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Tiberius_161

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Everything posted by Tiberius_161

  1. Is there a way to get 8 digit grids working with BIS_fnc_gridToPos? Right now I have a script snippet that works with 6 digits, but as soon I convert it to 8 digit or more is gives me very strange results. I need to 8/10 digit grids as I want to apply it in a fire support script. //OBJ1 is a gamelogic on the player's position; //OBJ2 is a gamelogic that is placed on the grid position; //The hint is the desired product; _pos = ((["071125"] call BIS_fnc_gridToPos) param [0,[]]); _pos set [2,0]; OBJ2 setpos _pos; hint format ["%1, %2, %3", (OBJ1 distance OBJ2), (OBJ1 getdir OBJ2), (round((getPosASL OBJ2) select 2))]; Any advice is appreciated.
  2. Thnx again for your help, I redid the whole thing and got it to work! Problem 100% solved
  3. Thnx for the help! What is the usage for GOM_fnc_gridToPos? Right now I pasted the whole thing in the debug dialog in the editor and tried it, but I have not succesfully got it going yet. I tried: _pos = ["071250"] call GOM_fnc_gridToPos; But it gives me an error in the 'gridto#pos'.
  4. Hi all, I created a conversation script that is activated with an Addaction. Within that script the conversation partner should 1) stop and either 2) sometimes pull a gun or 3) another script fires that spawns enemies around him. It all works fine in single player, and the conversation runs fine on a dedicated server. However number 1, 2 and 3 don't manifest on a dedicated server. I use Engima's script for the civilian population and the addAction code bit is as follows: [[_this select 0, ["Talk","talk\talk_init.sqf", [true, false]]], "addAction",true,true] call BIS_fnc_MP; Conversation Script: _talke = _this select 0; ////NPC who has the addaction _talker = _this select 1; ////Player who initiates the conversation _civilianFriendly = (_this select 3) select 0; ////PLACEHOLDER _elder = (_this select 3) select 1; ////PLACEHOLDER _enemychance = 8; _chance = 0; _talkciv1 = []; _talkciv2 = []; _talkciv1 = postalk1 call BIS_fnc_selectRandom; ////All conversation stored in seperate script, no issues there _talkciv2 = postalk2 call BIS_fnc_selectRandom; ////All conversation stored in seperate script, no issues there sleep 1; if (_talke distance _talker < 5) then { _talke removeAction 0; _chance = random 10; /////PART WHERE HE SHOULD RANDOMLY PULL A GUN OR TURN SUICIDE BOMBER if (_chance > _enemychance) then { null = [_talke, _talker] execVM "Talk\Attacks\PersonalAttack.sqf"; _talker globalChat _talkciv1; //// HE SAYS THE LINE, SO THAT WORKS } else { if (_chance >= 7) then { null = [_talke] execVM "Talk\attacks\AttackInit.sqf"; /////PART WHERE ENEMIES SHOULD BE SPAWNED. THEY NEVER DO. }; _talke disableAI "move"; /////DOES NOT WORK, HE KEEPS WALKING _talker globalChat _talkciv1; sleep 3; if (_talke distance _talker <= 5) then { _talker globalChat _talkciv2; sleep 8; _talke enableAI "move"; } else { _talke enableAI "move"; }; }; }; I have used the AttackInit.sqf in other missions on a dedicated server and it works fine there, so I don't understand why it won't work here. Also, I am aware that using execVM is not the best coa for this type of use. I am going to use functions for this. Does anyone have an idea on what I could try?
  5. Thank you both for your answer :). I have applied the remoteExec. I am going to read up more on the locality subject.
  6. Problems solved. Got it working with [[_talke,"move"], "disableAI"] call BIS_fnc_MP; Although script is still not running on the server,all problems are solved so that's good :).
  7. Engima, apologies to bother you again with the same problem, but i am still having problems with the script. I have tried to use remoteExec but I the units won't spawn with the addaction. This what I use right now: [_this,["Talk", {"talk\talk_init.sqf"}]] remoteExec ["addAction",0]; When using the addaction with BIS_fnc_MP method, I managed to get both scripts to run using bis_fnc_mp instead of execVM. But the disableAI part still does not work... For that I tried "move" remoteExec ["disableAI", 0, _talke], which works in the editor. Probably because the script still does not run on the server. How can I run the script on the server?
  8. That makes sense. Thnx Engina for the advice, im gonna run with this :)
  9. Thnx for the reply. Do you mean that I should run the entire conversation script on the server or only the other scripts?
  10. After the last update, the corrections in forward observer module does not seem to have any effect any more. I tried both AF and FFE fire missions with actual placed- and virtual guns. Any advice on what I could try?
  11. Very nice! Thnx for the continued work on this great mod!
  12. Hi Rober, Apologies for the late reply. Do you still have the same issue and are you still interested in the script? If so I need more information on the problem. How did you set it up?
  13. Hi Diesel, thnx for your quick response. Unfortunatly the link you send is dead. It appears the file is not hosted anymore. Do you still want to share the scripts to for the RHS vehicles? Is it possible (for me) to also add the huron containers to that?
  14. I am also having problems with loading the Huron boxes properly as they rotate... Is there anyone with a modified version of Igiload that can handle the Huron boxes?
  15. Tiberius_161

    JSHK Contamination Area Mod

    Im really looking forward to use this mod :)
  16. Glad you like the script :) I do have a solution, but its not a pretty one... set them as captives. [UNITNAME, true] call ACE_captives_fnc_setHandcuffed; The benefit of that is that you will always have control over them. For instance, if you load a patient in a chopper as a patient and he wakes up.. you cannot unload them. If you load them in as a captive, you will always be able to unload them. advertisement: You can could also check out this mission, revolves around evacuating patients back to base.
  17. Hi dude, I'm having difficulties getting it to work, so it will take longer. Apologies ;)
  18. Due to being on vacation I react so late ;). I'll upload the newer version tonight as I have to test it on a dedicated server with some mates first :) Thnx for your interest in the script.
  19. Although I have not done a dedi test with more players, I think the issue is that with the severe patient I refer to 'player' as his spawn position. If you assign the same spawn position as the minor patient it will work. I will upload a new template soon were I use addaction as the default method for spawning instead of the radiocalls. Alsop, patients spawn at an object instead of the player and they all have an action assigned to them to remove them (So no longer need to get a certain distance away).
  20. Thanks for the video and the good explanation for the issue. I will definetly look into this and I hope to come up with a solution on a short notice :). To make clear: the failing cardiac arrest patient who dies on the spot is related to modules. And the minor injured person seems to spawn consistently. The severely injured person does not spawn right. Thnx for the feedback!
  21. Sorry for the late response. It is posdible to activate the script via an add-action, also on dedicated server. The way that works best for me is to combine the Addaction with an trigger. The trigger would have a boolean variable that you set to true with the addaction. Other methods gave me locality issues I could not fix. I will reupload the mission with an example if you need more help.
  22. Description You are assigned to a task force tasked with flying MedEvacs. As soon as you start the shift, you will be challenged to respond to a range of incidents were you have to save as many injured victims as you can, while staying safe yourself. It is your job to get to the place of the incident and bring back all injured people to base.. alive. the mission makes use of ACE advanced settings, so make sure to check out their wiki page so know exactly what to do! http://ace3mod.com/wiki/feature/medical-system.html Brace yourself for allot of injured and some nasty surprises! Features - randomized incident types, with randomized injured victim counts; - Respawn for players; - No vehicle respawn; Installation Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder. Included files Only the mission pbo. Media: This will give you a rough idea of the mission: Notes Make sure to read to hints that pop up. They contain important information. Make sure to "arrest" everyone you transport in a helicopter. You will have better control over character. It is known that injured can spawn without actual injuries... bug.. When not sure, its better to take extra people back to base. Credits & Thanks I want to thank PatchworkHD for the suggestion to make this mission. Thanks to all the members of the 161th VSOAR to help me test the mission. Thanks to the following authors for their scripts: Shuko - Taskmaster Engima - Engima's Civilians Norrin - UPS Requirements ArmA 3 APEX CBA_A3 ACE 3 Task Force Radio RHS US Armed Forces Download link http://www.mediafire.com/file/m1mllh71fp5ykpl/tanoa_medevacs_v002.Tanoa.pbo Version Version 1.02 Future plans Provide support for bugs and problems; Improve code (Things can probebly done waaaaay more efficient etc); More incident types (emergency organ transport, active firefight casevac, cardiac arrests); Add sounds and visual effects for a more immersive experience; Add additional attacks etc. Support Status Construction - Active Development - Maintenance - Support on request Changelog Version 1.02 Added: Practice patient; Added: More playable units; Changed: Gave more possible attacks. Combinations are now possible; Changed: Lower value to amount of wounds; Changed: New download solution; Removed: Ambiant driving vehicles (Engima's script); Version 1.01 Changed: Environment attributes; Changed: Lowered bleeding coefficient; Changed: Made civilians more friendly towards West; Added: New Emergency type; Added: Ambiant driving vehicles (Engima's script); Version 1.00 First release
  23. Tiberius_161

    [COOP-15] Tanoa MedEvac Mission

    New version of the mission available.
  24. Hi Creech, Thnx for your response and I'm glad you like the script! As for the issue with dead cardiac arrest patients, what ACE medical module setting do you use?
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