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jshock

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Everything posted by jshock

  1. Well either way thanks to the both of you, and I added a special thanks line to the post for you anyways, I just really appreciate the help!
  2. Yeah with the random backpack chosen, it just tosses the extra all in there anyhow, so unless someone really wanted no backpacks, there isn't much of an issue :P.
  3. Cuel & Dwringer both of you are amazing thanks for the help both of your sections work perfectly in the script, and I can't thank you enough. In fact, I was contemplating making the script public, under my regiments name, but will happily give both of you full credit with your contributions to this script, if you would both allow me to do so. PM on your decisions so we don't get this thread locked/flagged and so on, I know the rules are tough when we get off subject. Thanks a lot again, no matter your decision, J.Shock and the whole of the J-SERE Development Team PS - It seems to work seamlessly with mods as well(or at least the couple I have personally tested), and this could be a great tool for the Arma Community.
  4. Ok so, I get all of them into their new "gear" and random weapons, and using your magazine finder above, but get no magazines, now I probably have it in the wrong place in the script but it's below, let me know: _units = []; _backpackarr = ["B_FieldPack_cbr","B_OutdoorPack_tan"]; _weaponarr = ["LMG_Zafir_F","arifle_Mk20_F"]; _uniformarr = ["U_IG_Guerilla3_1","U_IG_Guerilla3_2","U_IG_Guerilla1_1","U_IG_Guerilla2_1","U_IG_Guerilla2_2","U_IG_Guerilla2_3","U_IG_leader"]; _headarr = ["H_Shemag_olive","H_ShemagOpen_khk","H_ShemagOpen_tan"]; { if (typeOf _x == "C_man_1") then { _units set [count _units, _x]; }; } foreach allunits; if (isServer) then { { _backpack = _backpackarr call BIS_fnc_selectRandom; _uniform = _uniformarr call BIS_fnc_selectRandom; _head = _headarr call BIS_fnc_selectRandom; _weapon = _weaponarr call BIS_fnc_selectRandom; clearItemCargo _x; clearWeaponCargo _x; clearMagazineCargo _x; removeallWeapons _x; removeAllHandgunItems _x; removeHeadgear _x; removeGoggles _x; removeUniform _x; removeBackpack _x; _x addBackpack _backpack; _x addWeapon _weapon; _x addHeadgear _head; _x addUniform _uniform; } foreach _units; private ["_muzzles", "_mags"]; _muzzles = getArray(configfile >> "cfgWeapons" >> (_weapon) >> "muzzles"); { if (_x=="this") then { _mags = getArray(configfile >> "cfgWeapons" >> (_weapon) >> "magazines"); { _units addMagazines [_x, 10]; } forEach [_mags select 0]; } else { _mags = getArray(configfile >> "cfgWeapons" >> (_weapon) >> _x >> "magazines"); { _units addMagazines [_x, 10]; } forEach [_mags select 0]; }; } forEach _muzzles; };
  5. Works perfectly thanks a lot! Another question, if you can think of a way to do it, because I've been racking my brain forever... I'm trying to put in an array of weapons to arm these civilians (now insurgents) which is easy, but I need to put the array of ammunition as well to match the weapons I put in the array, how would I make sure the right ammo gets to the right weapon on the right civilian, and say there is a large number of weapons and a bunch of "if" statements would just get messy? I'm using the BIS_fnc_selectRandom function for the weapons array to ensure randomness.
  6. Awesome, glad you could find an application for it, have fun!
  7. Hello A3 Dev Community, I was wondering if there was some way to disable the burn effect of vehicles and/or delete and respawn the vehicle after it begins to burn. Main reason for this is because my regiment has official operations every Saturday and this last one our entire infantry platoon froze and had to restart Arma, twice, because of the fire from crashed/destroyed vehicles. I would also like it to be checked every once in a while by the server so I don't have to have a radio trigger set up, but my lack in understanding how to do that without causing server lag and such has kept me from trying to do this below. Here was my crack at it: if (isServer) then { _vehicle = _x isKindof "AllVehicles"; _burning = isBurning _vehicle; if (_burning) then { deletevehicle _vehicle; }; }; I'm still kind of new to scripting, but I am trying my best to get better at this, any help would be greatly appreciated. If this is posted somewhere else please let me know where and I will delete this thread afterwards, thanks :).
  8. Neither of the above seem to be working at all, anyone have an idea of how to do this?
  9. Ok, so it would look something like this: if (isServer) then { _vehicle = _x isKindof "AllVehicles"; _burning = getdamage _vehicle; if (damage _burning == 1) then { deletevehicle _vehicle; }; };
  10. Yeah man works great looks amazing! Doors are closing and so far anyone can drop the ropes without causing the chopper to crash/blow up.
  11. Here is a section of a report from our trials: Its when the main pilot uses the function " deploy ropes " it will cause the issues. The resolve is simple you need a 2 man crew to use this script safely i.e second person assigned or given task to deploy ropes then the other people safely can fast rope down. The pilot has no issue with using 2nd part of script " cut ropes " if needed but the script will also by default remove any ropes if chopper motion is gained over the speed of 5 mph Only side effects from this script I see left now is that the pilot can also fast rope down if the the ropes are deployed if it is accidentally selected in the list and any given time if people are fast roping down mid way the ropes can be cut manually or by any extra movement / momentum.
  12. I tried this and it didn't work... zlt_fnc_cutropes = { _veh = _this; _ropes = (_veh getvariable ["zlt_ropes", []]); {deletevehicle _x} foreach _ropes; _veh setvariable ["zlt_ropes", [], true]; sleep random 0.3; _heli animateDoor ['door_R', 0]; _heli animateDoor ['door_L', 0]; };
  13. Yeah the script is great, my regiment tested it pretty thoroughly tonight with about 10 people and it worked fine. The only problem we encountered was the first "toss" of the ropes caused the pilot to die or the chopper to be pulled in an odd direction and disable multiple areas of the chopper (Main rotor and such). I was also trying to mess with the cut rope function to have the doors close after the ropes are cut (with a short wait time in between the two), and this is the first script that I have tried to mess with ever, and I am quite unsure what exactly I am doing but think the way I did it should work, but I will post it below and if you could help or add a open/close door feature to the script in a future update that would be amazing, some of our military vets requested that feature and I am just not good enough in the scripting world to do that for them. Any help is greatly appreciated! zlt_fnc_cutropes = { _veh = _this; _ropes = (_veh getvariable ["zlt_ropes", []]); {deletevehicle _x} foreach _ropes; _veh setvariable ["zlt_ropes", [], true]; sleep random 0.3; if ( count (_heli getvariable ["zlt_ropes",[]]) != 1 or zlt_mutexAction ) exitwith { zlt_mutexAction = true; }; _heli animateDoor ['door_R', 0]; _heli animateDoor ['door_L', 0]; };
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