Jump to content

Lala14

Member
  • Content Count

    646
  • Joined

  • Last visited

  • Medals

Posts posted by Lala14


  1. Does the E3 have an extended radar range and actually function as an E3 would or is it just the model with the normal radar? I have had the mod for a while and have never been able to tell.

    This I believe is currently in, the radar stuff is displayed on the map though instead as markers which are colour coded as well as assigned the vehicle's respective icon.

    • Like 1

  2. Hi Guys,

    I've added a small script to the mission on our dedicated server, that only allows a player to switch to 3rd Person view while in a vehicle.

    While on food it disables 3rdpersonView.

    The changes to difficulty options in 1.58 screwed up the script.

    Here is what is in the script now:

    if (!isDedicated) then { //preventing start on server
    
    	waitUntil {!isNull (findDisplay 46)}; //making sure player is spawned
    //changed from "if (difficultyEnabled "3rdPersonView") then" to adjust for difficulty changes in v1.58	
    	if (difficultyOption "3rdPersonView") then 
    	{
    		while {true} do {
    
    			waitUntil {cameraView == "EXTERNAL" || cameraView == "GROUP"};
    
    			if  ((vehicle player) == player) then {
    				player switchCamera "INTERNAL";
    			};
    			
    		};
    	};
    
    };
    

    As I understood it, I just need to change difficultyEnabled to difficultyOption. But this does nothing right now.

    I've also tried to replace "3rdPersonView" with "thirdPersonView", but that also didn't help.

    Does anyone has an idea how to fix the script?

    I've never used the command but looking at the wiki page difficultyOption returns a number now instead of a bool which difficultyEnabled did.


  3. Sorry I wasn't descriptive enought the first time, I mean that if I spawn a plane next to a hanger in zeus, there is no service menu option. I have to manually place the aircraft in the editor to get it to work, but im trying to avoid scripting and mission making if possible. Does that make a little more sense?

     

     

    Sargken, what do you mean put a service menu next to it?

    It needs to be a player in the vehicle. (a unit being controlled by zeus isn't considered as a player).

    There is a possibility that we could make a service menu module through zeus, however, I'm pretty sure no one on the team has any experience with zeus modules.


  4. I've been playing around with the auxillery sling loading but there is one breaking bug though.  I don't know exactly why it happens, but for example I have an humvee hmg sitting on the terrain slightly tilted because of elevation.  When I slingload it with a ghosthawk it seems not all ropes are getting attached to the humvee.  When I start lifting it then and fly a few meters forward, I just lose my cargo.  When I try it on flat terrain I can lift the humvee just fine.  It's a real annoying bug and hard to track down why it happens.

    try this and report back


  5. Nope I can't!

    defines.h
    #define planeMaxLength 12.1
    #define planeMaxWidth 4.1
    #define planeMaxHeight 4.3
    #define planeMaxWeight 35900
    #define NEWVAR 123
    [planeMaxLength, planeMaxWidth, planeMaxHeight, planeMaxWeight, NEWVAR]
     
    script1.sqf
    
    _arr = call compile preprocessFileLineNumbers "defines.h";
    _arr params [["_planeMaxLength", 0], ["_planeMaxWidth", 0], ["_planeMaxHeight", 0], ["_planeMaxWeight", 0]];
    

    No problem there ^^^^. params can parse input array that is larger or smaller than required size

     

    Yes, however, what I was trying to say was that I would also need to change _arr in each of the files(currently there is 9). I have since anyway pursed this method for the time being.

    Sounds like you should just write a function to handle that. That way params are just set when you call the function.

     

    They're all functions, I just said scripts.

    Just gonna hijack this thead for a quick question: What exactly is the advantage of using #define instead of defining a variable the usual way and how is the locality?

     

    From this page, https://community.bistudio.com/wiki/PreProcessor_Commands#.23defineI understand that it makes sense to use that in configs where one can't assign variables the usual way, but why in sqf?

    There only a small advantage I guess, less lines of code. Basically what you do is you have a file with all the definitions and then you include it into your file and thus everything is already defined and waiting to be used.


  6. Basically what I want to do is currently not possible through what is said on the wiki. I've also tried some alternatives which so far have proven to be more complicated than what it really should be. I'm wondering if someone has found a different alternative to the problem.
    The problem
    I basically want to use the same set of scripts over and over again however with passing different arguments that will be located in a file via #include.
    The current working solution I have contains 3 sets of the same script with the #include path changed.
    e.g. of the problem


    macros.hpp
    #define planeMaxLength 12.1
    #define planeMaxWidth 4.1
    #define planeMaxHeight 4.3
    #define planeMaxWeight 35900
     
    script1.sqf
    #include "macros.hpp"


    e.g. of one of my other solutions


    defines.h
    #define planeMaxLength 12.1
    #define planeMaxWidth 4.1
    #define planeMaxHeight 4.3
    #define planeMaxWeight 35900
    [planeMaxLength, planeMaxWidth, planeMaxHeight, planeMaxWeight]
     
    script1.sqf

    _arr = call compile preprocessFileLineNumbers "defines.h";
    _arr params [["_planeMaxLength", 0], ["_planeMaxWidth", 0], ["_planeMaxHeight", 0], ["_planeMaxWeight", 0]];


    However, as you can if I was to add anything else to defines.h I would need to add in the new variable to every script which is quite time consuming when you have 15.
    Any suggestions?


  7. Hey thanks for making this very cool bit of kit. Got an error with it, it does not effect the script working but I'd just like to have it cleaned up without errors popping up. (not touched / edited it so unsure whats up)

     

    N3Yxkza.jpg

     

    Thanks

    I'm pretty sure that whole line inst needed anyway. I was initially going to add in a custom sound with the script to add a better effect, however, I never ended up finding a good custom sound and instead used one from in game. I'll get onto it though.


  8. Hey didn't know where else to post this, but I am having trouble with the C-5 Galaxy and loading tanks. Is there a certain script or module/setting I'm missing because I tried loading 4 Abrams from RHS into the back but when I turned on the engine and went about 5 feet they fell out of the bottom. I saw a YT video where a guy loaded in Vanilla tanks and was able to drop them with parachutes but like I said I didn't know if there was a certain set of scripts that needed to be added. 

     

    Thanks for any replies

    If you scroll wheel on the C-5 with the vehicle that you want being near the cargo door there should be an option called 'load cargo'.

  9. Hi

    I am very new to scripting and I have been trying to get the Crater Cleaner & Destroyed Vehicle Remover to work

    I have added the line null = [] execVM "cratercleaner.sqf"; to the vehicle init and I think I am right by putting the cratercleaner.sqf file in the mission folder and set the CCAbleToRepair to =1. I am not sure of any other settings after that so I have not changed them.

    When I start the game, I briefly see the notice Crater Cleaner Initiated (or something like that) on the screen for a couple of seconds.

    After that, nothing happens when I drive up to a damaged vehicle or a bomb crater.

    Any help to point me in the right direction would be much appreciated.

    Thanks

    Dave

    That's not how it was intended to work, in your mission the line of code should be placed in the init.sqf and then the action is designed to only come up with the crv-6e bobcat.

  10. Those both will not work, why make a script file when the code is less than 5 lines???

    Instead what needs to be done is a search in all items (or in this case use vehicles) (or as well entities or allMissionObjects) to find the objects

    e.g.

    _campArray = [ "Land_CampingTable_small_F", "Land_CampingTable_F", "Land_CampingChair_V1_F", "Land_CampingChair_V1_folded_F", "Land_CampingChair_V2_F"];
     
    {if (typeOf _x in _campArray) then { _x enableSimulationGlobal false; _x allowDamage false; };} forEach vehicles;

    _campArray = [	"Land_CampingTable_small_F", "Land_CampingTable_F", "Land_CampingChair_V1_F", "Land_CampingChair_V1_folded_F", "Land_CampingChair_V2_F"];
    
    { { _x enableSimulationGlobal false; _x allowDamage false; }forEach (enitites _x)} forEach _campArray;
    • Like 1
×