Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

MILN4R

Member
  • Content Count

    7
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About MILN4R

  • Rank
    Rookie

Contact Methods

  • Biography
    My name in game is usually either, DN, DN3 or DN38I46 or just MILN4R or Milner. Almost always first one.
  • Steam url id
    http://steamcommunity.com/profiles/76561197990345073/
  1. MILN4R

    Custom Base Compositions

    I've already figured out how to add Custom compositions to Zeus via Addons but... I don't want it to be a addon thing, because in order for it to be used that person would need the addon. I've been trawling through code for the better part of 4 hours now and trying various things to no avail. The way that the addon method works is simple, it adds to the configfile >> "CfgGroups" >> "Empty", e.g configfile >> "CfgGroups" >> "Empty" >> "Custom" >> "Outposts" >> "OutpostA". Also i found a function that will probably get all the required stuff for base layouts(fn_exportCfgGroups), i haven't tried it, so that's why i say it will probably work. Anyway back to my current problem, if you add the same config with the custom base to the mission and include it. It will be missionconfigfile >> "CfgGroups" >> "Empty" >> "Custom" >> "Outposts" >> "OutpostA" ... which simply wont be read. So... How would i add it to the list? or get it to be read? I've been trying to find the code which BI uses to get the list read but with no luck as of yet. If anyone knows how please to tell. As it will save me a bunch of time. And before anyone says it can only be done by addon, this is not one of those things that can only be done by being a addon. I just need to figure it out. Btw the way you do the addon is simple: @Custom_Compositions>Addons>Custom_Compositions>Config.cpp Config.cpp = class CfgPatches { class Custom_Compositions { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Modules_F"}; }; }; class CfgGroups { class Empty { side = 8; name = "Compositions"; class Custom { name = "Custom"; class Outposts { name = "Outposts"; class OutpostA { name = "Test"; class Object0 { dir = -359.177; position[] = {17.293,-14.2617,1.7643e-005}; rank = ""; side = 8; vehicle = "Land_HBarrierBig_F"; }; }; }; }; }; }; and obviously .pbo it and prefix it.. and add the mod launch params.. The mission side one is as follows(this is the one which wont work) config.cpp = class CfgGroups { class Empty { side = 8; name = "Compositions"; class Custom { name = "Custom"; class Outposts { name = "Outposts"; class OutpostA { name = "Test"; class Object0 { dir = -359.177; position[] = {17.293,-14.2617,1.7643e-005}; rank = ""; side = 8; vehicle = "Land_HBarrierBig_F"; }; }; }; }; }; }; And in description.ext #include "config.cpp"
  2. MILN4R

    Arma 3 W/Scripts By Jetfox

    That error which pops up at start of game in the black box, this one: '...then { _old = player; _old removeAction |#|squad_mgmt_action; waitUntil {alive play...' Error undefined variable in expression: squad_mgmt_action Is because ya deleted the wrong squad_mgmt_action = player addAction [ ("<t color='#04cc6b'>" + "Squad Management" + "</t>"), Compile preprocessFileLineNumbers "DOM_squad\open_dialog.sqf", [], -80, false ]; in the DOM_Squad>init.sqf, you need to delete the other one. Erm and the wierd 'C' for jump glitch.. idk whats really doing that. And my stuff for jump on my first post on this thread was wrong, There were incompatabilities between my the way i do it and whoever made the jump script did e.g his line of code went like this: if ((_this select 1) == 46 and speed player >8) then { and mine goes like this(i think mine just looks neater): if ((_key in _dikcode_getover_arr) && (speed player >8)) then { Any way, ill just give you my jump.sqf which is already tidied up and doesnt have all my extras in. if (isNull player) exitwith {} ; fn_Animation = { private ["_unit","_anim"]; _unit = _this select 0; _anim = _this select 1; _unit switchMove _anim;// PLAY ANIMATION JUMP }; dokeyDown= { private ["_r","_key_delay","_max_height","_height","_vel","_dir","_speed","_key","_dikcode_getover_arr"]; _dikcode_getover_arr = actionKeys "GetOver"; _key = _this select 1; _key_delay = 0.3;// MAX TIME BETWEEN KEY PRESSES _max_height = 4.3;// SET MAX JUMP HEIGHT player setVariable ["key",false];// ENABLE THIS LINE FOR SINGLE KEYPRESS BY REMOVING // AT THE START OF THE LINE _r = false ; // HINT STR (_this select 1);// show key number // VARIOUS CHECKS if ((player getVariable ["key",true]) && (_key in _dikcode_getover_arr)) exitWith {player setVariable ["key",false]; [_key_delay] spawn {sleep (_this select 0);player setVariable ["key",true];};_r}; if ((_key in _dikcode_getover_arr) && (speed player >8)) then { if ((player == vehicle player) && (player getVariable ["jump",true]) && (isTouchingGround player )) then { player setVariable ["key",true];// RESTE DOUBLE KEY TAP player setVariable ["jump",false];// DISABLE JUMP _height = 6-((load player)*10);// REDUCE HEIGHT BASED ON WEIGHT //hint str _height; // MAKE JUMP IN RIGHT DIRECTION _vel = velocity player; _dir = direction player; _speed = 0.4; If (_height > _max_height) then {_height = _max_height};// MAXIMUM HEIGHT OF JUMP player setVelocity [(_vel select 0)+(sin _dir*_speed),(_vel select 1)+(cos _dir*_speed),(_vel select 2)+_height]; [[player,"AovrPercMrunSrasWrflDf"],"fn_Animation",nil,false] spawn BIS_fnc_MP; //BROADCAST ANIMATION player spawn {sleep 2;_this setVariable ["jump",true]};// RE-ENABLE JUMP }; _r = true; }; _r; }; waitUntil {!(IsNull (findDisplay 46))}; (FindDisplay 46) displayAddEventHandler ["keydown","_this call dokeyDown"];
  3. MILN4R

    Zeus and AddOns

    Uhm, anyone else`s 'Show info' button for the manage addons module crash the game?
  4. MILN4R

    Arma 3 W/Scripts By Jetfox

    Yeah sure, i may as well do the beta thing. And the cash system, Ive never really properly used, mainly because of the almost constant tweaks and re-balanceing of prices that i could foresee me having to do. But if ya really need help with it, ill help(PM me, keep this thread clear for bug reports/suggestions), since Ive pretty much done whatever i was doing for my mates map, apart from a stupid BI problem with supports, but that's for another thread maybe(probably not since its been made before, feel like ill have to do BI`s job a lil bit on it :() but ya, uhm Wasteland is all i really need to say on any possible cash problems or the Life stuff, plenty of references lol, why make something that's already been made ;)(obviously tweaking will be required to suit your purposes). And NP on the feedback, I can tell your committed to making the map good so, its one of those 'why not help' scenarios for me. Oh before i sign off, um one thing that some guy mentioned is why the Zeus ping wont work. Ya, not a biggy and probably not hard to fix, considering all references you have to look at(BI`s Zeus GM missions) but ya never know, sometimes the smallest thing is the hardest to do. Hm iv`e been looking over what you did for Zeus and why oh why have you got your entire file structure showing..? MP_Jetfox_Injury.Altis\Users\<YOURNAME>\Documents\Arma 3 - Other Profiles\JetFox\mpmissions\MP_Jetfox_Injury.Altis And you don't really need to have the a3>functions_f in the mission directory btw, you can just copy the functions_f pbo to your Dedicated servers addon folder, i also for some reason have a separate curator folder in my A3 directory with all the curator PBO`s, i just copied them too & modules_f as to be sure, worked fine for me, with no need for the a3 in mission directory, up to you tho either way works. Don't know which one is more efficient probably the PBO way but doesn't really matter.
  5. MILN4R

    Supply Drop script

    Lol, pretty much. Nope. I found a thread that looks promising but yet to hear a reply from the guy(i PM`d him since its quite old thread) http://forums.bistudio.com/showthread.php?163949-Comms-menu-not-working-on-Dedi-Server I dont have time to do what he is doing so, if you feel like trying it go ahead.
  6. MILN4R

    Arma 3 W/Scripts By Jetfox

    Well i played your map again last night, and have a few suggestions for ya that i think will improve game play a bit. Anyways, 1. I didnt use or even know you had the jump script in btw because you left it double tap to initiate. Might want to change that, also you might want to make it so it will find the player bound key for jump, because well, not everyone uses the default setup for A3. All you need to do is: For the single press un-comment line 15, // player setvariable ["key",false];// ENABLE THIS LINE FOR SINGLE KEYPRESS BY REMOVING // AT THE START OF THE LINE which you probably already know since it says it, lol. For the getting player bound keys to action, in jump.sqf, add the following line below line 12 _dikcode_getover_arr = actionKeys "GetOver"; _key = _this select 1; Change lines 21 and to 22 to: if ((player getVariable ["key",true]) && (_key in _dikcode_getover_arr)) exitWith {player setVariable ["key",false]; [_key_delay] spawn {sleep (_this select 0);player setVariable ["key",true];};_r}; if ((_key in _dikcode_getover_arr) && (speed player >8)) then { And Wallah or Voilà :p. Also in description.ext you can change the respawnTemplatesWest[] = {"MenuPosition","MenuInventory"}; respawnTemplatesEast[] = {"MenuPosition","MenuInventory"}; respawnTemplatesGuer[] = {"MenuPosition","MenuInventory"}; to just: respawnTemplates[] = {"MenuInventory","MenuPosition"}; And if you want help with custom load outs just ask(dont think you do since youve already got them going so), but there's plenty of info on that so. Last thing, There are 2 Squad Management actions btw... Super simple fix. In DOM_Squad>init.sqf delete or /* */ the lines 20-23. E.g /*squad_mgmt_action = player addAction [ ("<t color='#04cc6b'>" + "Squad Management" + "</t>"), Compile preprocessFileLineNumbers "DOM_squad\open_dialog.sqf", [], -80, false ];*/ Hope these helped, and obviously i miss the vehicle guy who you can spawn vehicles from, had a little chat with 1 of ya admins about it and sounded like you were having trouble with people spawning in cars and not moving them, and others couldn't spawn theirs because of this or they would spawn on top and blow up maybe? I don't really remember tbh, late night playing ;), I really think it is essential for this btw, as Zeus constantly having to put basic vehicles down(unarmed) just adds to his work load, especially if hes trying to set up the next area or people die mid battle & spawn at base. If you do put the vehicle spawn back in btw, i only have 1 request/recommendation, add the MH9 to the list... Its not exactly OP. And well simply put, it cuts down travel times and i literally cant see any reasons why they wouldn't be in. Daym! long ass post. :rolleyes:
  7. MILN4R

    Supply Drop script

    No it doesn't. For every client connected to server it will drop a crate(not sure tho, not tested this theory), but here is a fact to back me up. On my server i call in supply drop, does it correctly and then drops 2 crates due to there being 2 clients? (me and the server). And the heli transport module wont work in MP correctly either. Artillery tho, works fine. Well, iv been looking over. the code by BI and well simply put, it look like its not designed for MP. The more i think about it the more i think that its gonna not be a quick fix for me to do. I simply put am not good enough to do such a thing. I know you can do the whole class CfgCommunicationMenu thing to do supports and stuff, like they did in their showcase support mission. but the thing is it will still be linking to the A3\modules_f\supports\ stuff. which isn't made for MP. And i am almost certain that we can make it work. as copying the entire supports folder into mission directory, deleting the CfgCommunicationMenu.hpp, and patches thingy. then going through each file and making all the _this execVM 'A3\modules_f\supports\<whatever its linking to>' or basically anything that is A3\modules_f\supports\ and changing it so its linking to your supports folder in mission directory, e.g in config.cpp class Eventhandlers { init = "_this execVM 'A3\modules_f\supports\init_requester.sqf'"; }; to class Eventhandlers { init = "_this execVM 'supports\init_requester.sqf'"; }; . And then adding #include "supports\Config.cpp" to your description.ext, obviously something goes wrong with it somewhere because the loading name of mission wont display, it shows as Unknown mission and in game the supports aren't displayed and under the comm menu they are listed as numbers, e.g. you've got 3 supports, they will display as 1,2,3 in order top to bottom. BUT that means it did over wright stuff SO. And the problems are probably in the code somewhere or in the deleted CfgCommunicationMenu.hpp, the reason that is deleted is that it causes game to crash due to class CfgCommunicationMenu being defined in config.cpp too. But the fact that it over rights, means that the changes/ fixes to supports could be possible. I don't know how to make it so but i believe it is possible to do it. Im going to be playing around with it, to see if i can figure out how to make it work, but i have the distinct felling that this is way above my level of scripting, so this is why this is the first time im posting on the forum. And there is feedback trackers about these problems btw, which are very very old and were left unanswered, some where even closed so, yeah. And this isn't a very big priority to the DEV`s because the only real people who will report this stuff are actual mission makers, since they are the ones who encounter these problems. Of course if it works for you then... i want to know everything you did. And i mean everything! Another note is that the Config.cpp and cfgCommunicationMenu.hpp have alost the exact same parts, Config.cpp part for cfgCommunicationMenu class CfgCommunicationMenu { class Default; class ArtilleryBase; class Support_Request_Artillery: ArtilleryBase { expression = "player setVariable ['BIS_SUPP_request', ['Artillery', _pos]]"; }; class CASBase; class Support_Request_CAS_Heli: CASBase { text = "$STR_A3_mdl_supp_disp_cas_heli"; expression = "player setVariable ['BIS_SUPP_request', ['CAS_Heli', _pos]]"; }; class Support_Request_CAS_Bombing: CASBase { text = "$STR_A3_mdl_supp_disp_cas_bombing"; expression = "player setVariable ['BIS_SUPP_request', ['CAS_Bombing', _pos]]"; }; class SupplyDropBase; class Support_Request_Drop: SupplyDropBase { expression = "player setVariable ['BIS_SUPP_request', ['Drop', _pos]]"; }; class TransportBase; class Support_Request_Transport: TransportBase { expression = "player setVariable ['BIS_SUPP_request', ['Transport', _pos]]"; }; class Support_Report_Done { text = "$STR_A3_mdl_supp_comm_done"; expression = "player setVariable ['BIS_SUPP_supporting', FALSE]; call BIS_SUPP_refreshMainWindow"; }; class Support_Report_Failed { text = "STR_A3_mdl_supp_comm_failed"; expression = "player setVariable ['BIS_SUPP_failed', TRUE]"; }; }; And cfgCommunicationMenu.hpp full file is. class CfgCommunicationMenu { class Default; class ArtilleryBase; class Support_Request_Artillery: ArtilleryBase { expression = "_this setVariable ['BIS_SUPP_request', ['Artillery', _pos]]"; }; class CASBase; class Support_Request_CAS_Heli: CASBase { text = $STR_A3_mdl_supp_disp_cas_heli; expression = "_this setVariable ['BIS_SUPP_request', ['CAS_Heli', _pos]]"; }; class Support_Request_CAS_Bombing: CASBase { text = $STR_A3_mdl_supp_disp_cas_bombing; expression = "_this setVariable ['BIS_SUPP_request', ['CAS_Bombing', _pos]]"; }; class SupplyDropBase; class Support_Request_Drop: SupplyDropBase { expression = "_this setVariable ['BIS_SUPP_request', ['Drop', _pos]]"; }; class TransportBase; class Support_Request_Transport: TransportBase { expression = "_this setVariable ['BIS_SUPP_request', ['Transport', _pos]]"; }; class Support_Report_Done { text = $STR_A3_mdl_supp_comm_done; expression = "_this setVariable ['BIS_SUPP_supporting', FALSE]; call BIS_SUPP_refreshMainWindow"; }; class Support_Report_Failed { text = STR_A3_mdl_supp_comm_failed; expression = "_this setVariable ['BIS_SUPP_failed', TRUE]"; }; }; As you can see the only difference is in the expressions, Config.cpp`s is "player" and the menu`s is "_this". Note: Im on the DEV build, in the past supports were broken aon dev branch, and this may be the case here, but probably not. Also can`t be bothered to switch back to main as i like playing with Zues. And the difference between DEV and main is almost 1gig, also for quick reference for anyone who wants to quick switch between dev and main, when you want to go to dev make a backup of your game via steam backup feature, then switch to dev, download what it want then when your finished with dev make a backup of the Dev build, then load your main build backup, might still need a update if main received a update in the time that you were gone but yeah to be expected. Wow quite the post... really need a show button for code up in this joint.
×