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fathersarge

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Everything posted by fathersarge

  1. fathersarge

    Bad Vehicle Type - NATO IR Grenade

    @Larrow Masterful work! Everything is humming along beautifully. Thanks for the help!
  2. fathersarge

    Bad Vehicle Type - NATO IR Grenade

    @Larrow yup that was it. Thanks for the save! Any chance you know a way to identify specific vehicles (variable names?) with this script? Also is there a different way to setup the loadouts so instead of 30 object names it can just be something like [ACE_Bandage, 30]?
  3. fathersarge

    Bad Vehicle Type - NATO IR Grenade

    As I said, the script works great, the only thing that doesn't get added is the IR Grenades for whatever reason. Only mods of merit you will need are... CBA, ACE3, ADR-97 (w/compat), RHS (w/compats), and ctab I believe.
  4. So I'm using this script (aitohc, in spoiler) but it kicks back all kinds of errors (in second spoiler) and from what I've read it is causing the server performance to degrade over (mission)time. Does anyone have any insight on a way to fix it? Or a new method for moving all AI (Zeus, script spawned, etc) units to HCs during a mission? Script Errors Additional background: The script is originally from here: https://www.reddit.com/r/arma/comments/33q838/simple_headless_client_script/ I have followed all instructions, the HC module is placed and named properly. The script functions, but I can't help but want to get rid of those errors. I have done a little research and I'm not the only one who has had a problem like this. There was this topic: https://forums.bistudio.com/forums/topic/182423-trouble-figuring-out-a-script-error/ which has given me a small insight into the issue but the solution offered I can't wrap my head around properly. Thanks for any help!
  5. fathersarge

    Headless Client Script for all AI

    @crewt It works! No troubles at all! You are awesome!
  6. fathersarge

    ARMA 3 Addon Request Thread

    My thoughts exactly! An extension to the ACE3 extended animation mod!
  7. fathersarge

    ARMA 3 Addon Request Thread

    So... I've read that a few mods have this baked in (epoch, etc) but can there be/is there a middle finger mod? Hightened immersion ;)
  8. Is it possible to make this work with vehicles with custom loadouts as well? That's the issue I'm trying to figure out at the moment, retain vehicle custom inventories on vehicle respawn...
  9. fathersarge

    Headless Client Script for all AI

    You are amazing. I was just about to edit my post and say I was using the CBA version. Thank you so much for the help. I'll report back if anything happens when we use it with the server :)
  10. fathersarge

    Headless Client Script for all AI

    And that will add any AI to the HC? Including Zeus and ALIVE spawned enemies? I just tested and no errors, but I have no way of testing the headless client move at this time (no access to the box)
  11. fathersarge

    Headless Client Script for all AI

    I would actually like to see a comparison of performance between this aitohc script and Werthles' module. I do not currently have access to our server equipment nor know how to perform such a test or I would do it myself
  12. fathersarge

    Headless Client Script for all AI

    I have indeed looked into it and will be testing at some point but I figured I'd ask the question and see what the community had to offer
  13. fathersarge

    ARMA 3 Addon Request Thread

    Radar altimeter is vanilla Arma altitude for aircraft. Use Kimi's HMD which has Mean Sea Level (MSL or altitude above sea level) built in to keep a constant altitude. Also why do you want autoland for a helicopter? Just learn how to land?
  14. We're still looking for Recon Operators! Check out the website, join the TS (both listed above!) or add me on Steam (fathersarge)
  15. Wow, that's quite the response.
  16. Unfortunately this did not work: _buildings = nearestobjects [build1,["Building"],125]; _rBuilding = _buildings select 0; _rbuilding setdamage 1; sleep 2; _rbuilding setdamage 0; Thankfully this isn't much of an issue because I want everything in the radius to be repaired, included everything on that list
  17. fathersarge

    RH Pistol pack

    Apparently it was just a mod conflict with something else (an editor mod that was mistakenly left on that was causing everyone's sound to be hit or miss)
  18. Apologies for posting any suggestions for this mod. The team is too small to do anything like that.
  19. So I'm using this script to randomize popup targets on multiple lanes on my shooting range (this is the .sqf) This is what does in the control station (laptop) init, where # is the lane (separate sqfs for each lane), delayTime is 2 (seconds), randomize is true, and display is false ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: FoxRazgriz/SSgt Schirf // Version: 1.0 ////////////////////////////////////////////////////////////////// // ***** USABILITY ***** // Example Use: controlLaptop addAction["Sequence 1 Targets","popup_sequence.sqf",[[target_1,target_2,target_3],1,false,true]]; // Use Format: controlStationName addAction["Action Title","popup_sequence.sqf",[[tar1, tar2, tar3],delayTime,randomize,display]]; // WHERE: // - controlStationName (object variable name) is the variable name of your control station (laptop, flag pole, etc.) // - tar1, tar2, tar3 (array of objects) are the variable names of the targets in the sequence of targets to be popped // - delayTime (integer) how long (in seconds) the script will wait between popping the first set of targets and the second set // - randomize (boolean) is whether or not the targets will pop up in a random order or in the order in which they are given // - display (boolean) is whether or not you want a hint displayed telling you how many targets have been flipped // BE ADVISED: This script can only be used one at a time. I.E. Only one sequence style pop up script can be running at a time, due to the presence of global variables. // ***** ADDITIONAL INFORMATION ***** // None // ***** ADD THIS CODE TO THE INIT OF EVERY POP-UP TARGET YOU WANT TO BE DOWN ***** // this animate["terc",1] // ***** RESET YOUR TARGETS ***** // Use the following code block in order to reset all your targets to the "down" position //{ // _x setDamage 1; // _x animate["terc",1]; //} foreach [tar_1, tar_2, tar_3]; // ***** SCRIPT FORMAT ***** // 1. Get the following info from parameters: // 1a. List of targets // 1b. Delay Time (in seconds) // 1c. Randomize Y/N // 1c. Diplay Y/N // 2. If randomize is false (the targets should be popped in order) // 2a. For every target in the array, one at a time (since it's in order, there will be no duplicates) // 2b. Pop, then wait until that target is down, using an event handler and global variable as a trigger // 2c. If display is true, display which target it is (and the delay?) // 2d. If display is true, display when the sequence is complete // 3. If randomize is true (the targets should be popped in a random order) // 3a. For each entry in the selection list, chose one target at random, then add it to a second array // 3b. For each target in the new array, one at a time (since it's NOW in order, there will be no duplicates) // 3c. Pop, then wait until the target is down, using an event handler and global variable as a trigger // 3d. If display is true, display which target it is (and the delay?) // 3e. If display is true, display when the sequence is complete // ***** UPCOMING CHANGES ***** // - Add randomness option to delay time // - Add ability for free-fire mode, where all targets are standing // - Make more black box & optimize // - Add feature for monitoring how many targets are in play/where they are // Check to make sure this script is executed on the server ONLY if (!isServer) exitWith {}; // Ensure the targets do not pop up again once shot nopop = true; // Step 1a _selection = _this select 3 select 0; // Gets the first element in the list (list is at index 3), should be array of targets // Step 1b _delayTime = _this select 3 select 1; // Gets the second element in the list (list is at index 3), should be an integer // Step 1c _randomize = _this select 3 select 2; // Gets the third element in the list (list is at index 3), should be a boolean // Step 1d _display = _this select 3 select 3; // Gets the third element in the list (list is at index 3), should be a boolean // Step 2 if (!_randomize) then { // Step 2a for "_i" from 0 to (count _selection) - 1 do { GLOBALVAR1_HIT = false; sleep _delayTime; // Step 2b _selection select _i addEventHandler ["Hit", {GLOBALVAR1_HIT = true}]; _selection select _i setDamage 0; _selection select _i animate ["terc",0]; // Step 2c if (_display) then { hint format ["Target: %1\nDelay: %2", _selection select _i, _delayTime]; }; waitUntil{GLOBALVAR1_HIT}; _selection select _i removeEventHandler ["Hit", 0]; }; // Step 2d if (_display) then { hint "Sequence complete"; }; } // Step 3 else { _random = count _selection; _targets = []; // Step 3a while {_random > 0} do { _target = _selection call BIS_fnc_selectRandom; while {_target in _targets} do { // Ensure no duplicates _target = _selection call BIS_fnc_selectRandom; }; _targets append [_target]; _random = _random - 1; }; // Step 3b for "_i" from 0 to (count _targets) - 1 do { GLOBALVAR1_HIT = false; sleep _delayTime; // Step 3c _targets select _i addEventHandler ["Hit", {GLOBALVAR1_HIT = true}]; _targets select _i setDamage 0; _targets select _i animate ["terc",0]; // Step 3d if (_display) then { hint format ["Target: %1\nDelay: %2", _targets select _i, _delayTime]; }; waitUntil{GLOBALVAR1_HIT}; _targets select _i removeEventHandler ["Hit", 0]; }; // Step 3e if (_display) then { hint "Sequence complete"; }; }; this addAction["Randomize Targets","popup#_sequence.sqf",[[tar1, tar2, tar3],delayTime,randomize,display]]; My problem is it doesn't work on multiplayer. It works fine when I run it solo, the lanes function independently as one would expect but it is non-functioning on a server. The randomization doesn't even start, all the targets remain in the down position. Any help in this one would be great!
  20. fathersarge

    RH Pistol pack

    Well that was a fun little convo! Anyways, is anyone else having a problem since the RHS update that has broken the RH weapon sounds (M4/Pistols specifically)?
  21. fathersarge

    Shooting Range help

    Quite right. Didn't want to overwhelm the post but, what the heck? Edited the original post so it has the full script
  22. Wow I had no idea about this. Honestly didn't think "Building" was anything more than a placeholder. Awesome. I'll give it a go soon and get back to you all. Thanks!
  23. Well... It's basically a city. Is there a way to do it in such a way as to just get everything in the radius?
  24. Ok so, here's the script I've got, it doesn't return any errors but it doesn't rebuild anything, map objects or placed _buildings = nearestobjects [build1,[],125]; _rBuilding = _buildings select 0; _rbuilding setdamage 1; sleep 2; _rbuilding setdamage 0; Any suggestions?
  25. fathersarge

    Shooting Range help

    So in my attempt to fix this, I have 5 separate .sqfs (1-5) with the corresponding GLOBALVAR_HIT changed to GLOBALVAR1-5_HIT But that unfortunately doesn't work on multiplayer either. Anyone have any ideas? Even if it's just to scrap this entire thing and go with another script?
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