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feldmaus

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Everything posted by feldmaus

  1. Good morning, i want to change my user profile but wanna keep my old ACE/TFAR/ACRE key settings. How to do that? I still imported my old ARMA 3 Vanilla key setting, but need my mods key settings too. regards
  2. feldmaus

    changing user profile

    This syntax does not work for me, i still get the error message of wrong expression, _arr1 = parseSimpleArray copyFromClipboard; //looks fine hint _arr1; //looks fine _arr1 = parseSimpleArray copyFromClipboard; hint _arr1; //gives me expression error
  3. feldmaus

    changing user profile

    @Dedmen, thanks there is an expression error: https://imgur.com/X3ULqqo EDIT: upps, my mistake i forgot to run the mission and then execute the debug console. The Text i get looks like, http://dpaste.com/3M1EHZA.txt Is the Text i got well formated? But however, even when i don't get an error message, during set up my new profile keybindings, he doesn't set this to my new profile.
  4. Hello, i am owner of ARMA3 and all DLC's. One of my favorite game server is managed by admins who don't share my opinion in game play, so they harassed me and decided to close my forum account. The chance to get a ban because of dislike on their server is high, but that's not the problem. They are using a shared ban list, which means when i get on their server again and they really want to ban me than i am banned on many other servers too. Currently they don't have my PlayID i think. But i wanna try to play further on their server. In case that they ban me i want to save money. How to do that? If i am banned, do i have to buy only another main ARMA 3 Game or all additional staff(DLC's) too? Can i buy another ARMA 3 game for cheap and add it to my Steam account? How to buy annother ARMA 3 game on Steam if i still have one? And how to select them form playing multiplayer? regards
  5. feldmaus

    prevent costs by getting banned

    Will my GUID be forgotten by the server after several days? Do they need only my GUID?
  6. Hello, how to set several specific type of wounds to a Patient, to one body part? I am using the following line, [Zivilist, 1.0, "leg_r", "bullet"] call ace_medical_fnc_addDamageToUnit; but i can only add 1 wound. Even when i make this, [Zivilist, 1.0, "leg_r", "bullet"] call ace_medical_fnc_addDamageToUnit; [Zivilist, 1.0, "leg_r", "bullet"] call ace_medical_fnc_addDamageToUnit; [Zivilist, 1.0, "leg_r", "bullet"] call ace_medical_fnc_addDamageToUnit; i only get 1 wound. And the second Problem is, that the wound i add to the patient seems to be a random type. I need specific wounds not random type of wounds. cheers
  7. Hello, if the patient is in the revive state, how much CPR's may/can i do? Should i execute CPR until the patient gets a pulse rate over 40? Or as long as the patient is not responisve? In normal life, the CPR can be done until the patient gets a normal breathing, i think this should be around pulse rate of 40? Which states does exist? (Explanation/Declaration) Regards
  8. feldmaus

    ACE Medical, how much CPR's

    So this means, that some of the code didnt change in the last years? I cant see any changes at the file ACE_Medical_Treatments.hpp.
  9. feldmaus

    ACE Medical, how much CPR's

    Thanks very much, i will think about your info. :-) Here is the link to the 3.12.2 SourceCode, https://github.com/acemod/ACE3/releases/latest
  10. feldmaus

    ACE Medical, how much CPR's

    Ok thats complicated. Are there only this 2 states(revive and cardiac arrest)? Or are there different revive states and cardiac arrest?
  11. feldmaus

    ACE Medical, how much CPR's

    How to differ between "revive state" and "cardiac arrest"?
  12. feldmaus

    ACE Medical, how much CPR's

    @Belbo, but on my community server, i often got people alive again witout PAK. Maybe i have to increase the blood presure and the then when the patient's pressure is high enough give him an epinephrine(to wake up) and then a CPR again?!
  13. feldmaus

    ACE Medical, how much CPR's

    push, is there a way to get a sneak into the current Code? The master branch seems not to be televant for ACE 3.12.x.x.
  14. feldmaus

    ACE Medical, how much CPR's

    Its not my server, i am talking about! I am just a guest.
  15. feldmaus

    ACE Medical, how much CPR's

    For me it looks that this code is not actually. We are using ACE 3.12.x.x and the last modify date of your linked code is 1-2 years old.
  16. Good morning, i wanna commit several commands in the init field of the <createUnit> command, How to do this? I get always an Error about missing brackets. Here my code: // create a new unit of same type at starting position _unitType createUnit [ _posUnit, _unitgroup, "_unit = this; this addEventHandler ["killed", {0 = [_this,_delay,_vehCall,_vehSeat,_parkPlace,_parkRad] execVM "unit_spawn.sqf"}];", _unitSkill, _unitRank]; Any idea? regards
  17. @pierrimgi, you are talking about Line 9 but not Line 10. I understand Line 9. 9. _unit = _this select 0; 10. [_this, (_unit getVariable 'unitDef') select 0, //object, delay why do you use _this in Line 10. In Line 9 i still defined the object, but in Line 10 you are passing the _this(array). I think this is a mistake? I still had a working script for infinte spawn, but its based on while and sleep commands. And i want to change my code to ground it on EH, which i think is much more performance friendly.
  18. I check my code tomorrow, it is not complete. But can you comment Line 10? Why do want me to use _this instead of _unit?
  19. thank you jazzraill, but static arguments are not a good idea. The script is used by more then one AI. However i changed my code, i think pierremgi is right but i will check my code tommorow. https://pastebin.com/0fRjL8u5 1. // Following sentences are added to the init line of the _unit 2. "_unit = this; //_unit is still an object but in next line it will be an array 3. _unit setVariable [ 'unitDef',[_delay,_vehCall,_vehSeat,_parkPlace,_parkRad]; 4. 5. 6. /* We have to extract the Definitions from our Array, but the array is in the addEventHandler known as 7. _this and not as _unit, so we have to define _unit again. */ 8. _unit addEventHandler ['killed', { 9. _unit = _this select 0; 10. [_this, (_unit getVariable 'unitDef') select 0, //object, delay 11. (_unit getVariable 'unitDef') select 1, //vehCall 12. (_unit getVariable 'unitDef') select 2, //_vehSeat 13. (_unit getVariable 'unitDef') select 3, //_parkPlace 14. (_unit getVariable 'unitDef') select 4, //_parkRad 15. ] execVM 'unit_spawn.sqf'}]; How can i add Line numbers to my Code above? Why not use in Line 10 _unit instead of _this at the beginning? 10. [_unit, (_unit getVariable 'unitDef') select 0, //object, delay Please check my discription, am i wrong with my thoughts?
  20. @pierremgi i am executing a script called "unit_spawn.sqf" from the unit Init field in the editor with an addEventHandler command, and it passes the following arguments, Unit (obj) Delay (int) Vehicle CallSign (str) Vehicle Seat (str) Park place (obj) Park radius (int) rest is determined in the script "unit_spawn.sqf". Here a link to my script, https://pastebin.com/0fRjL8u5
  21. Hi All, i want to change my Code to avoid the loops in my script, therefore i want to insert the addEventHandler in my AI pilots Init Line to execute my script. And in my script i want to insert an <addEventHandler> in the init argument, is this possible? May AI respawn like players to keep their Init-Code? Or may AI only spawn? How can i add Code to the Init of my AI after <createVehicle>?
  22. Good Morning, for my SP/MP Mission i modified the script from Evo Dan's vehicle respawn script for vehilce respawn and made a new script for respawn AI Soldier-units. When the Chopper and the AI gets killed, the Chopper and pilot gets spawned at the Base, then the Pilot shall get in his specific vehicle. I have some more Pilots for CAS/EVAC/Halo/Support. My scripts are working, but my new Pilot doesnt know anymore where his old vehicle is, because the old vehicle got deleted and he didnt got the reference to the new vehicle. Here are my scripts, Vehicle Respawn Script: /* [EVO] Dan's vehicle respawn script modified by Steam-User immerfestedruv In the Unit Init Field insert <0 = [this,5] execVM "vehicle_respawn.sqf";> for example. Will run only on the server, as it only needs to run in one place, but obviously can be used in both singleplayer and multiplayer */ _vehicle = _this select 0; // First Argument, get vehicle's details _respawntime = _this select 1; // Second Argument, get the init set respawn time _facingofvehicle = getDir _vehicle; // get original facing _positionofvehicle = getPosATL _vehicle; // get original position _vehicletype = typeOf _vehicle; // get the vehicle type _vehicleName = vehicleVarName _vehicle; // get the Variable-Name from the Vehicle _n = 1; if(isServer) then{ while{_n == 1} do{ hint format ["Fahrzeug-Variablen-Name lautet ",_vehicleName]; if((!alive _vehicle) || (!canMove _vehicle)) then { //true if vehicle is not alive or it cannot move sleep 240; // respawn time between respawn/move and deletion deleteVehicle _vehicle; //clear up old vehicle sleep _respawntime; // respawn time between deletion and then respawn _vehicle = _vehicletype createVehicle _positionofvehicle; // create a new vehicle of same type at starting position _vehicle setPosATL _positionofvehicle; //set correct position _vehicle setDir _facingofvehicle; //set correct facing of the vehicle _vehicle setVehicleVarName _vehicleName; /* Next Code-Line will be executed for the new Object by your CPU, but time of execution unkown. This behaves similar to the code in the init-field of your object. */ [[[_vehicle,_respawntime],"vehicle_respawn.sqf"],"BIS_fnc_execVM",false,false] spawn BIS_fnc_MP; _n = 0; // break out condition }; sleep 120; // sleep for a bit in order to reduce processing calls }; }; Unit Respawn Script: /* Based on [EVO] Dan's vehicle respawn script modified by Steam-User immerfestedruv In the Unit Init Field insert <0 = [this,5,blackfish_1,"Driver"] execVM "unit_respawn.sqf";> for example. Will run only on the server, as it only needs to run in one place, but obviously can be used in both singleplayer and multiplayer */ _unit = _this select 0; // First Argument, get Unit's details _respawntime = _this select 1; // Second Argument,get the init set respawn time _vehicle = _this select 2; // Third Argument, Vehicle in which the unit shall get in _vehicleSeat = _this select 3; // Forth Argument, on which Seat shall the unit sit _facingofunit = getDir _unit; // get original facing _positionofunit = getPosATL _unit; // get original position _unittype = typeOf _unit; // get the unit type _unitgroup = group _unit; // get group of the original unit _unitName = vehicleVarName _unit; // get the Variable-Name of the Vehicle _unitRank = rank _unit; // get the units orignal rank _unitSkill = skill _unit; // get the original skill of the unit _n = 1; if(isServer) then{ while{_n == 1} do{ if (alive _vehicle) then { hint format ["Fahrzeug %1 lebt noch.",_vehicle]; switch (_vehicleSeat) do { case "Driver": {_unit moveInDriver _vehicle}; case "Gunner": {_unit moveInGunner _vehicle}; case "Turret": {_unit moveInTurret _vehicle}; case "Commander": {_unit moveInCommander _vehicle}; default {_unit moveInCargo _vehicle}; }; } else {hint format ["Kein Fahrzeug für %1 ",_unit];}; if((!alive _unit) || (!canMove _unit)) then { //true if unit is not alive or it cannot move sleep 120; // additional time delay between unit being killed and unit being deleted _unit setPosATL [0,0,0]; // move old unit away before respawn new unit sleep 1; // wait a bit for safety // create a new unit of same type at starting position _unittype createUnit [_positionofunit, _unitgroup,"newUnit = this", _unitSkill, _unitRank]; newUnit setVehicleVarName _unitName; newUnit setPosATL _positionofunit; // set correct position newUnit setDir _facingofunit; // set correct facing of the unit sleep _respawntime; // respawn time between respawn/move and deletion deleteVehicle _unit; // clear up old units? /* Next Code-Line will be executed for the new Object by your CPU, but time of execution unkown. This behaves similar to the code in the init-field of your object. */ [[[newUnit,_respawntime,_vehicle,_vehicleSeat],"unit_respawn.sqf"],"BIS_fnc_execVM",false,false] spawn BIS_fnc_MP; _n = 0; // break out condition }; sleep 60; // sleep for a bit in order to reduce processing calls }; }; How do i can get my Pilot in his new specific Chopper? And is it useful to use the command setVehicleVarName/vehicleVarName in a Multiplayer/Internet/Singleplayer Mission? Another idea would be to not delete the vehicle but to repair it and move it to origin position. How to? regards EDIT: Link to my working but not finished and optimized script, unit_respawn.sqf vehicle_respawn.sqf
  23. Good morning, in my mission i setup a chopper+Crew for transport support, therefore i am using the support module transport which i sync to the vehicle. After dead of the chopper/crew(createvehicle is used), the sync is away. In Editor i tried to <support_trans synchronizeObjectsAdd [littlebird_1]> to resync my vehicle to the support module, without success. <synchronizedObjects support_trans> didnt listed any objects. Any hints? regards
  24. I found some interesting thread, Re-adding supports after Player was killed/Reply from User Larrow In this thread there are a few important variables i should check, BIS_SUPP_HQ BIS_SUPP_allProviderModules BIS_SUPP_used_* BIS_SUPP_transmitting BIS_SUPP_limit_* BIS_supp_refresh What does these variables consists of? Are there more variables related to the Support Module? Further interesting Link, http://www.armaholic.com/forums.php?m=posts&id=170708 And i should check following functions in the function viewer(Hit CTRL+F) of Arma, BIS_fnc_addSupportLink BIS_fnc_limitSupport BIS_fnc_removeSupportLink
  25. What i want is to check in the phase of the initialisation if the vehicle is linked to a support module, if so then i want to get the name of the module it is linked to. How to do this? In my Code i am still saving the vehicleVarName.
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