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jo spanner

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Everything posted by jo spanner

  1. Hi, I'm trying to create one of the waypoints added by LAMBS danger.fsm, inside a script. The waypoint, when placed in the editor, comes out like this: class Item3 { dataType="Waypoint"; position[]={4315.8604,19.190001,7840.2637}; type="lambs_danger_Retreat"; script="\z\lambs\addons\wp\scripts\fnc_wpRetreat.sqf"; class Effects { }; showWP="NEVER"; id=68; }; My understanding for creating a waypoint is that you would do this: _waypoint = _group addwaypoint [position somePosition,0]; _waypoint setwaypointtype "lambs_danger_Retreat"; _waypoint setwaypointscript "\z\lambs\addons\wp\scripts\fnc_wpRetreat.sqf"; But it does not work - it gives an enum error on the setwaypointtype. "Foreign error". What am I doing wrong here? There must be a way to do this. Zeus can create these waypoints with the extended addon.
  2. Hi, I have an addaction on some AI units. Essentially, I want the AI to join the player's group upon selecting the action. It works fine on local SP and MP, but not on a dedicated server. I have tried the following inside the script called by the action: [_target] joinSilent group player; //or [_target] joinSilent group _caller; //or [_target, group player] remoteExec ["joinSilent", 0, true]; None of which work. The AI unit does not join the player's group. What am I doing wrong?
  3. jo spanner

    joinSilent on dedi server

    So... if you have "dostop this" in the init field, it assigns civilians to "empty", which of course messes things up. But only on a dedicated server.
  4. jo spanner

    joinSilent on dedi server

    This is only working on locally hosted servers. One thing I am seeing in Zeus is that the civs I am trying to add to my side are considered to be on side "empty" when running on the dedicated, but on side "civ" when on the locally hosted one. I do not know why this is. There is nothing being generated in the server log relating to this.
  5. That makes sense. What I was trying to do was to store the contents of a box with a load of magazines in it. The string I came out with was too large (for, presumably, the format function?). Is there a way around this?
  6. Same issue. It was working fine last night. Now it is not.
  7. It gave me an error to do with buffer size?
  8. Hi, I am running an online 'campaign' of sorts. I'm trying to create a system where the contents of player inventories and the contents of a box can be transferred between missions. The idea is that my players, once back at base (or at some other arbitrary time) can have their contents and the contents of their storage saved, so that I can transfer this to another mission. I have tried inidbi2, and managed to get player inventory working as expected. This looked like a good solution. However, the box contents can exceed the apparent 8kb file limit, so that's out. I am now looking at the profileNameSpace, but is that tied to a specific mission? IE, can I access that data between different missions? The contents are not human readable.
  9. Hi, I'm trying to put a BWMod panzerfaust in a box, but I can't get it to work. From what I understand, the launchers use CBA to force the disposable behaviour. This adds a launcher, but picking it up doesn't give it any ammo: baseammobox addWeaponCargoGlobal ["BWA3_PzF3",5] This just doesn't do anything: baseammobox addWeaponCargoGlobal ["BWA3_PzF3_Loaded",5] And I am not able to add the ammo separately via init.sqf (it deleted it from the box). How do I do this? EDIT The CBA docs have the wrong class name. The one you need is BWA3_PzF3_Tandem_Loaded.
  10. Hey, I have a quick question: Is there a way to check of all elements of an array are inside another array? I can imagine a way of writing code for this, but I wonder if there is some built-in function that might be quicker? Something to the effect of: array1 = [1,2,3]; array2 = [5,1,6,2,7,3]; array1 in array2; //evaluates to true?
  11. Does this have the same limitation of the old version for file size? I was using that one and ran into a problem where I ran out of space. 😞
  12. jo spanner

    OPEX

    How does the evacuate civilians mission work? Running ACE3. We got 10 civilians into a truck (from the starting village) and moved them inside the green zone. Nothing happened. We had to 'arrest' them via ACE interactions to get them to enter the vehicle, because there was no other obvious way to do it.
  13. It looks like a lot of the issues that people are having with the medical system are due to the lack of documentation.
  14. jo spanner

    LAMBS Improved Danger.fsm

    This is basically what I've been working on in a little script. Each group has a random threshold at which they run, and once they hit that threshold, they use the LAMBS retreat waypoint to run away (or there's a low chance that they'll surrender instead.
  15. Hi, I have an addon vehicle in my mission, and I want it to start the mission by performing one of its actions. Specifically, it turns on a set of lights. I have found the action I need in the vehicle's useractions section, under the cfgviewer. How do I go about scripting it to perform that action? The only thing I've found is the function "action", which doesn't really seem to be doing what I want. Even when doing it like so, trying to make myself as the player perform it, it still doesn't work, giving me a "Foreign Error" and "unknown enum value": player action ["some_useraction"] or player action ["some_useraction", vehicle player] What should I be doing?
  16. So, in my case, I needed to find the useractions bit in the cfgVehicles, and then copy and edit the "statement" section into valid code. Effectively, don't think about trying to "perform" the action, just do the action's code.
  17. jo spanner

    LAMBS Improved Danger.fsm

    @nkenny You were right, it was the last argument that was breaking it! Thank you very much, this works perfectly!
  18. jo spanner

    LAMBS Improved Danger.fsm

    I'm trying to get the AI to retreat in a script. I have a trigger at a position that I'd like them to retreat to. How do I go about this? I'm trying several different things, like: [myUnit, getPos retreatpoint, true, 10, 2, true] call lambs_wp_fnc_taskAssault; (myUnit is the variable name of the leader of an AI group, retreatpoint is a trigger). Which does not work, the AI just go prone and stand back up. What am I doing wrong?
  19. Hi, I'm trying to quickly set up some supply boxes in the editor. I know that I can set up the box through the right-click -> attributes -> "object: equipment storage" section, or via code with "addItemCargo". The problem I have with this is that it is difficult to find the guns and equipment that I want that don't require DLCs (not all of my players have them), and then find the matching mags for them. The Arsenal system is great for searching through lists of weapons, for example, but obviously I can't create a box with that. For example, there is the CUP Makarov, and the Apex Makarov. It is not obvious which one is which from the in-editor list. Or, choosing the compatible magazines for a gun. The process seems to be quite laborious, with a lot of trial and error. Is there a better way?
  20. Any tips for adjusting the AI nightvision view distance? Just reducing the overall "skill" level in the editor does not seem to make much difference. According to issue tracker: "By design. The mission maker can adjust the AI skill, and that is way better than ace interfering with AI mods again."
  21. jo spanner

    OPEX

    Hi, I'm having a problem: Running the mission on a dedicated server, I can not spawn units at the delivery point? I don't get an error in game, they just don't appear. Here is a relevant piece of the log from the *client*, there is no message in the server log when I try to order units. Ordering vehicles does work.
  22. jo spanner

    Helicopter problems?

    Did you try starting the heli off with no waypoints, and then assigning it a move waypoint via scripting once the mission started?
  23. jo spanner

    Helicopter problems?

    Can confirm that transport helicopter behaviour in the editor is initially intermittent and then, after a restart or two, completely broken. This makes mission editing very painful! Very easy to reproduce on my end: Create AI heli. Give it a name. Give it a command through the debug console to move to coords of a helipad. Just flies straight upwards. Usually it does this as soon as the command is given, but sometimes it makes it part way along the route before deciding to fly straight up. Flyinheight does nothing.
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