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Sarlac

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Everything posted by Sarlac

  1. Please explain the fix
  2. it should work fine with fixed wing, give it a go and see, personally I would only put them in the bastion type zones though
  3. Sarlac

    .

    I'm getting an error when I disable TMR. Can anyone help me resolve this please? It appears center screen when ANY mission is loaded if TMR is disabled. "Warning Message: Script tmr_autorest\init.sqf not found" Edit: solved, had another addon that needed TMR.
  4. Agreed! btw did you read my previous post? I'm desperate here...
  5. Thanks Nimrod, but this is the newest version /* ================================================================================================================== Simple Vehicle Respawn Script v1.81 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; // Kronzky's code KRON_StrToArray = { private["_in","_i","_arr","_out"]; _in=_this select 0; _arr = toArray(_in); _out=[]; for "_i" from 0 to (count _arr)-1 do { _out=_out+[toString([_arr select _i])]; }; _out }; KRON_StrLen = { private["_in","_arr","_len"]; _in=_this select 0; _arr=[_in] call KRON_StrToArray; _len=count (_arr); _len }; KRON_Replace = { private["_str","_old","_new","_out","_tmp","_jm","_la","_lo","_ln","_i"]; _str=_this select 0; _arr=toArray(_str); _la=count _arr; _old=_this select 1; _new=_this select 2; _na=[_new] call KRON_StrToArray; _lo=[_old] call KRON_StrLen; _ln=[_new] call KRON_StrLen; _out=""; for "_i" from 0 to (count _arr)-1 do { _tmp=""; if (_i <= _la-_lo) then { for "_j" from _i to (_i+_lo-1) do { _tmp=_tmp + toString([_arr select _j]); }; }; if (_tmp==_old) then { _out=_out+_new; _i=_i+_lo-1; } else { _out=_out+toString([_arr select _i]); }; }; _out }; // End of Kronzky's code // 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; // Modified by BearBison private ["_IDunit", "_sCommand"]; _IDunit = format["(objectFromNetID '%1')", netID _unit]; _sCommand=[format["%1",_unitinit],"this",format["%1",_IDunit]] call KRON_Replace; // End of code modified by BearBison // Modified by naong and AgentRev [call compile format["[{%1}]",_sCommand], "BIS_fnc_spawn", true, true] spawn BIS_fnc_MP; }; if (_hasname) then { //_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; //processInitCommands; private "_sCommand"; _sCommand = format["[{(objectFromNetID '%1') setVehicleVarName '%2';}]", netID _unit, _unitname]; [call compile format["%1",_sCommand],"BIS_fnc_spawn", true, true] spawn BIS_fnc_MP; _unit call compile format ["%1=_This; PublicVariable '%1'",_unitname]; }; // End of code modified by naong _dead = false; // Check respawn amount if !(_noend) then {_rounds = _rounds + 1}; if ((_rounds == _respawns) and !(_noend)) then {_run = false;}; }; };
  6. Thanks but that's one of the first things I tried. Doing it that way causes the vehicle to fail to spawn entirely. Any other ideas? I feel like this may be a time for bis_fnc_mp but that has so far been a dead end as well. edit: I just tried your suggestion again and this time the vehicle spawned, I had apparently misplaced a ] the last time. Unfortunately it did not get the init line so the respawn script is not running.
  7. Tophe, I am still learning here. I'm using this script in my mission and it works wonderfully but I have a problem. I have another script that creates a vehicle after a task is complete and I want it to have it place your respawn on these created vehicles. The vehicle is created fine but I can't get your stuff inserted on the init. I have tried several things now and had no luck at all. Would you mind taking a look at it? I just don't know the correct syntax to get your script to be injected into the init of the created vehicle. It's driving me a bit nuts to be honest. Thanks in advance for your help! { // [captures needed, friendly name, class name, position, direction, respawn delay] _capturesNeeded = _x select 0; _friendlyName = _x select 1; _className = _x select 2; _position = _x select 3; _direction = _x select 4; _respawnDelay = _x select 5; if (DOM_CaptureCount >= _capturesNeeded && DOM_LastReward < _capturesNeeded) then { DOM_LastReward = _capturesNeeded; ["scripts\domination\routed\reward_notification.sqf", _capturesNeeded, _friendlyName] execVM "scripts\action_router_no_jip.sqf"; _vehicle = _className createVehicle _position; _vehicle setDir _direction; }; } forEach DOM_Rewards;
  8. I'm getting "bad vehicle type" warning if I am not wearing a backpack when I airdrop. Does anyone know how to stop that from happening other than wearing a backpack or disabling logs?
  9. is this broken again or am i doing something wrong? Edit: i was wrong, got it working
  10. any chance this might get updated?
  11. I'm looking for a way to disable the markers for where units spawned with bastion markers. It works beautifully but the point of origin markers seem out of place.
  12. I have managed to take off from that north western airfield. It was tricky but it worked. It requires using every inch of the runway and rotating at the last second before crossing the road at the end. Only a very slight nose up attitude will work. You will just barely clear the trees and the farm house but it can be done.
  13. A friend is having problems with acre. His push to talk keys the mic and immediately cuts off. We have tried changing the default ptt key and even using a mouse button for ptt. This has ruled out a hardware problem with his keyboard. What could be causing this?
  14. I'm trying to add vas to a vehicle and I get a "missing ] error" when I use this veh = [this, 15, 10, 5, TRUE, FALSE, "this addAction["<t color='#ff1111'>Virtual Ammobox</t>", "VAS\open.sqf"]"] execVM "vehicle.sqf" . I think I should double some quotes in that but not really sure. Can anyone point me in the right direction? Thanks!
  15. Sarlac

    =BTC= Revive

    I sent that PM, I'm still having the issue but I'm not sure I was clear. I host the mission on my own pc and also play. It is not dedicated. If others connect and play we all have the btc first aid, drag, and carry options. If a player disconnects for whatever reason and then later reconnects while the mission is still running he/she will no longer have the first aid, drag, or carry options. In short players who reconnect don't get the addaction items.
  16. This is so not fixed...
  17. Sarlac

    =BTC= Revive

    With the rc6 version on dev branch when I am the host other players do not get the revive related actions added. Is this dev branch related or am I doing something wrong?
  18. Also this is not running on client machines , only on the host. Would this benefit from the new "BIS_fnc_MP" command? I'm thinking in the init.sqf add the following instead of what we have: Replace: [player] execVM "scripts\groupsMenu\initGroups.sqf"; player addEventHandler ["Respawn", { [player] execVM "scripts\groupsMenu\initGroups.sqf"; } ]; With: ["scripts\groupsMenu\initGroups.sqf", BIS_fnc_execVM, true, true] spawn BIS_fnc_MP; Do I need the event handler line for respawns? And if so should I use the bis_fnc version?
  19. This is odd because I specifically remember firing rockets through an open ifrit. In one side and out the other. Worked fine. Then door function was removed. Poof!
  20. Do you guys have trouble with the built in random patrol module? It works as intended for me.
  21. Sarlac

    DMC Air Patrol

    This is amazing work. Thanks!
  22. I'm getting multiple "groups menu" lines in my action menu. One extra for each time a player has respawned. Is there a way to resolve this?
  23. Sarlac

    ARMA 3 on consoles

    From what I've seen the ps4 specs seem capable of running arma as is. The ps3 supports mouse and keyboard. I really don't think they'll drop m+k support for the ps4. So, if bis were to release for ps4 I would buy, even though my pc runs it fine and I play on a 42" TV already. Doesn't really matter to me either way, but it would be cool.
  24. Sarlac

    Low-Ready Position

    What the hell are you guys talking about? Double tap ctrl. It's already there.
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