot and co pilot , is there anyone that knows a workaround ---------- Post added at 12:28 ---------- Previous post was at 12:00 ---------- Fixed it now
  13. I made a game mode a while ago using vehicle re spawn but implemented my own part to the script which allows for Ai pilot to re spawn and re sync the module to call for helicopter, I made this during beta and the script no longer works. If someone could help me out. /* ================================================================================================================== Simple Vehicle Respawn Script v1.8 for Arma 3 by Tophe of Östgöta Ops [OOPS] Put this in the vehicles init line: veh = [this] execVM "vehicle.sqf" Options: There are some optional settings. The format for these are: veh = [object, Delay, Deserted timer, Respawns, Effect, Dynamic] execVM "vehicle.sqf" Default respawn delay is 30 seconds, to set a custom respawn delay time, put that in the init as well. Like this: veh = [this, 15] execVM "vehicle.sqf" Default respawn time when vehicle is deserted, but not destroyed is 120 seconds. To set a custom timer for this first set respawn delay, then the deserted vehicle timer. (0 = disabled) Like this: veh = [this, 15, 10] execVM "vehicle.sqf" By default the number of respawns is infinite. To set a limit first set preceding values then the number of respawns you want (0 = infinite). Like this: veh = [this, 15, 10, 5] execVM "vehicle.sqf" Set this value to TRUE to add a special explosion effect to the wreck when respawning. Default value is FALSE, which will simply have the wreck disappear. Like this: veh = [this, 15, 10, 5, TRUE] execVM "vehicle.sqf" By default the vehicle will respawn to the point where it first was when the mission started (static). This can be changed to dynamic. Then the vehicle will respawn to the position where it was destroyed. First set all preceding values then set TRUE for dynamic or FALSE for static. Like this: veh = [this, 15, 10, 5, TRUE, TRUE] execVM "vehicle.sqf" If you you want to set the INIT field of the respawned vehicle, first set all other values, then set init commands. Those must be inside quotations. Like this: veh = [this, 15, 10, 5, TRUE, FALSE, "this setDammage 0.5"] execVM "vehicle.sqf" Default values of all settings are: veh = [this, 30, 120, 0, FALSE, FALSE] execVM "vehicle.sqf" Contact & Bugreport: cwadensten@gmail.com ================================================================================================================== */ if (!isServer) exitWith {}; // Define variables _unit = _this select 0; _delay = if (count _this > 1) then {_this select 1} else {30}; _deserted = if (count _this > 2) then {_this select 2} else {120}; _respawns = if (count _this > 3) then {_this select 3} else {0}; _explode = if (count _this > 4) then {_this select 4} else {false}; _dynamic = if (count _this > 5) then {_this select 5} else {false}; _unitinit = if (count _this > 6) then {_this select 6} else {}; _haveinit = if (count _this > 6) then {true} else {false}; _hasname = false; _unitname = vehicleVarName _unit; if (isNil _unitname) then {_hasname = false;} else {_hasname = true;}; _noend = true; _run = true; _rounds = 0; if (_delay < 0) then {_delay = 0}; if (_deserted < 0) then {_deserted = 0}; if (_respawns <= 0) then {_respawns= 0; _noend = true;}; if (_respawns > 0) then {_noend = false}; _dir = getDir _unit; _position = getPosASL _unit; _type = typeOf _unit; _dead = false; _nodelay = false; _crew = crew _unit; // Start monitoring the vehicle while {_run} do { sleep (2 + random 10); if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true}; // Check if the vehicle is deserted. if (_deserted > 0) then { if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then { _timeout = time + _deserted; sleep 0.1; waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0}; if ({alive _x} count crew _unit > 0) then {_dead = false}; if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; if !(alive _unit) then {_dead = true; _nodelay = false}; }; }; // Respawn vehicle if (_dead) then { if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;}; if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;}; if (_explode) then {_effect = "M_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;}; sleep 0.1; deleteVehicle _unit; sleep 2; _unit = _type createVehicle _position; _unit setPosASL _position; _unit setDir _dir; if (_haveinit) then {_unit setVehicleInit format ["%1;", _unitinit]; processInitCommands;}; if (_hasname) then {_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; processInitCommands;}; _dead = false; // Check respawn amount if !(_noend) then {_rounds = _rounds + 1}; if ((_rounds == _respawns) and !(_noend)) then {_run = false;}; sleep 1; _unitsgrp = creategroup east; { typeof _x createUnit [getpos _unit, _unitsgrp];} foreach _crew; //helicoptertransport synchronizeObjectsAdd [_unitsGroup]; _unitsGroup = units _unitsgrp; //_unitsgroup = synchronizeObjectsAdd [helicoptertransport]; for [{ _loop = 0 },{ _loop < count _unitsGroup},{ _loop = _loop + 1}] do { _guy = _unitsGroup select _loop; //_guy setSkill (_AI_skillArray select _loop); if (_loop == 0) then {_guy moveInDriver _unit}; if (_loop == 0) then {_guy synchronizeObjectsAdd [helicopter]}; if (_loop == 1) then {_guy moveInTurret [_unit,[0]]}; //if (_loop == 1) then {_guy moveinturret _vcl_new}; sleep 0.1; }; }; };
  14. Ok i tried to manual place enemy zones but the init.sqf file is located in a folder in my downloads section, It does nothing when i change values to true any reason for this?
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