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csk222

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Everything posted by csk222

  1. csk222

    Ghost Missions

    I'm in the process of removing features, but I have the original Altis mission loaded on the server. The number 1 critique people make is that you can't revive, it is always an instant kill. In close second is the amount of time between available support in the 0-8 menu. I'll note that on a number of occasions the new tasks won't re-generate after a while, also sometimes the virtual arsenal option at base will become unavailable and the "halo" sign post will be completely missing. Any news on a lighter version? Thanks for all of your time and effort.
  2. Just skimming the forums and doesn't that sound like a double tapped Caps Lock key which allows an open mic? 2 cents think nothing of it.
  3. A quick example of a missile strike launched from the HMS Proteus Submarine to a laser designated target. The rocket can be guided all the way until impact regardless of initial target. This was captured on our dedicated server. HMS Proteus Submarine Missile Strike Here's a useful link: (This is not what I use in my mission)
  4. csk222

    Ghost Missions

    I'm definitely for a smaller stripped down version! I've tried to strip down every version as much as I could, I run an 8 Man Dedicated Server.
  5. Have you tried adding the magazine first? this addmagazine "120Rnd_CMFlare_Chaff_Magazine"; this addweapon "CMFlareLauncher"; Have you tried naming the vehicle? (The following definitely works for me) vehname addMagazine "60Rnd_CMFlare_Chaff_Magazine"; vehname addWeapon "CMFlareLauncher"; Good Luck! Edit: Just checked out your code (copy/paste) and it worked both ways no matter if you add the magazine or weapon first. Try deleting the vehicle.
  6. csk222

    Trigger deactivation

    https://forums.bistudio.com/topic/191037-a-return-to-base-task-after-completing-all-tasks/?p=3029581
  7. csk222

    Create tasks globally

    I don't know if this will help, but here is something we use on our dedicated server to sync the support request module to players. Change it around to suit your needs. Good Luck! /////////////////////////////////////////////////////////////////////////////////////////////// // The following code is join in progress compatible init.sqf scripting. // Client side scripts should be run in the first two sections // The first two sections are identical and may appear redundant, but are required for Join in progress compatibility in multiplayer. // The final section is for server side scripts. /////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////// //non-JIP player, someone who's went through role selection and briefing //////////////////////////////////////////////////////////////////////////////////////////////////// if (!(isNull player)) then { player addEventHandler ["Respawn", {supreq1 synchronizeObjectsAdd [player];}]; }; /////////////////////////////////////////////////////////////////// //JIP player, role selection then right into mission. /////////////////////////////////////////////////////////////////// if (!isServer && isNull player) then {waitUntil {!isNull player}; player addEventHandler ["Respawn", {supreq1 synchronizeObjectsAdd [player];}]; };
  8. Hello. I want players to broadcast to all other players on sideChat when they click on an rscbutton to edit their weapon sway. How is this done? https://community.bistudio.com/wiki/sideChat https://community.bistudio.com/wiki/remoteExec I was reading this https://forums.bistudio.com/topic/150634-sidechat-on-dedicated-servers/ Example: action = "player setCustomAimCoef 0.1; player sidechat 'I set my Weapon Sway to 10%';"; text = "10% Sway"; tooltip = ""; Thank you.
  9. csk222

    Creating Markers Not Working

    https://community.bistudio.com/wiki/createMarker "To create a marker which is visible on the map you need to define at least the following three settings:" _markerstr = createMarker ["markername",[_Xpos,_Ypos]]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "hd_dot";
  10. harmdhast - Thank you very much, that worked! Button: action = "player setCustomAimCoef 0.1;[player] remoteExec [""teg_fnc_sway10""];"; text = "10% Sway"; tooltip = ""; Function: teg_fnc_sway10 = {_unit = _this select 0;[west,"HQ"] sideChat format["%1 Set Weapon Sway to 10 Percent",name _unit];}; Notes: I still don't understand what this was all about, how it works or how to implement it for my use.
  11. Soolie: I tried what you posted but it didn't seem to work. Revo: Can you explain & clarify that a bit more. --- I tried this out but with the same results. Player1 presses the button and it'll display correctly on their machine "Player1 Set Weapon Sway to 10 Percent" But on Player2's machine, it will display his own name "Player2 Set Weapon Sway to 10 Percent" even though it was Player1 who pressed the button. Button: action = "player setCustomAimCoef 0.1;[[],'teg_fnc_sway10',true,true] call BIS_fnc_MP;"; text = "10% Sway"; //--- ToDo: Localize; tooltip = ""; //--- ToDo: Localize; Function: teg_fnc_sway10 = {[west,"HQ"] sideChat format["%1 Set Weapon Sway to 10 Percent",name player];};
  12. I was able to broadcast sidechat to all players like this. Button: action = "player setCustomAimCoef 0.1;[[],'teg_fnc_sway10',true,true] call BIS_fnc_MP;"; text = "10% Sway"; //--- ToDo: Localize; tooltip = ""; //--- ToDo: Localize; Function: teg_fnc_sway10 = {player sidechat "I set my Weapon Sway to 10%";}; The problem now is that no matter who presses the button, it will display a players own name in sidechat not the player who pressed the button. Example: Player1 presses the button and it'll display correctly on their machine "Player1 I set my Weapon Sway to 10%" But on Player2's machine, it will display his own name "Player2 I set my Weapon Sway to 10%" even though it was Player1 who pressed the button. I want it so that when Player1 presses the button it says "Player1 I set my Weapon Sway to 10%" to display on Player2,3,4's etc. machines. How do I do that?
  13. Question(s): What about for his use with multiple vehicles? What sort of issues?
  14. https://forums.bistudio.com/topic/192586-need-help-with-hiding-tasks/
  15. 0 = ["AmmoboxInit",[vic1,true]] spawn BIS_fnc_arsenal;0 = ["AmmoboxInit",[vic2,true]] spawn BIS_fnc_arsenal;
  16. When you use the expression field of the Respawn Module, you should name your vehicle. init of vehicle named veh01 0 = ["AmmoboxInit",[this,true]] spawn BIS_fnc_arsenal; Expression field of the Vehicle Respawn Module 0 = ["AmmoboxInit",[veh01,true]] spawn BIS_fnc_arsenal;
  17. csk222

    Vehicle skins

    Open the Config Viewer > In the Left Window, Double click B_Quadbike_01_F > Scroll down and Double click TextureSources. Black: textures[] = {"\A3\Soft_F_Beta\Quadbike_01\Data\Quadbike_01_CIV_BLACK_CO.paa","\A3\Soft_F_Beta\Quadbike_01\Data\Quadbike_01_wheel_CIVBLACK_CO.paa"}; Blue: textures[] = {"\A3\Soft_F_Beta\Quadbike_01\Data\Quadbike_01_CIV_BLUE_CO.paa","\A3\Soft_F_Beta\Quadbike_01\Data\Quadbike_01_wheel_CIVBLUE_CO.paa"}; Red: textures[] = {"\A3\Soft_F_Beta\Quadbike_01\Data\Quadbike_01_CIV_RED_CO.paa","\A3\Soft_F_Beta\Quadbike_01\Data\Quadbike_01_wheel_CIVRED_CO.paa"}; White: textures[] = {"\A3\Soft_F_Beta\Quadbike_01\Data\Quadbike_01_CIV_WHITE_CO.paa","\A3\Soft_F_Beta\Quadbike_01\Data\Quadbike_01_wheel_CIVWHITE_CO.paa"}; Blufor textures[] = {"\A3\Soft_F\Quadbike_01\Data\Quadbike_01_co.paa","\A3\Soft_F\Quadbike_01\Data\Quadbike_01_wheel_co.paa"}; Indep: textures[] = {"\A3\Soft_F_Beta\Quadbike_01\Data\Quadbike_01_INDP_CO.paa","\A3\Soft_F_Beta\Quadbike_01\Data\Quadbike_01_wheel_INDP_CO.paa"}; Opfor: textures[] = {"\A3\Soft_F\Quadbike_01\Data\Quadbike_01_OPFOR_CO.paa","\A3\Soft_F\Quadbike_01\Data\Quadbike_01_wheel_OPFOR_CO.paa"}; Green Hex: textures[] = {"\A3\Soft_F_Exp\Quadbike_01\Data\Quadbike_01_ghex_CO.paa","\A3\Soft_F_Exp\Quadbike_01\Data\Quadbike_01_wheel_ghex_CO.paa"}; Guerrilla_01: textures[] = {"\A3\Soft_F_Bootcamp\Quadbike_01\Data\Quadbike_01_IG_CO.paa","\A3\soft_f_gamma\Quadbike_01\Data\Quadbike_01_wheel_IG_CO.paa"}; Guerrilla_02: textures[] = {"\A3\Soft_F_Bootcamp\Quadbike_01\Data\Quadbike_01_INDP_Hunter_CO.paa","\A3\soft_f_gamma\Quadbike_01\Data\Quadbike_01_wheel_INDP_Hunter_CO.paa"}; // White Body Example: quad_1 setObjectTextureGlobal [0, "\A3\Soft_F_Beta\Quadbike_01\Data\Quadbike_01_CIV_WHITE_CO.paa"]; // White Wheels Example: quad_1 setObjectTextureGlobal [1, "\A3\Soft_F_Beta\Quadbike_01\Data\Quadbike_01_wheel_CIVWHITE_CO.paa"]; Links: https://forums.bistudio.com/topic/192841-uh-80-dazzle-texture/ https://forums.bistudio.com/topic/147049-setting-color-of-offroad/
  18. Look through this to see if it helps. https://forums.bistudio.com/topic/186762-how-to-remove-primaryweapon-ammomagazine/ --- Ultimately this is how I ended up using it. /* Author: Cobra [BOMSF] 1949-2014 cobra@bomsf.com - www.bomsf.com You may re-use any of this work as long as you provide credit back to me. Contact bomsfARMA3@gmail.com Edit By CSK222 Soldier Loadouts Class: Rifleman Weapons: MXGL Path: text = "\A3\Weapons_F_EPB\Rifles\MX_Black\Data\UI\gear_mx_rifle_gl_black_X_CA.paa"; */ private ["_soldier"]; _soldier = _this select 0; if(local _soldier) then { // Remove Old Primary Weapon Ammo _compatibleMags = []; { _mags = []; if ( _x != "this" ) then { _mags = getArray( configFile >> "CfgWeapons" >> primaryWeapon _soldier >> _x >> "magazines" ); }else { _mags = getArray( configFile >> "CfgWeapons" >> primaryWeapon _soldier >> "magazines" ); }; _compatibleMags = _compatibleMags + _mags; } forEach getArray( configFile >> "CfgWeapons" >> primaryWeapon _soldier >> "muzzles" ); { if ( _x in _compatibleMags ) then { _soldier removeMagazine _x; } } forEach magazines _soldier; _soldier removeWeapon primaryWeapon _soldier; // Primary Weapon _soldier addMagazines ["30Rnd_65x39_caseless_mag_Tracer",4]; _soldier addMagazines ["3Rnd_HE_Grenade_shell",3]; _soldier addMagazines ["3Rnd_UGL_FlareWhite_F",3]; _soldier addMagazines ["3Rnd_Smoke_Grenade_shell",3]; _soldier addweapon "arifle_MX_GL_Black_F"; _soldier addPrimaryWeaponItem "acc_pointer_IR"; _soldier addPrimaryWeaponItem "optic_Hamr"; _soldier addPrimaryWeaponItem "muzzle_snds_H"; // Insignia [_soldier,"BOMSF"] call bis_fnc_setUnitInsignia; };
  19. csk222

    UH-80 Dazzle Texture

    chopper_1 setObjectTextureGlobal [0,'\A3\Air_F_Beta\Heli_Transport_01\Data\Heli_Transport_01_ext01_BLUFOR_CO.paa']; chopper_1 setObjectTextureGlobal [1,'\A3\Air_F_Beta\Heli_Transport_01\Data\Heli_Transport_01_ext02_BLUFOR_CO.paa']; Open the Config Viewer > In the Left Window, Double click B_Heli_Transport_01_F > Scroll down and Double click TextureSources.
  20. csk222

    UH-80 Dazzle Texture

    If you are not using scripts and are just using the editor, all you need to do is name your vehicle in the "Variable Name" field (Lets call it chopper_1). In your Vehicle Respawn Module, in the "Expression" Field chopper_1 setObjectTextureGlobal [0, "\A3\Air_F_Beta\Heli_Transport_01\Data\Heli_Transport_01_ext01_CO.paa"]; Note: setObjectTexture will only work for you. That's why you need setObjectTextureGlobal for all players.
  21. Does anybody know what I need to do to get rid of this error?
  22. Hello. I am getting the following script error. The "Scorecard" works like it is supposed to, even with the error message. .RPT File 2:32:43 Error in expression <ive: %4</t>", _pname, _pscore, _wscore, _talive]; _ScoreCard ctrlSetStructuredT> 2:32:43 Error position: <_talive]; _ScoreCard ctrlSetStructuredT> 2:32:43 Error Undefined variable in expression: _talive scorecard.sqf /* Author: Cobra [BOMSF] 1949-2014 cobra@bomsf.com - www.bomsf.com You may re-use any of this work as long as you provide credit back to me. Edit By CSK222 BOMSF Hud Score Display init.sqf: [] spawn {scorecrd = [] execvm "teg\scorecard.sqf";}; */ Private ["_name","_pscore","_pname","_wscore","_talive","_ScoreCard","_ui"]; disableSerialization; while {TRUE} do { ("scorelayer" call BIS_fnc_rscLayer) cutRsc ["ScoreCard","PLAIN"]; _ui = uiNameSpace getVariable "ScoreCard"; _ScoreCard = _ui displayCtrl 99999; if !(isNull player) then { _pscore = score player; _pname = name player; _wscore = server_1 getVariable "westscore"; _talive = east countSide list objcnt; _name = format ["<t size='0.85' color='#FFFFFF' shadow='1'>%1: %2</t><br/><t size='0.85' color='#0000FF' shadow='1'>Blufor Kills: %3</t><br/><t size='0.85' color='#FF0000' shadow='1'>Opfor Alive: %4</t>", _pname, _pscore, _wscore, _talive]; _ScoreCard ctrlSetStructuredText parseText _name; _ScoreCard ctrlCommit 0; }; sleep 1; };
  23. Link the trigger of your first task to the create task module of your next task and the second task wont be visible until the first task is complete.
  24. Thank you! I'll leave this here anyway. // MISSIONS CYCLE (see below) class Missions { class exp_m01 { template = exp_m01.tanoa; difficulty = "Regular"; }; class exp_m02 { template = exp_m02.tanoa; difficulty = "Regular"; }; class exp_m03 { template = exp_m03.tanoa; difficulty = "Regular"; }; class exp_m04 { template = exp_m04.tanoa; difficulty = "Regular"; }; class exp_m05 { template = exp_m05.tanoa; difficulty = "Regular"; }; class exp_m06 { template = exp_m06.tanoa; difficulty = "Regular"; }; class exp_m07 { template = exp_m07.tanoa; difficulty = "Regular"; }; }; missionWhitelist[] = { "exp_m01.tanoa", "exp_m02.tanoa", "exp_m03.tanoa", "exp_m04.tanoa", "exp_m05.tanoa", "exp_m06.tanoa", "exp_m07.tanoa" };
  25. Related Question: I want to have the Tanoa 1.62 Apex missions on rotation. Does anybody know the official MP mission names?
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