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jshock

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Everything posted by jshock

  1. jshock

    Setting Fire Mode

    Try finding the currentWeaponMode command on the wiki, then take a look at the related commands (i.e. switchWeapon) and see if that does the trick.
  2. Also within the VAS folder is a config.sqf file, contained between lines 44-54 there are arrays that you can fill with the classnames of the gear that you want in the VAS, basically if the arrays are empty it shows everything, but if the arrays have something within them, VAS only shows those gear items. And at the bottom of that same file are more arrays that actually allow you to completely restrict items, but that I think is what you don't want to do as you said in your OP. In the end though, it would just be easier to not have VAS at all, or have the players come in spawned with the "allowed" gear, there are plenty of different loadout scripts out there to use.
  3. jshock

    RPT errors question

    For the RPT report in the post above this one, and the 3rd RPT in the OP, both are showing errors in the functions of ASSIP and EOS, so I recommend either re-downloading each of those, and then if the errors still occur go directly to those threads and post them up there.
  4. Invisible Marker: http://forums.bistudio.com/showthread.php?85828-Create-invisible-marker&p=1430750&viewfull=1#post1430750 As far as the conditional checks and such, without having to use all the triggers, I would recommend just using a scripted while loop that checks each side's unit count every 10 seconds or so, and do a switch statement based on side and unit count.
  5. jshock

    script Suicide Bomber

    Could you be a bit clearer on what is happening and what you want to happen? It's a bit jumbled.
  6. jshock

    Binding keys to menu actions

    Forteh is correct, but scripting it wouldn't be too hard, just use a displayEventHandler.
  7. Just place down a redhammer ammobox, and forget about using VAS. Or just place down a supply box, clear its inventory, and make your own box with all the gear you want it to have.
  8. I was unaware of that, which is a nice piece of knowledge to have, but this group is not going for "officality", we just want to hang around one another, have some questions answered, some good laughs, with no actual structure behind any of it. And I would venture to guess that in those official skypes that people may even be afraid to ask their questions to some of the "gods" of scripting/modding/etc. in Arma. In here we all treat each other as if we are on the same level, we all have our goods and bads, because if you would have asked me even just a month ago if I would ever meet someone to the likes of Iceman77, Das Attorney, Tankbuster, or any of the rest, I would have laughed and said bullshit, that would never happen, but now especially after meeting everyone I can say we all share a lot of the same ideology, just some of them have a few more years of experience than others :p.
  9. jshock

    Delete Map Objects?

    Dread is correct, my code will only work if these objects were created in some way, I don't believe there is a way to delete default map objects.
  10. jshock

    Delete Map Objects?

    init.sqf { if (_x typeOf "Land_City_8m_F" || _x typeOf "Land_City_8mD_F") then { deleteVehicle _x; }; } forEach nearestObjects [player, ["All"], 1000000];
  11. It needs to be way more into the physics for both cars together and individually, that's why I brought up the point of having it somehow "follow" the terrain so it doesn't look clunky and weirdly floating. The other issue as well is that I'm not sure how taxing setting/finding velocities on two different vehicles via while loop is on performance but if you have a lot of people towing at the same time I would imagine it would be pretty detrimental (but I could be wrong).
  12. http://forums.bistudio.com/showthread.php?156167-Steaming-live-feed-camera-to-an-object
  13. Yea I have been to lazy myself to read through the copious amounts of posts in the MCC thread to see if there was a fix for that, but eh, most of my guys end up using Outfit Gear or other things like that.
  14. Well, actually I haven't messed with the VA much, but for slow VAS loading times, I know how to fix that (unless your running MCC, which seems to unfix this fix). So in the VAS folder there is a config.sqf, open it, in it you will see a number of comments and a few lines of actual code at the top, the last line of actual code says: "vas_disableSafteyCheck", you will want to set that to true, not false, and that should allow VAS to load instantly (unless you have MCC, like I said), now there might not be any items loaded right away, but you will be able to get to all your saved loadouts to gear up. //Allow player to respawn with his loadout? If true unit will respawn with all ammo from initial save! Set to false to disable this and rely on other scripts! vas_onRespawn = true; //Preload Weapon Config? vas_preload = true; //If limiting weapons its probably best to set this to true so people aren't loading custom loadouts with restricted gear. vas_disableLoadSave = false; //Amount of save/load slots vas_customslots = 14; //14 is actually 15 slots, starts from 0 to whatever you set, so always remember when setting a number to minus by 1, i.e 12 will be 11. //Disable 'VAS hasn't finished loading' Check !!! ONLY RECOMMENDED FOR THOSE THAT USE ACRE AND OTHER LARGE ADDONS !!! vas_disableSafetyCheck = true;/*<<<<<<<<<<<*/ //^^^^^^^This one
  15. This is about an easy way to get the config directory of a group class, so that even if someone were to use a mod the function would find/use the correct configFile directory when spawning in that group via BIS_fnc_spawnGroup.
  16. Trying putting down an invisible helipad on the exact spot where you want it to land.
  17. If all the units your checking are grouped, all you would need to do is sync a "load" waypoint (chopper) and a "get in" waypoint (group) so the chopper will wait until the group has loaded in to move on to the next waypoint. And for them to get out you would sync again a "transport unload" and a "get out" waypoint for the respective vehicle/group. Then you won't need that condition in the waypoint.
  18. jshock

    My First Addon

    Dread I just went through this process myself I can walk you through how I did it in TS at a later point :D.
  19. Well if there are errors let him know, he is pretty on the ball when it comes to fxing stuff.
  20. I would also take the following into consideration: https://community.bistudio.com/wiki/Functions_Library_%28Arma_3%29#Attributes
  21. It seems that a lot of this is just locality issues, as I think you know, so don't take the following recommendation the wrong way. I would go to the wiki page on Multiplayer Scripting, just to make sure you have all your basis covered, and you may also just have a few things out of place, we all do it from time to time. And just to add a bit more to this, there is a lot going on in your above post, and it will be hard for us to go through and hit every point because for quite a bit of it we need to see more or get more information on each individual issue, which will just get extremely messy, especially when it comes to people trying to answer the same questions at the same time.
  22. I would just like to reiterate that even though you may see some of the "big" names in scripting on that list, we accept any and all, new and old, nice and mean (well...maybe not) that want to come in and talk, learn, or otherwise!
  23. setWaypointPosition just sets the position of the waypoint, or where the waypoint can be completed, the waypoint being attached to the player (Move, Search and Destroy, etc.), shift clicking is the personally waypoint, which I don't believe can be affected by any waypoint commands.
  24. That's because the first argument needs to be in waypoint format, see this page, so you will need to do something like this: [player, (currenWaypoint player)] setWaypointPosition [(getMarkerPos "Car_End"), 0]; Fixed stuff after typos were brought up below: [group player, (currentWaypoint player)] setWaypointPosition [(getMarkerPos "Car_End"), 0];
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