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whiztler

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Everything posted by whiztler

  1. We did a mission tonight where we spawn in an area, gear script inits and then the units are moved into a MH-9: _getLoadOut = [] execVM "Core\LAF3_loadoutClient.sqf"; waituntil {scriptDone _getLoadOut}; sleep 3; // Loadout finished > pri weapon loaded if !(isNil "Wolf_1_SSC") then {Wolf_1_SSC moveInCargo vWolf_1;}; sleep 0.5; if !(isNil "Wolf_1_RM") then {Wolf_1_RM moveInCargo vWolf_1;}; sleep 0.5; if !(isNil "Wolf_1_UAV") then {Wolf_1_UAV moveInCargo vWolf_1;}; sleep 0.5; if !(isNil "Wolf_1_RMM") then {Wolf_1_RMM moveInCargo vWolf_1;}; sleep 0.5; Where vWolf_1 is the MH-9. We ran the mission 4 times and every time someone is left behind at the spawn area. The weird thing is that it is never the same slot. So one time you're move into the Hummingbird and the next time the script leaves you behind. Any ideas why this is happening? The 0.5 sleep was added later to see if this would solve it. It didn't. P.s. the loadoutscript needs to run first before the units are moved into the vehicle, else the loadout does not init correctly.
  2. Just a quick update. rakowozz's solution seems to fix it. Although we have not tested it with 14 players (full house). Will post update when I know more. It still boggles me why this happens randomly tho. But then again, it's Arma... More issues that we came across were at the moment that the Hummingbirds drop us off at the invisible LZ (waypoint TR Unload, this land "LAND"; init): 1. The MH-9 does not kick you out of the MH-9 as it is suppose to with the TR UNLOAD WP (and this land "LAND"; in the init). I fixed this with 0=[this] spawn {vWolf_1 setFuel 0; sleep 5; vWolf_1 setFuel 1;}; 2. After the MH-9's completed their TR UNLOAD WP they sometimes just hoover over the LZ. They should continue to their next WP but they don't. At least not always. Also random. I remember that this bug also prevailed in Arma 1 and Arma 2. Has anyone got a fix for point 2 (and possible a better fix for point 1)? Thanks again :)
  3. Can confirm Invisibull's comment. Had the same issue with one of my missions whilst testing v1.96. Went thru the scripts, but so far have not been able to pinpoint that causes this. Let me also take this pportunity to thank you for this great script and keeping it up to date!
  4. I have a time > 0 in my 'LAF3_LoadoutClient.sqf', the script that runs prior to the moveincargo script. Snippet: // LoadoutClient.sqf If (!IsDedicated) exitWith { if (local player) exitWith { waitUntil {time > 1}; etc.
  5. As Cuel explained in http://forums.bistudio.com/showthread.php?171547-moveInCargo-Russian-roulette&p=2598991&viewfull=1#post2598991 the !isNil is needed else the script throws an error because that particular slot isn't filled. The vehicles (Hummingbirds) have 6 seats, the three teams are made out of 4, 5, and 5 players. On one occasion we actually had all players that were moved into the MH-9's. This is what makes it really strange. It seems completely random. Thanks buddy, I'll give this a try. Although, I still wish to know what causes the mishap. My script should work afaik. The players are all loaded before the gearscript does its magic. The gear script fires up and finishes before the MoveInCargo commands. P.s. The players that are left behind have the correct gear applied as well.
  6. Thanks, I'll give this a try. It is the first script to run and executed by init.sqf (not in init.sqf). There are more roles in the script, but it is more of the same (different vehicle ofcourse). Hope this makes any sense.
  7. Try using the HTML equivalents: & - & é - é è - è
  8. WHat an excellent idea. Great thinking out of the box mate. One suggestion, perhaps an option to lock/unlock the vehicles Great script!
  9. whiztler

    Loadout script issue

    Have a peek at this thread: http://forums.bistudio.com/showthread.php?167860-Added-Uniform-Disappears-in-Multiplayer
  10. That would be excellent. With the amount of fixes, patches and other solutions, my EOS installed folder started to get a life of its own :) Excellent script mate! One of the best spawn on demand scripts out there.
  11. Wicked! Thanks mate, been waiting for this one!
  12. whiztler

    Multiplayer not in playable state

    We (Nopryl Community, nopryl.no) played a 6-day campaign on Altis. That is 6 Tue nights of gameplay with 23-30 players. We started off using v1.04 and finished using v1.08. BIS supplied us with a dev server version half-way through. Since this was our first campaign on A3, it was a learning project for the mission maker team as well. We have done many missions and campaigns on OPF, A1 and A2. Thankfully when we started we already knew of server performance issues. To support our A3 game nights, a new server with the latest hardware was bought . Bob was our uncle ... we were good to go ... Day 01: 135 AI's, 30 Clients, few triggers and 40+ waypoints. (A3 v1.04) CPS beginning of the mission: 5-7 CPS halfway through the mission: 12-15 AI's were sluggishly hopping around. Their reaction to Bluefor was slightly delayed. Day 02: 195 AI's, 28 Clients, 15+ Triggers and 40+ waypoints (A3 v1.06) CPS beginning of the mission: 3-6 CPS halfway through the mission: 9-14 AI's were sluggishly hopping around. Although things improved near the end when most AI's were killed. Day 03: pre-placed 120 AI's, 27 Clients, few Triggers and 8 waypoints (A3 v1.06) Spawn on demand: 60 AI's (mostly patrols and reinforcements) Garbage collector script running. VD: 1500m CPS beginning of the mission: 9-16 CPS halfway through the mission: 15-19 Quite playable. AI's not moving around sluggishly and responding appropriately Day 04: pre-placed 47 AI's, 26 Clients, few Triggers and 8 waypoints (A3 v1.06) Spawn on demand: 130+ AI's (mostly patrols and reinforcements) Garbage collector script running. VD: 1500m CPS beginning of the mission: 20+ CPS halfway through the mission: 30+ AI's count at any moment was never higher than 60. Very playable. Day 05: No data Day 06: pre-placed 79 AI's, 23 Clients, 10+ Triggers and few waypoints (A3 v1.08) Spawn on demand: 70+ AI's (mostly patrols and reinforcements) Garbage collector script running. VD: 2000m Dynamic Civilian Life script running (spawn on demand civilians) CPS beginning of the mission: 12+ CPS halfway through the mission: 20+ AI's count at any moment was never higher than 50. Very playable. Lessons learned: - ATM spawn on demand (dynamic spawn) is the way to go. - Use a garbage collector script. - Make sure that air units don't trigger the 'spawn on demand' groups all at once. - Scripted triggers, waypoints, etc seem to execute faster. This is a hunch, not proven/tested. Future missions: - HC (is this fully functional?) - (or) Caching - All AI's spawn on demand - No sites modules
  13. Here you go... Name / Classname Diving Goggles / G_Diving Shades (Black) / G_Shades_Black Shades (Blue) / G_Shades_Blue Sport Shades (Vulcan) / G_Sport_Blackred Tactical Glasses / G_Tactical_Clear Spectacle Glasses / G_Spectacles Tinted Spectacles / G_Spectacles_Tinted Combat Goggles / G_Combat Low Profile Goggles / G_Lowprofile Shades (Green) / G_Shades_Green Shades (Red) / G_Shades_Red Square Spectacles / G_Squares Square Shades / G_Squares_Tinted Sport Shades (Shadow) / G_Sport_BlackWhite Sport Shades (Poison) / G_Sport_Blackyellow Sport Shades (Yetti) / G_Sport_Greenblack Sport Shades (Style) / G_Sport_Checkered Sport Shades (Fire) / G_Sport_Red Tactical Shades / G_Tactical_Black Aviator Glasses / G_Aviator Ladies Shades (Iridium) / G_Lady_Mirror Ladies Shades (Sea) / G_Lady_Dark Ladies Shades (Fire) / G_Lady_Red Ladies Shades (Ice) / G_Lady_Blue
  14. whiztler

    Multiplayer not in playable state

    [offtopic] Is there a script to show (hint) the server FPS? I know you can see it with #monitor, but I want other testers to see it as well. [/offtopic]
  15. whiztler

    Civilian kill Counter

    Nah, unfortunately that's not it. Tried it way before. The weird thing is, that the error message is actually ARMA3 code. I was testing with 1 playert, 2 civs and my script in the init. Nothing else. Oh Arma....
  16. No need for name calling. Just trying to point something out. And no, my first post was in regards to a different mission I did. Myself and others found out that respawn only works if you use default uniforms. And yes, I did respawn with an entire different weapon. Based on that I decided to do further testing and figure out what really is the issue. I guess now we know ... http://feedback.arma3.com/view.php?id=15298
  17. Sorry to say Iceman, but I did a test with your 'Fully working Example Mission': - Dedicated Server - 3 clients (you need to test with at least 2 clients) - Join 2 clients custom loadout > All gear OK - JIP 1 client > gear sometimes OK, sometimes items missing. Depends on script load times, server FPS etc. Seems to be okay the one time and not okay the other time... - Respawn 1 client > defaulted back to ARMA3 role assigned gear. You are correct re the locality issue you menioned in your posts before. But the issue lies with Arma, not with incorrect scripting. addUniform is local whereas removeUniform is Global. Please see this link: http://feedback.arma3.com/view.php?id=15298 (and vote up please :)) Please note the comment from BIS developer japapatramtara on 28 Nov: "well.. I see.. it is really broken :-( now I'm having a not so funny vision.. a vision in which I will work even over the weekend.. again :-) "
  18. whiztler

    Civilian kill Counter

    Seriously, no one? :)
  19. whiztler

    LEA - Loadout Editor for ArmA 3

    Thanks for once again an excellent tool. Some questions and feedvack: Q: Could you please enlighten us why the loadout scripts are set up like they are now? Especially the dummy function buggles me. Feedback (few hours of testing): 1. Bluefor divers weapons are sometimes missing (haven't checked Opfor/Indep). SHow up again after restart. 2. Sniper rifles not always visible. Even when selected ALL in ADDON and FACTION. Happens after using LEA for some time. After LEA restart they are visible again 3. Weapon classes that are pre-supplied with Optics and/or muzzle are missing 4. The containers (uniform, backpack, vest) are difficult to select with right-mouse-click 5. Comment in the generated scripts "* Call the script: _dummy = [] execvm "lea\loadout.sqf";". The loadout.sqf does not exist Nice to have's: 1. Function to exports (upload?) custom ADDONS so the community can use them as well. 2. Ability to change the units name / description Hope this helps.
  20. Filtered the list (only multiple HT's), In alphabetical order: AA_01_base_F ["camo_launcher","camo_tube"] AT_01_base_F ["camo_launcher","camo_tube"] B_APC_Tracked_01_AA_F ["camo1","camo2","camo3"] B_APC_Tracked_01_base_F ["camo1","camo2","camo3"] B_APC_Tracked_01_CRV_F ["camo1","camo2","camo3","camo4"] B_APC_Tracked_01_rcws_F ["camo1","camo2","camo3"] B_APC_Wheeled_01_cannon_F ["camo1","camo2","camo3"] B_Boat_Armed_01_minigun_F ["Camo","Camo2","Camo3"] B_diver_exp_F ["Camo1","Camo2"] B_diver_F ["Camo1","Camo2"] B_diver_TL_F ["Camo1","Camo2"] B_G_Offroad_01_armed_F ["camo","camo2"] B_G_Offroad_01_F ["camo","camo2"] B_G_Quadbike_01_F ["camo1","camo2"] B_G_Van_01_fuel_F ["Camo1","camo2","num_1","num_2","num_3","num_4"] B_G_Van_01_transport_F ["Camo1","camo2","num_1","num_2","num_3","num_4"] B_Heli_Transport_01_camo_F ["camo1","camo2"] B_Heli_Transport_01_F ["camo1","camo2"] B_helicrew_F ["Camo1","Camo2"] B_MBT_01_arty_base_F ["Camo1","Camo2","Camo3"] B_MBT_01_arty_F ["Camo1","Camo2","Camo3"] B_MBT_01_cannon_F ["Camo1","Camo2"] B_MBT_01_mlrs_F ["Camo1","Camo2"] B_MRAP_01_F ["Camo1","Camo2","riotpolice"] B_MRAP_01_gmg_F ["Camo1","Camo2","camo3"] B_MRAP_01_hmg_F ["Camo1","Camo2","camo3"] B_Pilot_F ["Camo1","Camo2"] B_Quadbike_01_F ["camo1","camo2"] B_Soldier_diver_base_F ["Camo1","Camo2"] B_static_AA_F ["camo_launcher","camo_tube"] B_static_AT_F ["camo_launcher","camo_tube"] B_Truck_01_ammo_F ["Camo1","Camo2","Camo3"] B_Truck_01_box_F ["Camo1","Camo2","Camo3"] B_Truck_01_covered_F ["Camo1","Camo2"] B_Truck_01_fuel_F ["Camo1","Camo2","Camo3"] B_Truck_01_medical_F ["Camo1","Camo2"] B_Truck_01_mover_F ["Camo1","Camo2","Camo3"] B_Truck_01_Repair_F ["Camo1","Camo2","Camo3"] B_Truck_01_transport_F ["Camo1","Camo2"] B_UGV_01_F ["camo1","camo2","camo3"] B_UGV_01_rcws_F ["camo1","camo2","camo3"] Boat_Armed_01_base_F ["Camo","Camo2","Camo3"] Boat_Armed_01_minigun_base_F ["Camo","Camo2","Camo3"] Boat_Civil_01_base_F ["camo","camo2"] Box_East_Ammo_F ["Camo_Signs","Camo"] Box_East_AmmoOrd_F ["Camo_Signs","Camo"] Box_East_AmmoVeh_F ["Camo_Signs","Camo"] Box_East_Grenades_F ["Camo_Signs","Camo"] Box_East_Support_F ["Camo_Signs","Camo"] Box_East_Wps_F ["Camo_Signs","Camo"] Box_East_WpsLaunch_F ["Camo_Signs","Camo"] Box_East_WpsSpecial_F ["Camo_Signs","Camo"] Box_IND_Ammo_F ["Camo_Signs","Camo"] Box_IND_AmmoOrd_F ["Camo_Signs","Camo"] Box_IND_AmmoVeh_F ["Camo_Signs","Camo"] Box_IND_Grenades_F ["Camo_Signs","Camo"] Box_IND_Support_F ["Camo_Signs","Camo"] Box_IND_Wps_F ["Camo_Signs","Camo"] Box_IND_WpsLaunch_F ["Camo_Signs","Camo"] Box_IND_WpsSpecial_F ["Camo_Signs","Camo"] Box_NATO_Ammo_F ["Camo_Signs","Camo"] Box_NATO_AmmoOrd_F ["Camo_Signs","Camo"] Box_NATO_AmmoVeh_F ["Camo_Signs","Camo"] Box_NATO_Grenades_F ["Camo_Signs","Camo"] Box_NATO_Support_F ["Camo_Signs","Camo"] Box_NATO_Wps_F ["Camo_Signs","Camo"] Box_NATO_WpsLaunch_F ["Camo_Signs","Camo"] Box_NATO_WpsSpecial_F ["Camo_Signs","Camo"] C_Boat_Civil_01_F ["camo","camo2"] C_Boat_Civil_01_police_F ["camo","camo2"] C_Boat_Civil_01_rescue_F ["camo","camo2"] C_Offroad_01_F ["camo","camo2"] C_Quadbike_01_F ["camo1","camo2"] C_SUV_01_F ["Camo1","num_1","num_2","num_3","num_4"] C_Van_01_box_F ["Camo1","camo2","num_1","num_2","num_3","num_4"] C_Van_01_fuel_F ["Camo1","camo2","num_1","num_2","num_3","num_4"] C_Van_01_transport_F ["Camo1","camo2","num_1","num_2","num_3","num_4"] EAST_Box_Base ["Camo_Signs","Camo"] Heli_Attack_02_base_F ["camo1","camo2"] Heli_Transport_01_base_F ["camo1","camo2"] Heli_Transport_02_base_F ["camo1","camo2","camo3"] Hostage_PopUp_Moving_90deg_F ["camo","target2","target3"] Hostage_PopUp_Moving_90deg_NoPop_F ["camo","target2","target3"] Hostage_PopUp_Moving_F ["camo","target2","target3"] Hostage_PopUp_Moving_NoPop_F ["camo","target2","target3"] Hostage_PopUp2_Moving_90deg_F ["camo","target2","target3"] Hostage_PopUp2_Moving_90deg_NoPop_F ["camo","target2","target3"] Hostage_PopUp2_Moving_F ["camo","target2","target3"] Hostage_PopUp2_Moving_NoPop_F ["camo","target2","target3"] Hostage_PopUp3_Moving_90deg_F ["camo","target2","target3"] Hostage_PopUp3_Moving_90deg_NoPop_F ["camo","target2","target3"] Hostage_PopUp3_Moving_F ["camo","target2","target3"] Hostage_PopUp3_Moving_NoPop_F ["camo","target2","target3"] I_APC_tracked_03_cannon_F ["Camo1","Camo2"] I_APC_Wheeled_03_cannon_F ["camo1","camo2","camo3","camo4"] I_Boat_Armed_01_minigun_F ["Camo","Camo2","Camo3"] I_diver_exp_F ["Camo1","Camo2"] I_diver_F ["Camo1","Camo2"] I_diver_TL_F ["Camo1","Camo2"] I_G_Offroad_01_armed_F ["camo","camo2"] I_G_Offroad_01_F ["camo","camo2"] I_G_Quadbike_01_F ["camo1","camo2"] I_G_Van_01_fuel_F ["Camo1","camo2","num_1","num_2","num_3","num_4"] I_G_Van_01_transport_F ["Camo1","camo2","num_1","num_2","num_3","num_4"] I_Heli_Transport_02_F ["camo1","camo2","camo3"] I_MRAP_03_F ["Camo1","Camo2"] I_MRAP_03_gmg_F ["Camo1","Camo2"] I_MRAP_03_hmg_F ["Camo1","Camo2"] I_Plane_Fighter_03_AA_F ["camo1","camo2"] I_Plane_Fighter_03_CAS_F ["camo1","camo2"] I_Quadbike_01_F ["camo1","camo2"] I_Soldier_diver_base_F ["Camo1","Camo2"] I_static_AA_F ["camo_launcher","camo_tube"] I_static_AT_F ["camo_launcher","camo_tube"] I_Truck_02_ammo_F ["Camo1","Camo2"] I_Truck_02_box_F ["Camo1","Camo2"] I_Truck_02_covered_F ["Camo1","Camo2"] I_Truck_02_fuel_F ["Camo1","Camo2"] I_Truck_02_medical_F ["Camo1","Camo2"] I_Truck_02_transport_F ["Camo1","Camo2"] I_UGV_01_F ["camo1","camo2","camo3"] I_UGV_01_rcws_F ["camo1","camo2","camo3"] IND_Box_Base ["Camo_Signs","Camo"] Infostand_base_F ["camo","camo_background"] JS_JC_FA18E ["camo_hull","camo_misc","camo_center_fueltank","camo_cockpit_1","camo_cockpit_2","camo_MFD","camo_glass","camo_ladder"] JS_JC_FA18F ["camo_hull","camo_misc","camo_center_fueltank","camo_cockpit_1","camo_cockpit_2","camo_MFD","camo_glass","camo_ladder","pilot_tag","wso_tag","camo_buddy_pod"] JS_JC_Pilot ["Camo1","Camo2"] Land_InfoStand_V1_F ["camo","camo_background"] Land_InfoStand_V2_F ["camo","camo_background"] Land_Noticeboard_F ["board"] Land_Shoot_House_Corner_Crouch_F ["decal1","decal2","decal3","decal4","decal5","decal6","decal7","decal8"] Land_Shoot_House_Corner_Prone_F ["decal1","decal2","decal3","decal4","decal5","decal6","decal7","decal8"] Land_Shoot_House_Corner_Stand_F ["decal1","decal2","decal3","decal4","decal5","decal6","decal7","decal8"] Land_Shoot_House_Panels_Crouch_F ["decal1","decal2","decal3","decal4"] Land_Shoot_House_Panels_F ["decal1","decal2","decal3","decal4"] Land_Shoot_House_Panels_Prone_F ["decal1","decal2","decal3","decal4"] Land_Shoot_House_Panels_Vault_F ["decal1","decal2","decal3","decal4"] Land_Shoot_House_Panels_Window_F ["decal1","decal2","decal3","decal4"] Land_Shoot_House_Panels_Windows_F ["decal1","decal2","decal3","decal4"] Land_Shoot_House_Wall_Crouch_F ["decal1","decal2","decal3","decal4","decal5","decal6","decal7","decal8"] Land_Shoot_House_Wall_F ["decal1","decal2","decal3","decal4","decal5","decal6","decal7","decal8"] Land_Shoot_House_Wall_Long_Crouch_F ["decal1","decal2","decal3","decal4","decal5","decal6","decal7","decal8"] Land_Shoot_House_Wall_Long_F ["decal1","decal2","decal3","decal4","decal5","decal6","decal7","decal8"] Land_Shoot_House_Wall_Long_Prone_F ["decal1","decal2","decal3","decal4","decal5","decal6","decal7","decal8"] Land_Shoot_House_Wall_Long_Stand_F ["decal1","decal2","decal3","decal4","decal5","decal6","decal7","decal8"] Land_Shoot_House_Wall_Prone_F ["decal1","decal2","decal3","decal4","decal5","decal6","decal7","decal8"] Land_Shoot_House_Wall_Stand_F ["decal1","decal2","decal3","decal4","decal5","decal6","decal7","decal8"] Land_Target_Oval_F ["target1"] Land_Target_Oval_NoPop_F ["target1"] Land_Target_Oval_Wall_Bottom_F ["target1"] Land_Target_Oval_Wall_Bottom_NoPop_F ["target1"] Land_Target_Oval_Wall_Left_F ["target1"] Land_Target_Oval_Wall_Left_NoPop_F ["target1"] Land_Target_Oval_Wall_Right_F ["target1"] Land_Target_Oval_Wall_Right_NoPop_F ["target1"] Land_Target_Oval_Wall_Top_F ["target1"] Land_Target_Oval_Wall_Top_NoPop_F ["target1"] MBT_01_arty_base_F ["Camo1","Camo2","Camo3"] Metal_Pole_Skeet_F ["skeet"] Metal_Pole_Skeet_NoPop_F ["skeet"] MRAP_01_base_F ["Camo1","Camo2","riotpolice"] MRAP_01_gmg_base_F ["Camo1","Camo2","camo3"] MRAP_01_hmg_base_F ["Camo1","Camo2","camo3"] MRAP_02_base_F ["Camo1","Camo2"] MRAP_02_gmg_base_F ["Camo1","Camo2","Camo3"] MRAP_02_hmg_base_F ["Camo1","Camo2","Camo3"] MRAP_03_base_F ["Camo1","Camo2"] MRAP_03_gmg_base_F ["Camo1","Camo2"] MRAP_03_hmg_base_F ["Camo1","Camo2"] NATO_Box_Base ["Camo_Signs","Camo"] O_APC_Tracked_02_AA_F ["camo1","camo2","camo3"] O_APC_Tracked_02_cannon_F ["camo1","camo2","camo3"] O_APC_Wheeled_02_rcws_F ["camo1","camo2","camo3"] O_Boat_Armed_01_hmg_F ["Camo","Camo2","Camo3"] O_crew_F ["Camo1","Camo2"] O_diver_exp_F ["Camo1","Camo2"] O_diver_F ["Camo1","Camo2"] O_diver_TL_F ["Camo1","Camo2"] O_engineer_F ["Camo1","Camo2"] O_engineer_U_F ["Camo1","Camo2"] O_G_Offroad_01_armed_F ["camo","camo2"] O_G_Offroad_01_F ["camo","camo2"] O_G_Quadbike_01_F ["camo1","camo2"] O_G_Van_01_fuel_F ["Camo1","camo2","num_1","num_2","num_3","num_4"] O_G_Van_01_transport_F ["Camo1","camo2","num_1","num_2","num_3","num_4"] O_Heli_Attack_02_black_F ["camo1","camo2"] O_Heli_Attack_02_F ["camo1","camo2"] O_MBT_02_arty_F ["camo1","camo2","camo3","camo4"] O_MBT_02_cannon_F ["camo1","camo2","camo3"] O_medic_F ["Camo1","Camo2"] O_MRAP_02_F ["Camo1","Camo2"] O_MRAP_02_gmg_F ["Camo1","Camo2","Camo3"] O_MRAP_02_hmg_F ["Camo1","Camo2","Camo3"] O_Quadbike_01_F ["camo1","camo2"] O_recon_exp_F ["Camo1","Camo2"] O_recon_F ["Camo1","Camo2"] O_recon_JTAC_F ["Camo1","Camo2"] O_recon_LAT_F ["Camo1","Camo2"] O_recon_M_F ["Camo1","Camo2"] O_recon_medic_F ["Camo1","Camo2"] O_recon_TL_F ["Camo1","Camo2"] O_sniper_F ["Camo1","Camo2"] O_Soldier_A_F ["Camo1","Camo2"] O_Soldier_AA_F ["Camo1","Camo2"] O_Soldier_AAA_F ["Camo1","Camo2"] O_Soldier_AAR_F ["Camo1","Camo2"] O_Soldier_AAT_F ["Camo1","Camo2"] O_Soldier_AR_F ["Camo1","Camo2"] O_Soldier_AT_F ["Camo1","Camo2"] O_Soldier_base_F ["Camo1","Camo2"] O_Soldier_diver_base_F ["Camo1","Camo2"] O_soldier_exp_F ["Camo1","Camo2"] O_Soldier_F ["Camo1","Camo2"] O_Soldier_GL_F ["Camo1","Camo2"] O_Soldier_LAT_F ["Camo1","Camo2"] O_Soldier_lite_F ["Camo1","Camo2"] O_soldier_M_F ["Camo1","Camo2"] O_soldier_PG_F ["Camo1","Camo2"] O_Soldier_recon_base ["Camo1","Camo2"] O_soldier_repair_F ["Camo1","Camo2"] O_Soldier_SL_F ["Camo1","Camo2"] O_Soldier_sniper_base_F ["Camo1","Camo2"] O_Soldier_support_base_F ["Camo1","Camo2"] O_Soldier_TL_F ["Camo1","Camo2"] O_soldier_UAV_F ["Camo1","Camo2"] O_Soldier_Urban_base ["Camo1","Camo2"] O_soldierU_A_F ["Camo1","Camo2"] O_soldierU_AA_F ["Camo1","Camo2"] O_soldierU_AAA_F ["Camo1","Camo2"] O_soldierU_AAR_F ["Camo1","Camo2"] O_soldierU_AAT_F ["Camo1","Camo2"] O_soldierU_AR_F ["Camo1","Camo2"] O_soldierU_AT_F ["Camo1","Camo2"] O_soldierU_exp_F ["Camo1","Camo2"] O_soldierU_F ["Camo1","Camo2"] O_SoldierU_GL_F ["Camo1","Camo2"] O_soldierU_LAT_F ["Camo1","Camo2"] O_soldierU_M_F ["Camo1","Camo2"] O_soldierU_medic_F ["Camo1","Camo2"] O_soldierU_repair_F ["Camo1","Camo2"] O_SoldierU_SL_F ["Camo1","Camo2"] O_soldierU_TL_F ["Camo1","Camo2"] O_spotter_F ["Camo1","Camo2"] O_static_AA_F ["camo_launcher","camo_tube"] O_static_AT_F ["camo_launcher","camo_tube"] O_Story_CEO_F ["Camo1","Camo2"] O_Story_Colonel_F ["Camo1","Camo2"] O_support_AMG_F ["Camo1","Camo2"] O_support_AMort_F ["Camo1","Camo2"] O_support_GMG_F ["Camo1","Camo2"] O_support_MG_F ["Camo1","Camo2"] O_support_Mort_F ["Camo1","Camo2"] O_Truck_02_Ammo_F ["Camo1","Camo2"] O_Truck_02_box_F ["Camo1","Camo2"] O_Truck_02_covered_F ["Camo1","Camo2"] O_Truck_02_fuel_F ["Camo1","Camo2"] O_Truck_02_medical_F ["Camo1","Camo2"] O_Truck_02_transport_F ["Camo1","Camo2"] O_UGV_01_F ["camo1","camo2","camo3"] O_UGV_01_rcws_F ["camo1","camo2","camo3"] Offroad_01_armed_base_F ["camo","camo2"] Offroad_01_base_F ["camo","camo2"] Plane_Fighter_03_base_F ["camo1","camo2"] Pole_F ["camo","camo1"] Quadbike_01_base_F ["camo1","camo2"] RoadBarrier_F ["camo","camo1"] RoadBarrier_small_F ["camo","camo1"] RoadCone_F ["camo","camo1"] RoadCone_L_F ["camo","camo1"] Sign_Direction_F ["camo01","camo02","camo03","camo04","camo05","camo06","camo07","camo08"] SoldierEB ["medic"] SUV_01_base_F ["Camo1","num_1","num_2","num_3","num_4"] Target_F ["camo","camo1"] Target_PopUp_Moving_90deg_Acc1_F ["camo","target2","target3"] Target_PopUp_Moving_90deg_Acc1_NoPop_F ["camo","target2","target3"] Target_PopUp_Moving_90deg_Acc2_F ["camo","target2","target3"] Target_PopUp_Moving_90deg_Acc2_NoPop_F ["camo","target2","target3"] Target_PopUp_Moving_90deg_F ["camo","target2","target3"] Target_PopUp_Moving_90deg_NoPop_F ["camo","target2","target3"] Target_PopUp_Moving_Acc1_F ["camo","target2","target3"] Target_PopUp_Moving_Acc1_NoPop_F ["camo","target2","target3"] Target_PopUp_Moving_Acc2_F ["camo","target2","target3"] Target_PopUp_Moving_Acc2_NoPop_F ["camo","target2","target3"] Target_PopUp_Moving_F ["camo","target2","target3"] Target_PopUp_Moving_NoPop_F ["camo","target2","target3"] Target_PopUp2_Moving_90deg_Acc1_F ["camo","target2","target3"] Target_PopUp2_Moving_90deg_Acc1_NoPop_F ["camo","target2","target3"] Target_PopUp2_Moving_90deg_Acc2_F ["camo","target2","target3"] Target_PopUp2_Moving_90deg_Acc2_NoPop_F ["camo","target2","target3"] Target_PopUp2_Moving_90deg_F ["camo","target2","target3"] Target_PopUp2_Moving_90deg_NoPop_F ["camo","target2","target3"] Target_PopUp2_Moving_Acc1_F ["camo","target2","target3"] Target_PopUp2_Moving_Acc1_NoPop_F ["camo","target2","target3"] Target_PopUp2_Moving_Acc2_F ["camo","target2","target3"] Target_PopUp2_Moving_Acc2_NoPop_F ["camo","target2","target3"] Target_PopUp2_Moving_F ["camo","target2","target3"] Target_PopUp2_Moving_NoPop_F ["camo","target2","target3"] Target_PopUp3_Moving_90deg_Acc1_F ["camo","target2","target3"] Target_PopUp3_Moving_90deg_Acc1_NoPop_F ["camo","target2","target3"] Target_PopUp3_Moving_90deg_Acc2_F ["camo","target2","target3"] Target_PopUp3_Moving_90deg_Acc2_NoPop_F ["camo","target2","target3"] Target_PopUp3_Moving_90deg_F ["camo","target2","target3"] Target_PopUp3_Moving_90deg_NoPop_F ["camo","target2","target3"] Target_PopUp3_Moving_Acc1_F ["camo","target2","target3"] Target_PopUp3_Moving_Acc1_NoPop_F ["camo","target2","target3"] Target_PopUp3_Moving_Acc2_F ["camo","target2","target3"] Target_PopUp3_Moving_Acc2_NoPop_F ["camo","target2","target3"] Target_PopUp3_Moving_F ["camo","target2","target3"] Target_PopUp3_Moving_NoPop_F ["camo","target2","target3"] TargetP_Civ_F ["camo","target2","target3"] TargetP_Civ_NoPop_F ["camo","target2","target3"] TargetP_Civ2_F ["camo","target2","target3"] TargetP_Civ2_NoPop_F ["camo","target2","target3"] TargetP_Civ3_F ["camo","target2","target3"] TargetP_Civ3_NoPop_F ["camo","target2","target3"] TargetP_Inf_Acc1_F ["camo","target2","target3"] TargetP_Inf_Acc1_NoPop_F ["camo","target2","target3"] TargetP_Inf_Acc2_F ["camo","target2","target3"] TargetP_Inf_Acc2_NoPop_F ["camo","target2","target3"] TargetP_Inf_F ["camo","target2","target3"] TargetP_Inf_NoPop_F ["camo","target2","target3"] TargetP_Inf2_Acc1_F ["camo","target2","target3"] TargetP_Inf2_Acc1_NoPop_F ["camo","target2","target3"] TargetP_Inf2_Acc2_F ["camo","target2","target3"] TargetP_Inf2_Acc2_NoPop_F ["camo","target2","target3"] TargetP_Inf2_F ["camo","target2","target3"] TargetP_Inf2_NoPop_F ["camo","target2","target3"] TargetP_Inf3_Acc1_F ["camo","target2","target3"] TargetP_Inf3_Acc1_NoPop_F ["camo","target2","target3"] TargetP_Inf3_Acc2_F ["camo","target2","target3"] TargetP_Inf3_Acc2_NoPop_F ["camo","target2","target3"] TargetP_Inf3_F ["camo","target2","target3"] TargetP_Inf3_NoPop_F ["camo","target2","target3"] TargetP_Zom_Acc1_F ["camo","target2","target3"] TargetP_Zom_Acc1_NoPop_F ["camo","target2","target3"] TargetP_Zom_F ["camo","target2","target3"] TargetP_Zom_NoPop_F ["camo","target2","target3"] Truck_01_base_F ["Camo1","Camo2"] Truck_02_base_F ["Camo1","Camo2"] UGV_01_base_F ["camo1","camo2","camo3"] UGV_01_rcws_base_F ["camo1","camo2","camo3"] UserTexture10m_F ["usertexture"] UserTexture1m_F ["usertexture"] Van_01_base_F ["Camo1","camo2","num_1","num_2","num_3","num_4"] Zombie_PopUp_Moving_90deg_Acc1_F ["camo","target2","target3"] Zombie_PopUp_Moving_90deg_Acc1_NoPop_F ["camo","target2","target3"] Zombie_PopUp_Moving_90deg_F ["camo","target2","target3"] Zombie_PopUp_Moving_90deg_NoPop_F ["camo","target2","target3"] Zombie_PopUp_Moving_Acc1_F ["camo","target2","target3"] Zombie_PopUp_Moving_Acc1_NoPop_F ["camo","target2","target3"] Zombie_PopUp_Moving_F ["camo","target2","target3"] Zombie_PopUp_Moving_NoPop_F ["camo","target2","target3"]
  21. whiztler

    Civilian kill Counter

    Sorry for bumping this post. I am trying to figure out why below post triggers an error: civKia = 0; if (isServer) then { fnc_civkia_EH = { private ["_side","_kiaPos"]; _kiaPos = getPos (_this select 0); _side = side (_this select 1); if (_side == WEST) then { civKia = civKia + 1; publicvariable "civKia"; _m = createMarker [format ["m_civKia_%1", civKia], _kiaPos]; _m setMarkerShape "ICON"; _m setMarkerType "mil_dot"; _m setMarkerColor "ColorGreen"; _m setMarkerText format ["%1",civKia]; publicVariable "_m"; } };{ if ((side _x == Civilian) && (_x iskindof "Man")) then { _x addEventhandler ["killed",fnc_civkia_EH]; }; } foreach allUnits; } else { fnc_civKiaMsg = {hintSilent parseText format [" <t color='#C1C3CB' align='left'>Brigade: a civilian has been killed in action!<br/><br/>The total civilian death toll is: </t> <t color='#FFFFFF' align='left' size='1.2'>%1 </t><br/><br/> <t color='#C1C3CB' align='left' size='1'>Civilians KIA are marked on the map with a </t> <t color='#65B418' align='left' shadow='1.2'>green dot</t> ", civKia]; }; "civKia" addPublicVariableEventHandler {call fnc_civKiaMsg}; }; The script runs fine, displaying the "Civilian killed" message. It also creates the markers on the map: The error message is: The only script that is running is above script (in the init.sqf). Thanks in advance for your help!
  22. Hey Iceman, the respawn function only works partly. I am greatful we have a solution where players can JIP and respawn with their clothes on :) ... but you respawn with the loadout you had when you died. E.g. if you would have picked up an enemy weapon, you'll respawn with that weapon.
  23. Created this for our own framework: /**************************************************************** L.A.M.B.S. Mission Framework LAF3 version: 0.3.d / 08 DEC 2013 Script: Distance calculator (player to object) Author: Whiztler Script version: 1.0 Game type: n/a File: LAF3_snipDistance.sqf **************************************************************** Instructions: Place a small object on the map and name it "obj" (without the ") Create a trigger with the following params: Axes A = 0 Axes B = 0 Type: none Activation: Radio Charlie Repeatedly On Act.: null = execVM "Dev\LAF3_snipDistance.sqf"; In your init.sqf, add the following line: 3 setRadioMsg "Show Distance Object-Player"; // Debugging/MM only! In game use 0-0-3 to check the distance to the object ****************************************************************/ if (isnil "obj") exitwith { // The object does not not exist. Display an error message Hint parseText format [" <t color='#FE2E2E' align='left' size='1.2'>Error!</t><br/><br/> <t color='#C1C3CB' align='left'>You need to place an object on the map and name it: </t><t color='#FFFFFF' align='left'>obj</t><br/><br/> <t color='#C1C3CB' align='left'>The script calculates the distance between you (player) and the object.</t>"]; }; n = 2; nL = 4; // nr. of decimals to round off to _objDisR = 0; _objDis = player distance obj; // Check the distance in meters if (_objDis > 1000) then {disVal = "kilometres"; _objDisR = round ((_objDis * (10 ^ n)) / (10 ^ n) / 1000);}; // Set to kilometres (rounded) if (_objDis < 1000) then {disVal = "meters"; _objDisR = round (_objDis * (10 ^ n)) / (10 ^ n);}; // Meters (rounded) if (_objDis < 1) then {disVal = "centimetres"; _objDisR = round (_objDis * 100);}; // Centimtres (rounded) _objDir = [player, obj] call BIS_fnc_relativeDirTo; // Check the direction of the object relative to the player if (_objDir < 0) then {_objDir = (360 + _objDir);}; if (_objDir > 360) then {_objDir = (_objDir - 360);}; _objDir = round _objDir; _objLat = round (((getPos obj select 0) * (10 ^ nL)) / (100 ^ nL) * 100); // Latitude of the object (rounded) _objLon = round (((getPos obj select 1) * (10 ^ nL)) / (100 ^ nL) * 100); // Longitude of the object (rounded) _objAlt = round ((getPosASL obj select 2) * (10 ^ n)) / (10 ^ n); // ASL altitude of the object (rounded) // Create the hint with all the data: HintSilent parseText format[" <t size='1.2' color='#ffffff' align='left'>Distance Calculator</t><br/><br/> <t color='#C1C3CB' align='left'>You are </t><t align='left' color='#F7D358'>%1</t><t color='#C1C3CB' align='left'> %2 away from the object.</t><br/><br/> <t color='#C1C3CB' align='left'>The object is at </t><t align='left' color='#F7D358'>%3</t><t color='#C1C3CB' align='left'> degrees, relative from your current position</t><br/><br/> <t color='#C1C3CB' align='left'>The object is located at grid: <t align='left' color='#F7D358'>%4 %5 </t>and is <t align='left' color='#F7D358'>%6 </t>meter(s) above sea level.</t> ",_objDisR, disVal, _objDir, _objLat, _objLon, _objAlt];
  24. whiztler

    UAV Briefing / Intro

    Music tracks: Name, Classname, Duration 01: Proteus, Track01_Proteus, 94 02: Solar Power, Track02_SolarPower, 114 03: On The Road, Track03_OnTheRoad, 88 04: Underwater 1, Track04_Underwater1, 96 05: Underwater 2, Track05_Underwater2, 96 06: Car and Heli, Track06_CarnHeli, 111 07: Action Dark, Track07_ActionDark, 111 08: Night ambient, Track08_Night_ambient, 204, 09: Night_percussions, Track09_Night_percussions, 194 10: StageB_action, Track10_StageB_action, 96 11: StageB_stealth. Track11_StageB_stealth, 184
  25. Has anyone discovered the classnames of the taxiway and runway navigation lights (not the "Land_runway_edgelight"), Colors are blue (taxiway lights), green, red, yellow.
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