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vrakpant

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About vrakpant

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    So gangsta it hurts
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    https://www.youtube.com/user/MartinEvandt/videos
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    http://steamcommunity.com/id/potatocannon/
  1. Yep! I was completely off. I had to define OnMouseButtonClicked in my TABLET_MAP class to call mark.sqf And use ctrlMapScreenToWorld to define the position in mark.sqf mark.sqf You always figure it out a few minutes after posting!
  2. *SOLVED* Solution in my second post Hi! I've been playing around with dialogs for the first time recently, and I've ran in to an issue trying to create markers in a MapControl dialog. Dialog.hpp which nets me this result: Where I'm at a loss is how I make the MapControl read the _pos of my cursor and create a marker there, I have an addaction running the script mark.sqf mark.sqf createDialog "tablet_dialog"; mapclick = false; onMapSingleClick " deleteMarkerLocal 'marker1'; _marker= createMarkerLocal ['marker1',[0,0,0]]; _marker setMarkerColorLocal 'ColorRed'; _marker setMarkerShapeLocal 'ELLIPSE'; _marker setMarkerBrushLocal 'Solid'; _marker setMarkerSizeLocal [1000, 1000]; 'marker1' setMarkerPos _pos; mapclick = true; true"; waitUntil{!visibleMap}; onMapSingleClick ""; The dialog opens, but nothing happens when I click it. If I exchange createDialog "tablet_dialog"; with openMap true; it works like a charm, so I suspect I'm using the wrong command, I'd be very grateful if someone could point me in the right direction! Thanks in advance!
  3. Hi! I'm working on a small script to respawn a group of units upon death, mostly as an exercise, so inb4 links to respawn scripts on armaholic. My script is: _myGroup = createGroup West; _Soldier = _myGroup createUnit ["B_Soldier_F", getmarkerpos "start",[],0.8,"Sergeant"]; _Soldier2 = _myGroup createUnit ["B_Soldier_F", getmarkerpos "start",[],0.8,"private"]; _trg = createTrigger ["EmptyDetector", getPos _soldier]; _trg setTriggerActivation ["NONE", "PRESENT", false]; _trg setTriggerStatements ["((!alive _soldier) and (!alive _soldier2))", "hint 'test'",""]; And it passes without any error-messages in the editor, but when I kill _soldier and _soldier2, the hint at the end does not show up. Where did I go wrong, is it the names?
  4. vrakpant

    Creating a modpack installer

    I've been doing this exact thing via mega for some time, and pws is a complete clusterfuck as far as the user interface and accessibility go. Also the repo function is horrible, why not just export a simple scriptline, or maybe even a file that makes the client download the mods, instead of having to either launch a server, or host a depository? Anyways I modify most of the mods in the pack, small things such as having Masis devgru soldiers use HAFM-vehicles, custom groups to be spawned in ALiVE, new default loadouts, bugfixes and small things like that. And also I would just like to learn how to do this. I've also got a few ideas for a tool that would be able to create installers from modpacks quite easily. After googling this subject all evening yesterday, I found several tools that do this very thing for several games with large modding-communities. If anyone knows how to do this; feel free to steal my idea, by all means, just putting it out there!
  5. Hi! So for some time now, me and about 10 others have been playing various missions made by a few members of our small group, and we've been using our own modpack for some time. Recently we've been bringing a few friends who are completely new to the armaverse in to the group, and when it comes to the whole "installing-the-mods" part, a few of them start seeing this as quite the hassle (though it's not, I know.) So recently I've been looking at creating an installer for them in stead, and this is where I'd like some assistance from you guys. I've downloaded several programs, including IStool, innoSetup and installaware, but coding on this level is apparently somewhat beyond my league. What I am attempting is simply having the installpath be read from arma 3's registry key (many of them have arma installed on different drives, or have different path for their steam-folders), and copy a folder named "@FFG" to it, upon which it makes a shortcut of arma3.exe and adds the -mods=@FFG parameter to it. Does anyone of you guys have any pointers as to where I should begin reading, or maybe even be able to help me through PMs? An added bonus would be to copy teamspeak 3.0.12 with the ACRE-plugin already installed (would this not just be as easy as adding the folder from my comp into the installer?) so that they would be good to go after installing the .exe. Yes, I know I could just walk them through the process, but this is as much me wanting to learn something new, and experiment with programming on this level, as it is to help my plebian, casual friends :rolleyes:
  6. vrakpant

    Sangin WIP

    Maybe you could reference this addon for the "walls-falling-over-weirdly"-bug. Perhaps the author would even let you include it into the standalone version of the map? Anyhow, for those who're irritated by this glitch, the aforementioned addon is a temporary solution, at least. Also cudos on the map, I'm already making some missions for my community on it, as we'll integrate it in to our modpack as soon as the full release is out! Oh, and the ALiVE ambient civilian module won't work on the map, for whatever reason. I'll look into it and see if can diagnose the issue.
  7. Why, in the name of all that is holy, would you write the first letter of every word as capitals? Also comic sans? I mean, come on, it's 2014, catch up.
  8. vrakpant

    Sangin WIP

    So excited for this, can't wait to test it tonight! Refreshing like every 15 minutes, waiting for the release :D
  9. vrakpant

    Sangin WIP

    Wait, is this getting released today? :D
  10. vrakpant

    Norwegian Units

    I took a look at the ALiVE thing for you and stumbled over this http://alivemod.com/wiki/index.php?title=Unit_Mod_Config_Standardisation I also noticed that you've set the priority to 10 in the config.bin. I could look into this for you tomorrow and see if I figure it out, but I've never messed around in a .bin, unfortunately. If I figure anything out, I'll of course let you know about it.
  11. vrakpant

    Norwegian Units

    I just figured that out, found out about the config viewer. It seems as though the units do not work with ALiVE, as none of them get spawned for whatever reason. I have no idea what might cause this, or how to fix it. But if you've got a clue what might be the issue, It'd be awesome to have this mod working with ALiVE! Also: The AT Desert backpack is broken!
  12. vrakpant

    Norwegian Units

    Awesome job! I'm running a small ArmA community with a bunch of friends, all of us Norwegians. So this will definitely be in the next content-pack update! Speaking of which, we use the ALiVE-mod on all our missions. What is the factions classname? I couldn't seem to find it anywhere. (Fairly new to scripting and content-making, so if there's a rule-of-thumb for figuring this out that I've missed, feel free to help me out). They look stunning, thanks for the great job!
  13. vrakpant

    Respawn with Custom loadout

    Hi! I've been having some issues with this exact same script. I'm relatively new to scripting, and I've tried several approaches, but now I'm pretty much stuck. I get the units to spawn with custom gear, I've also made it so that JIP's also get the new gear, the problem is making them spawn with the same gear when they respawn. In the missions init.sqf I've added the code if(!isServer) then {waitUntil{!isNull player}}; waitUntil {!isNull player}; waitUntil {player == player}; _className = gettext (configFile >> "cfgVehicles" >> typeOf player >> "displayName"); switch (_className) do { case "UAV Operator": {[player] execVM "scripts\UAV_Operator.sqf"}; case "Team Leader": {[player] execVM "scripts\Team_Leader.sqf"}; case "Rifleman": {[player] execVM "scripts\Rifleman.sqf"}; case "Combat Medic": {[player] execVM "scripts\Combat_Medic.sqf"}; }; In the Scripts/ folder, let's use the Team Leader as and example, there I've got the script waitUntil {!isNull player}; //to prevent MP / JIP issues _unit = _this select 0; _unit unassignItem "NVGoggles"; _unit removeItem "NVGoggles"; _unit unassignItem "ItemGPS"; _unit removeItem "ItemGPS"; _unit unassignItem "muzzle_mas_snds_C"; _unit removeItem "muzzle_mas_snds_C"; _unit unassignItem "acc_flashlight"; _unit removeItem "acc_flashlight"; _unit unassignitem "rangefinder"; _unit removeWeapon "rangefinder"; _unit removeWeapon "arifle_mas_m16_gl_mh";; _unit removemagazine "Chemlight_green"; _unit removemagazine "Chemlight_blue"; _unit removemagazine "Chemlight_yellow"; _unit removemagazine "Chemlight_blue"; _unit removemagazine "SmokeShellGreen"; _unit removemagazine "SmokeShellRed"; _unit removemagazine "SmokeShellYellow"; _unit removemagazine "SmokeShellPurple"; _unit removemagazine "1Rnd_SmokeYellow_Grenade_shell"; _unit removemagazine "1Rnd_SmokePurple_Grenade_shell"; _unit removemagazine "1Rnd_SmokeGreen_Grenade_shell"; _unit removemagazine "1Rnd_SmokeBlue_Grenade_shell"; _unit removemagazine "1Rnd_SmokeOrange_Grenade_shell"; _unit removemagazine "UGL_FlareGreen_F"; _unit removemagazine "UGL_FlareRed_F"; _unit removemagazine "B_IR_Grenade"; _unit removemagazine "B_IR_Grenade"; _unit removemagazine "1Rnd_HE_Grenade_shell"; _unit removemagazine "1Rnd_HE_Grenade_shell"; _unit removemagazine "1Rnd_HE_Grenade_shell"; _unit removemagazine "1Rnd_HE_Grenade_shell"; _unit removemagazine "1Rnd_HE_Grenade_shell"; sleep 0,5; _unit addweapon "arifle_mas_m16"; //_unit removePrimaryWeaponItem if(true) exitWith{}; And in the units init in the editor I've written this addeventhandler ["respawn","_this execVM 'scripts/Team_Leader.sqf'"]; This does not work. If anyone could point out some flaws in my code, that'll be most appreciated. Also, I would like to be able to add the eventhandler in the missions init.sqf, eliminating the third step and speeding up the process. Thanks in advance! (I had to post this in this thread as I am not allowed to create threads of my own yet.)
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