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About thelane618

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  1. Edited due to my own mental handicap! thanks!
  2. Ah ok this is great, I really dont want to be a huge pain so im not sure if im asking too much of you but im looking at this and i see the area that im supposed to edit but im not sure what to set to accomplish what im looking for. Lets assume that i wanted once an MLRS is destroyed to have to respawn named...i dunno coconut and locked. As well as having a kajman respawn and named toast and locked. Would you be able to give me a quick rundown of how to do so? PS: im assuming i would do the lock the same way as before, so i guess the big question is how to change the name of the unit using that script. I tried this but it didnt seem to work if ((typeOf _unit) == "B_MBT_01_mlrs_F") then { _unit lock true & setIdentity "Coconut";; };
  3. Ah gotcha, great thats working! now i have the second issue i am working on. Is it possible to unlock an entire class of vehicles by using the class name on a trigger. IE : If X is not detected Unlock Xclassname of vehicles? Ive tried putting in the on Act. B _MBT_01_mlrs_F lock False and obviously its not working because it is looking for a unit name not a class name. I tried using a unit name but as soon as the vehicle respawns it loses its name. Edit: Or i guess in a way to respawn a vehicle with a unique unit name would work as well.
  4. Thanks for the additional help however i do not have 180 lines of code in our vehicle.sqf This is what i have. /* ================================================================================================================== Simple Vehicle Respawn Script v1.81 for Arma 3 by Tophe of �stg�ta Ops [OOPS] Put this in the vehicles init line: veh = [this] execVM "vehicle.sqf" Options: There are some optional settings. The format for these are: veh = [object, Delay, Deserted timer, Respawns, Effect, Dynamic] execVM "vehicle.sqf" Default respawn delay is 30 seconds, to set a custom respawn delay time, put that in the init as well. Like this: veh = [this, 15] execVM "vehicle.sqf" Default respawn time when vehicle is deserted, but not destroyed is 120 seconds. To set a custom timer for this first set respawn delay, then the deserted vehicle timer. (0 = disabled) Like this: veh = [this, 15, 10] execVM "vehicle.sqf" By default the number of respawns is infinite. To set a limit first set preceding values then the number of respawns you want (0 = infinite). Like this: veh = [this, 15, 10, 5] execVM "vehicle.sqf" Set this value to TRUE to add a special explosion effect to the wreck when respawning. Default value is FALSE, which will simply have the wreck disappear. Like this: veh = [this, 15, 10, 5, TRUE] execVM "vehicle.sqf" By default the vehicle will respawn to the point where it first was when the mission started (static). This can be changed to dynamic. Then the vehicle will respawn to the position where it was destroyed. First set all preceding values then set TRUE for dynamic or FALSE for static. Like this: veh = [this, 15, 10, 5, TRUE, TRUE] execVM "vehicle.sqf" If you you want to set the INIT field of the respawned vehicle, first set all other values, then set init commands. Those must be inside quotations. Like this: veh = [this, 15, 10, 5, TRUE, FALSE, "this setDammage 0.5"] execVM "vehicle.sqf" Default values of all settings are: veh = [this, 30, 120, 0, FALSE, FALSE] execVM "vehicle.sqf" Contact & Bugreport: [email]cwadensten@gmail.com[/email] ================================================================================================================== */ private ["_hasname","_delay","_deserted","_respawns","_noend","_dead","_nodelay","_timeout","_position","_dir","_effect","_rounds","_run","_unit","_explode","_dynamic","_unitinit","_haveinit","_unitname","_type"]; if (!isServer) exitWith {}; // Define variables _unit = _this select 0; _delay = if (count _this > 1) then {_this select 1} else {30}; _deserted = if (count _this > 2) then {_this select 2} else {120}; _respawns = if (count _this > 3) then {_this select 3} else {0}; _explode = if (count _this > 4) then {_this select 4} else {false}; _dynamic = if (count _this > 5) then {_this select 5} else {false}; _unitinit = if (count _this > 6) then {_this select 6} else {}; _haveinit = if (count _this > 6) then {true} else {false}; _hasname = false; _unitname = vehicleVarName _unit; if (isNil _unitname) then {_hasname = false;} else {_hasname = true;}; _noend = true; _run = true; _rounds = 0; if (_delay < 0) then {_delay = 0}; if (_deserted < 0) then {_deserted = 0}; if (_respawns <= 0) then {_respawns= 0; _noend = true;}; if (_respawns > 0) then {_noend = false}; _dir = getDir _unit; _position = getPosASL _unit; _type = typeOf _unit; _dead = false; _nodelay = false; // Start monitoring the vehicle while {_run} do { sleep (5 + (random 20)); if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true}; // Check if the vehicle is deserted. if (_deserted > 0) then { _nearPlayers = false; { if ((_x distance _unit) < PARAMS_VehicleRespawnDistance) exitWith { _nearPlayers = true; }; } forEach playableUnits; if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8) and !_nearPlayers) then { _timeout = time + _deserted; sleep 0.1; waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0}; if ({alive _x} count crew _unit > 0) then {_dead = false}; if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; if !(alive _unit) then {_dead = true; _nodelay = false}; }; }; // Respawn vehicle if (_dead) then { if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;}; if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;}; if (_explode) then {_effect = "M_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;}; sleep 0.1; deleteVehicle _unit; sleep 2; _unit = _type createVehicle _position; _unit setPosASL _position; _unit setDir _dir; _dead = false; // Check respawn amount if !(_noend) then {_rounds = _rounds + 1}; if ((_rounds == _respawns) and !(_noend)) then {_run = false;}; }; };
  5. Thank you for the reply i really appreciate the help, I am running 1.81 and i copied the exact line you have there and it is still not working. The vehicle still spawns unlocked. : / Also i really did try to search for that and came up blank on a quick fix using tophes. I didnt mean to double post.
  6. Thank you for your help in resolving this matter....*Facepalm* ( personally i think it is rude to question someones motives when they are asking for help but here you go ) In a custom domination we keep certain vehicles locked IE: artillery so people dont spam arty into the base. But people are aware that if you destroy a vehicle it respawns unlocked so they have been able to bypass this and troll the server while we have no admins on.
  7. Hey everyone i am trying to check and see if there is a script or something i can put in a certain vehicles init line to make it locked upon respawn? I am using Tophes vehicle respawn script. Lets assume this is my current init. veh = [this, 1, 3, 0,] execVM "vehicle.sqf";
  8. Sorry if this is already somewhere but i havent been able to find it. When making a map i have to put my pilots in individual groups other wise only the leader can enter a heli... anyone else have this issue? the option to enter the vehicle is just not there. I did also check for vehicle lock.
  9. ah thank you! That should of only effected those two commands though correct?
  10. So i have my BEC working, and when i type !help i only see a select few of the commands i have listed pull up. I have myself set to group 0 and BEC regonizes me as that group. However some of my commands i have set do not work. IE: <!-- Restart mission. --> <command id="3"> <name>!restart</name> <group>4</group> <cmd>#restart</cmd> <time></time> <text></text> <desc>USAGE :: !restart :: INFO -> Restart mission with current player slot selection</desc> </command> Does not pull up for me, even though i am in group 1. but! <!-- Reassing the mission. --> <command id="3"> <name>!fullrestart</name> <group>4</group> <cmd>#reassign</cmd> <time></time> <text></text> <desc>USAGE :: !fullrestart :: INFO -> Restart the mission with new player slot selection</desc> </command> does pull up.. So what ive figured out is that admins that SHOULD have acess to certain commands dont have them. Here is my commands.xml
  11. It just does this over and over and over again. every time i log into RCOn on the server battleye updates....not sure what the deal is, but none of my commands go through and it keeps disconnecting me from the rcon. ---------- Post added at 19:47 ---------- Previous post was at 19:37 ---------- Update - fixed problem, battle eye was updating to the master install of arma 3. Not my master battle eye folder for all my servers - caps.
  12. I run 4 different servers on a dedicated machine and have set the launch peramiters to pull the BEconfig from a master folder using the -BEpath=C / jbaskdjasdjbkjbvjbssss. I can confirm it is pulling from it because once i change the password in the master it updates the rcon login. Now for some reason even when I ban a player using rcon, it says they are banned in the rcon, but they do not get banned in game. So it is not reporting to or pulling from the bans file. EDIT: I fixed the unknown command issue, it was in my BEserver.cfg file. Only issue i am still having is the Bans.
  13. Did you put -bepath= or just bepath=?