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ChickenBandit

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Everything posted by ChickenBandit

  1. No, not really. I have an AMD FX8350 and even when I launch an editor mission on Stratis with nothing but myself my CPU is still bottlenecking the game (and it's only my first core, the other 7 cores are all at less than a quarter utilization).
  2. ChickenBandit

    See, I told you the modding community will be active

    Yes, and as far as I can tell there is no mod on there that lets you change a unit's loadout in the editor without having to script it manually. If you could point me to one that does, that would be fantastic. Virtual ammo box doesn't let me change an AI unit's loadout, I have to use scripting to add and remove items. Also telling everyone to just go grab gear from a box is hardly an ideal solution.
  3. ChickenBandit

    See, I told you the modding community will be active

    Some rather important features that BI said they were working on still haven't materialized, and there haven't been any updates on their status from BI in a while. In particular the lack of a gear/loadout gui in the editor is a huge deterrent for people who want to get into mission editing and the like. Also if they had simply included some kind of cargo plane like the C130 that would have been enough to make me pretty happy.
  4. I'm trying to spawn a civilian in every church within 2000m distance of the player's starting position. I've written a script for it, and it doesn't throw any errors when I launch the mission but the units do not spawn. I've included my code below, any idea as to what I'm doing wrong? house_positions = []; buildings = nearestObjects [player, ["House"], 2000]; { if((typeOf _x) in ["Land_Chapel_Small_V2_ruins_F", "Land_Chapel_Small_V1_ruins_F", "Land_Chapel_Small_V2_F", "Land_Chapel_Small_V2_ruins_F", "Land_Chapel_V1_F", "Land_Chapel_V1_ruins_F", "Land_Chapel_V2_F", "Land_Chapel_V2_ruins_F"]) then { _pos = getPosATL _x; house_positions = house_positions + [_pos]; }; } foreach buildings; { _x spawn { if ((count buildings) > 0) then { _church = buildings select 0; if ((typeOf _church) in ["Land_Chapel_Small_V2_ruins_F","Land_Chapel_Small_V1_ruins_F","Land_Chapel_Small_V2_F","Land_Chapel_Small_V2_ruins_F","Land_Chapel_V1_F","Land_Chapel_V1_ruins_F","Land_Chapel_V2_F","Land_Chapel_V2_ruins_F"]) then { _group = createGroup west; _char = "C_man_hunter_1_F" createUnit [_x, _group]; }; }; }; } forEach house_positions;
  5. Hello everyone. I've been running into an issue with my missions where everything seems to work perfectly when I run it by myself or with AIs, but has major issues in multiplayer. As an example, look at my init.sqf: if(isServer) then{{_x unassignItem "NVGoggles"; _x removeItem "NVGoggles"; _x removeItemFromPrimaryWeapon "acc_pointer_IR"; _x addPrimaryWeaponItem "acc_flashlight";} forEach allUnits}; AIs get their NVGs removed, but human players (other than myself) do not. If I stick those exact same commands into each squadmember's unit's init, it works even in multiplayer. Another example is this script I have for completely stripping someone of gear, which I call using _nul = this execVM "stripAllGearWeaponsEtc.sqf"; in the unit's init: removeAllAssignedItems _this; removeAllAssignedItems _this; removeVest _this; removeUniform _this; removeAllWeapons _this; removeBackpack _this; Once again this one works on myself and on AIs, but not on human players. I'm pretty new to Arma scripting, is there just some fundamental aspect of how scripting works for multiplayer that I'm not aware of? EDIT: Also, if anyone could point me to a basic guide on how variables and scope work in Arma scripting, that would be a huge help
  6. ChickenBandit

    Ammo not loading at launch

    Same basic issue for me in this thread: http://forums.bistudio.com/showthread.php?150478-Scripts-work-for-myself-and-for-AIs-but-not-for-other-players Stuff works fine for the host and AI, but not for players
  7. Or just run it as LAN, no need to lock
  8. So based on some things I saw in another thread I made a quick script that strips all of the gear off of a unit. It goes like this: removeAllAssignedItems player; removeAllAssignedItems player; removeVest player; removeUniform player; removeAllWeapons player; removeBackpack player; I put it in the init of my character with this: nul = [this] execVM "NakedTime.sqf"; It worked, but when I tried to put it in the init of my AI squadmates it failed, I'm assuming because the "player" object does not work for AIs. The problem is, replacing "player" with "this" does not work, and it also makes it even stop working on my character. Is there any way to get this script to work universally on any unit whose init I call it from? Thanks in advance!
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