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Everything posted by Fiddi

  1. A Taru Ammo pod ("Land_Pod_Heli_Transport_04_ammo_F") can't rearm a static weapon. Though it works with other vehicles. A normal ammotruck can rearm the static weapon, specifically a Static Titan Launcher AT.
  2. I prefer the ingame one too. Never had the backpack issue though.
  3. You can use this: man1 action ["getOut", off1];
  4. Small bug, the Taru Cargo pod ("Land_Pod_Heli_Transport_04_box_F") has a very hard to reach inventory.
  5. I can't speak from experience, but there's an additional parameter that handles JIP, a boolean. Not sure what it does but you can check it out, RemoteExec Wiki
  6. How about this? [_object, ["CALL REINFORCEMENTS", { [(_this select 0), (_this select 2)] remoteExec ["removeAction", 0]; // IF YOU WANT TO REMOVE THE ACTION AFTER USE private "_time"; _time = 10; while {_time > 0} do { _time = _time - 1; (format["Time Left: \n %1", [((_time)/60)+.01,"HH:MM"] call BIS_fnc_timetostring]) remoteExec ["hintSilent", -2]; Sleep 1; }; ["PARAMETERS FOR REINFORCEMENT SCRIPT", "PATH TO REINFORCEMENT SCRIPT"] remoteExec ["execVM", 2]; }]] remoteExec ["addAction", 0];
  7. As far as I understand this is somewhat what you're looking for: defenseBonus = { veh1 attachTo [men1,[0,2,1.1]]; // Should perhaps be: man1 , but wasn't sure if it was a typo or not. Sleep 10; veh1 attachTo [placeholder,[0,0,10]]; Sleep 5; man1 addAction ["<t color='#FF0000'>Defense bonus", { (_this select 0) removeAction (_this select 2); [] spawn defenseBonus; }, nil, 10]; }; man1 addAction ["<t color='#FF0000'>Defense bonus", { (_this select 0) removeAction (_this select 2); [] spawn defenseBonus; }, nil, 10];
  8. Instead of using a separate file you can simply execute the code inside the addAction. this addAction ["Rescue Pilot", { [_this, { (_this select 0) removeAction (_this select 2); (_this select 0) enableAI 'MOVE'; (_this select 0) switchMove ""; (_this select 0) setCaptive true; }] remoteExec ["call", 0, true]; [_this select 0] joinSilent _this select 1; };]; Also, BIS_fnc_Mp is outdated and replaced with remoteExec.
  9. Try with: _unit disableAI "ANIM"; Might work.
  10. Hey, just noticed in the support module that there is a parameter for "UAV Recon Limit", and I'm wondering if there's a way to set it up? Didn't find any Support provider module for it. Thanks.
  11. Hey, How do I detect if a vehicles defined default inventory has been changed in the editor? I don't mean if a player takes or adds something, but if it has been changed when editing the mission.
  12. Don't know if this is faster but I found that it works for me, I've adapted it to your code, you can try it if you want. { // for each vehicle _vec = createVehicle [(_x select 0), ASLToAGL [0, 0, 10], [], 0, "NONE"]; _vec setPosASL ((_x select 1) vectorAdd [0,0,1]); } forEach _all_vec_info; I tested in the debug console just now, This is atleast 5 times faster: _veh = "B_MRAP_01_gmg_F" createVehicle ASLToAGL [0,0,10]; _veh setPosASL Spawnpos; than this: _veh = "B_MRAP_01_gmg_F" createVehicle Spawnpos Wonder why, logically the second should be faster or atleast as fast.
  13. On most island maps [0,0,0] is over or on the water surface. But since it's there for a small moment shouldn't cause the problem, but when in Arma...
  14. How about if you did this: { // for each vehicle _vec = createVehicle [(_x select 0), [0, 0, 0], [], 0, "NONE"]; _vec setPos (_x select 1); } forEach _all_vec_info; Was it still the same?
  15. The loadout function only triggers when the vehicle respawns, but can be called with the proper parameters. The way it works is that it saves the loadout that's been made in the editor and applies it when the vehicle is respawned. Like so the loadout is saved on init: if _loadout then { _items = getItemCargo _vehicle; _magazines = getMagazineCargo _vehicle; _weapons = getWeaponCargo _vehicle; _backpacks = getBackpackCargo _vehicle; _vehicle setVariable ["VRInventory", [_items, _magazines, _weapons, _backpacks], true]; }; Then when respawned:
  16. Thanks for the replies. I have tried to get the cargo from a huron, though need it to be dynamic since it's going to be used on different vehicles. But the array that turns up from getArray is always empty, I've been using this to try to find the items. hint format["%1", getArray(configfile >> "CfgVehicles" >> "B_Heli_Transport_03_F" >> "TransportItems")]; I'm trying to prevent my loadout script from executing anything it doesn't have to but all this seems end up taking more performance than simply have it run even with the default items.
  17. I've also experienced this, although in a different situation. Mine was after using attachTo and detach, with disable simulation and damage vice versa. Though this was with editor placed vehicles, also in multiplayer it was the host that couldn't start the engine, but clients could. When clients drove around in said vehicle the host couldn't hear engine noise. EDIT In the respawn script I'm using I also used setPosASL. That's the only similarities we're using, I can't test it now, but maybe try it :) EDIT2: Might aswell upload my scripts also for good measure.
  18. Hello, I'm trying to get this eventhandler to execute on every machine in a specific way. So I got 4 zeus modules, and I want to add every object on the map to the zeuses whenever they enter zeus-mode. So far I have this but it only works on the host machine: this addEventhandler ["CuratorObjectRegistered", { _this select 0 addCuratorEditableObjects [allUnits,true]; _this select 0 addCuratorEditableObjects [vehicles,true]; }]; This is in every curator modules init fields. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#CuratorObjectRegistered Thanks.
  19. Yeah, thanks for the help, but I can't get it to work. I used another method and since the eventhandler only trigger when you enter zeus it doesn't keep adding things that were added while zeus were up. So I did this: InitServer.cfg [] spawn { while {true} do { { _x addCuratorEditableObjects [allUnits + vehicles,true]; } count allCurators; sleep 10; }; }; Would be cool to have that only active while zeus were up with an eventhandler but this works for both host and client.
  20. How would I put the first one? So far I've figured out it's supposed to go in description.ext under class CfgRemoteExec, but I'm not sure how.
  21. That didn't work for neither host or client, but tried this, but it didn't work either still just for the host. { _x addEventhandler ["CuratorObjectRegistered", { _this select 0 addCuratorEditableObjects [allUnits,true]; _this select 0 addCuratorEditableObjects [vehicles,true]; }]; } forEach allCurators; According to the wiki, it's supposed to go on the curator module not the player. I have it on all the modules but still doesn't work. Not even with a remoteExec...
  22. Try this: Fn_ShouldNeverBeExecutedEver = {systemChat "You will never see this message if you are programming in properly designed language"; true}; if (false and {call Fn_ShouldNeverBeExecutedEver}) then {}; if (true or {call Fn_ShouldNeverBeExecutedEver}) then {};
  23. For me they started working again after thursdays or fridays update. I haven't tested all of them but atleast the laser-guided bomb, helicopter support and artillery 230 mm Titan works, I think.
  24. Hey, I'm having trouble figuring out how to check if a "Code" type is empty. Is there a simple way to check that?
  25. I have a vehicle respawn function in which I can specify the initialization field of the vehicle that will be respawned, and the function is called with a parameter specifically for the init, defined in the params like so: params [ ["_vehicle", objNull, [objNull]], ["_delay", 10, [0]], ["_init", {}, [{}]], // this one ["_loadout", "", [""]], ["_cache", false, [true]] ]; I didn't want to lose performance or have it do unpredictable things, but since it works either way...