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Danidan

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Everything posted by Danidan

  1. Solved my steam account Don't have game 🤐
  2. Hello, thank's for script! But i have a probleme. (I use linuxgsm for install arma 3) ================================== Updating "@cba_a3" (450814997) | 3 ================================== Redirecting stderr to '/home/arma3server/Steam/logs/stderr.txt' [ 0%] Checking for available updates... [----] Verifying installation... Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam API...CreateBoundSocket: ::bind couldn't find an open port between 27060 and 27060 OK. Logging in user 'armagroupe' to Steam Public...Logged in OK Waiting for user info...OK Downloading item 450814997 ... ERROR! Download item 450814997 failed (Failure). log: sh: 1: /home/arma3server/steamcmd/linux32/../ubuntu12_64/gldriverquery: not found sh: 1: /home/arma3server/steamcmd/linux32/../ubuntu12_32/gldriverquery: not found sh: 1: /home/arma3server/steamcmd/linux32/../ubuntu12_64/vulkandriverquery: not found CApplicationManagerPopulateThread took 0 milliseconds to initialize (will have waited on CAppInfoCacheReadFromDiskThread) CAppInfoCacheReadFromDiskThread took 14 milliseconds to initialize
  3. UuHello. I don't understand how do you put this files? Thank's
  4. that's realy good, thank's. But after respawn ace menu not respawn? Some one have a idea? Thank's
  5. Danidan

    Arma Server Web Admin

    Hello, thank's for this work! I wan't change my mods folder fils. How i can change this, please?
  6. Ok, If I understand the hint sound executed on a machine? How do I run it on all players in games? I did tests last night and it worked once I think and after nothing .... Thank's!
  7. Hello, I have a problem and i can't understand. I have a tigger whit: Type: "none" Activation: "bluefor" Acxtivation Type: "Present" condition: this && {!alive obj1}; On activation: _m = createMarker ['destoy1',obj1]; _m setMarkerType 'mil_destroy'; _m setMarkerColor 'ColorBlue'; _m setMarkerText "Cache 1"; hint "Bluefor has destroyed the cache 1"; All work good and when the tigger is actived. But when i play on serveur and i deco reco this trigger reactivates the hint and sound. As if he was repeating himself? Thank you for the help!
  8. Hello, I have find this solution with: deletevehicle_triggername; _m = createMarker ['destoy3',obj3]; _m setMarkerType 'mil_destroy'; _m setMarkerColor 'ColorBlue'; _m setMarkerText "Cache 3"; hint "Bluefor has destroyed the cache 3";playSound "Alarm";deletevehicle b3; But i must insert playsound on activation else trigger effects not work…? I have test on trigger activation check serveur only this work but the hint does not appear?
  9. Hello, I am not an expert and I galley for a while. I have this script and it work good but i Don't use it correcly in multiplayer Init RHQ1: [[RHQ1, ["Deploy HQ", "scripts\HQ\RHQ1.sqf"]], "addAction", true, true] call BIS_fnc_MP; OPEN RHQ = RHQ1.sqf #define RCAMOCOVERR "CamoNet_OPFOR_big_F" // <-- Camo Cover class name #define RCRATER "rhs_mags_CRATE" // <-- Supply RCRATER class Name #define MUR "Land_fort_bagfence_round" #define MUR2 "Land_fort_rampart_EP1"// <-- Supply RCRATER class Name _HQ = _this select 0; _caller = _this select 1; _id = _this select 2; _HQ removeAction _id; _isEmpty = !(getPosATL RHQ1 isFlatEmpty [6, -1, -1, -1, -1, false, RHQ1] isEqualTo []); _isVelocity = speed RHQ1 isEqualTo 0; if (_isEmpty && _isVelocity) then { //_HQ addaction ["RePackage HQ","scripts\HQ\RreHQ1.sqf"]; //removeAction Deploy_RHQ1; Repack_RHQ1 = [[RHQ1, ["Repack HQ", "scripts\HQ\RreHQ1.sqf"]], "addAction", true, true] call BIS_fnc_MP; //if (!alive RHQ1) then {removeAction RHQ1}; //[[RHQ1, ["Repack HQ", "scripts\HQ\RreHQ1.sqf"]], "addAction", true, true] call BIS_fnc_MP; private ["_HQ","_RCAMOCOVERR","_rsupply","_rprotect","_rprotect2"]; _HQ = _this select 0; _RCAMOCOVERR = createVehicle [RCAMOCOVERR, getPosATL _HQ,[],0,"CAN_COLLIDE"]; _RCAMOCOVERR attachTo [RHQ1, [0,0,0.1]]; _HQ setVariable ["CAMO",_RCAMOCOVERR]; _RCAMOCOVERR allowDamage false; _rsupply = createVehicle [RCRATER,[ (getPos _HQ select 0)-6, (getPos _HQ select 1)-0.2,(getPos _HQ select 2)+0.1],[],0,"CAN_COLLIDE"]; _HQ setVariable ["SUPPLY",_rsupply]; detach _rsupply; _rprotect = createVehicle [MUR,[ (getPos _HQ select 0)-6, (getPos _HQ select 1)-0.2,(getPos _HQ select 2)+0.1],[],0,"CAN_COLLIDE"]; _rprotect attachTo [RHQ1, [0,12,-1.5]]; _HQ setVariable ["PROTECT",_rprotect ]; detach _rprotect; _rprotect2 = createVehicle [MUR2,[ (getPos _HQ select 0)-6, (getPos _HQ select 1)-0.2,(getPos _HQ select 2)+0.1],[],0,"CAN_COLLIDE"]; _rprotect2 attachTo [RHQ1, [0,-12.7,-2.3]]; _HQ setVariable ["PROTECT2",_rprotect2 ]; detach _rprotect2; //Creation AGS _rmk19 = "RHS_AGS30_TriPod_VDV" createVehicle ([ (getPos RHQ1 select 0), (getPos RHQ1 select 1),(getPos RHQ1 select 2)+200] ); _rmk19 attachTo [RHQ1, [-10,-0.2,-0.5]]; detach _rmk19; //Creation MG _rmini = "rhs_KORD_high_VDV" createVehicle ([ (getPos RHQ1 select 0), (getPos RHQ1 select 1),(getPos RHQ1 select 2)+200] ); _rmini attachTo [RHQ1, [10,0.2,-0.5]]; detach _rmini; sleep 1; _RCAMOCOVERR allowDamage true; //// Creer position if (playerSide == east) then { _m = createMarkerlocal ['RHQ', (getPos RHQ1)]; _m setMarkerTypelocal 'o_hq'; _m setMarkerColorlocal 'ColorRed'; _m setMarkerTextlocal "HQ REDFOR"; }; _HQ setVariable ["deployed",true,true]; } else { Deploy_RHQ1 =[[RHQ1, ["Deploy HQ", "scripts\HQ\RHQ1.sqf"]], "addAction", true, true] call BIS_fnc_MP; if (side player == east) then {hint " impossible in these conditions";};}; CLOSE RHQ1 = RreHQ1.sqf _HQ = _this select 0; _caller = _this select 1; _id = _this select 2; _RCAMOCOVERR = getPos RHQ1 nearestObject "CamoNet_OPFOR_big_F"; _rprotect = getPos RHQ1 nearestObject "Land_fort_bagfence_round"; _rprotect2 = getPos RHQ1 nearestObject "Land_fort_rampart_EP1"; _rsupply = getPos RHQ1 nearestObject "rhs_mags_crate"; _rmini = getPos RHQ1 nearestObject "rhs_KORD_high_VDV"; _rmk19 = getPos RHQ1 nearestObject "RHS_AGS30_TriPod_VDV"; //_HQ removeAction _id; //_HQ addaction ["Deploy HQ","scripts\HQ\RHQ1.sqf"]; //[[RHQ1, ["Deploy HQ", "scripts\HQ\RHQ1.sqf"]], "addAction", true, true] call BIS_fnc_MP; //removeAction Deploy_RHQ1; Deploy_RHQ1 =[[RHQ1, ["Deploy HQ", "scripts\HQ\RHQ1.sqf"]], "addAction", true, true] call BIS_fnc_MP; //if (!alive RHQ1) then {removeAction RHQ1}; // Delete cover & Delete supplycrate deletevehicle _RCAMOCOVERR; deletevehicle _rsupply; deletevehicle _rprotect; deletevehicle _rprotect2; deletevehicle _rmini; deletevehicle _rmk19; deleteMarkerlocal "RHQ"; I try with the MP function but it duplicates the functions on the other players to see. Thank's for help!
  10. #define RCAMOCOVERR "CamoNet_OPFOR_big_F" // <-- Camo Cover class name #define RCRATER "rhs_mags_CRATE" // <-- Supply RCRATER class Name #define MUR "Land_fort_bagfence_round" #define MUR2 "Land_fort_rampart_EP1"// <-- Supply RCRATER class Name if (isServer) then { private ["_HQ","_RCAMOCOVERR","_rsupply","_rprotect","_rprotect2"]; _HQ = RHQ1; //Crer camo _RCAMOCOVERR = createVehicle [RCAMOCOVERR, getPosATL _HQ,[],0,"CAN_COLLIDE"]; _RCAMOCOVERR attachTo [RHQ1, [0,0,0.1]]; _HQ setVariable ["CAMO",_RCAMOCOVERR]; _RCAMOCOVERR allowDamage false; //Crer caisse d'arme _rsupply = createVehicle [RCRATER,[ (getPos _HQ select 0)-6, (getPos _HQ select 1)-0.2,(getPos _HQ select 2)+0.1],[],0,"CAN_COLLIDE"]; _HQ setVariable ["SUPPLY",_rsupply]; detach _rsupply; //Crer mur _rprotect = createVehicle [MUR,[ (getPos _HQ select 0)-6, (getPos _HQ select 1)-0.2,(getPos _HQ select 2)+0.1],[],0,"CAN_COLLIDE"]; _rprotect attachTo [RHQ1, [0,12,-1.5]]; _HQ setVariable ["PROTECT",_rprotect ]; detach _rprotect; //Crer protection avant _rprotect2 = createVehicle [MUR2,[ (getPos _HQ select 0)-6, (getPos _HQ select 1)-0.2,(getPos _HQ select 2)+0.1],[],0,"CAN_COLLIDE"]; _rprotect2 attachTo [RHQ1, [0,-12.7,-2.3]]; _HQ setVariable ["PROTECT2",_rprotect2 ]; detach _rprotect2; //Creation AGS _rmk19 = "RHS_AGS30_TriPod_VDV" createVehicle ([ (getPos RHQ1 select 0), (getPos RHQ1 select 1),(getPos RHQ1 select 2)+200] ); _rmk19 attachTo [RHQ1, [-10,-0.2,-0.5]]; detach _rmk19; //Creation MG _rmini = "rhs_KORD_high_VDV" createVehicle ([ (getPos RHQ1 select 0), (getPos RHQ1 select 1),(getPos RHQ1 select 2)+200] ); _rmini attachTo [RHQ1, [10,0.2,-0.5]]; detach _rmini; sleep 1; _RCAMOCOVERR allowDamage true; //// Creer position if (playerSide == east) then { _m = createMarkerlocal ['RHQ', (getPos RHQ1)]; _m setMarkerTypelocal 'o_hq'; _m setMarkerColorlocal 'ColorRed'; _m setMarkerTextlocal "HQ REDFOR"; }; }; That's work really good! I have use this script with "If (server) then " else the MG multiplicate. If i wan't make the same for opfor i make new sqf or i have other solution? Thank to show me the right way!
  11. Wow! Thank you so mutch! I will test this to night! I will create a main.sqf with this code If I understand well? Fortunately people like you exist Kiss!
  12. Hello Community, I need help. I would like to make a simple script to move and land a helicopter by clicking on the map. I added the functions to the ACE 3 menu of my mission. I create a helico a1 and a helipad h1. Here is the script that works but I do not succeed when I restart the script to reuse the function. (It works only once.) _marker = createMarker ["Mark2",[0,0,0]]; _marker setMarkerColor "ColorRed"; _marker setMarkerType "mil_dot"; _marker setMarkerShape "ICON"; _marker setMarkerSize [1,1]; _marker setMarkerText "FlightLeader"; openMap [true, false]; titleText ["Press on map to set destination.", "PLAIN"]; onMapSingleClick { _m = createMarker ['destination_lz',_pos]; _m setMarkerType 'mil_pickup'; _m setMarkerColor 'ColorBlue'; _wp = (group a1) addWaypoint [_pos,100,1]; _wp setWaypointType 'TR UNLOAD'; _wp setWaypointStatements ["true", "_veh land 'LAND'; {_x setUnitPos 'middle'; _x setSpeedMode 'LIMITED'; _x setCombatMode 'YELLOW';}foreach units _grp1;"]; _wp setWaypointBehaviour 'CARELESS'; onMapSingleClick ''; [] spawn { sleep 5; }; }; [] spawn { while {not isnull a1} do { "Mark2" setmarkerpos getpos a1; sleep 0.5; }; }; I would ideally erase the mark when the helicopter approaches and can recreate it to infinity to move it. I would also like the helicopter to stay on the ground until I order it to move. (I need use this in Multiplayer game.) An idea? Thank you very much in advance for the help!
  13. Danidan

    Helico taxi script

    Hello, actually it's too long and I think we can compact all the heli in a single block of code. (It's my question of how?) The current script works well. For the _pos it's a mistake I get some script left and right because I'm unable to do that. My goal is to create a map area when I click on it from the Ace menu and erase it and put it back each time when you reuse the menu. That's where we will move the helicopter. MOVE for displacement and staton flight, DZ for land, BTB for return to base. Each helico is controlled separately by the defined classes. (currently it works well in the)
  14. Danidan

    Helico taxi script

    Hello. I have worked hard with more more more trye… I must teste in game now. I have make this but i Don't script this good. I think's this can be compact and assembly in one script for each helico. (But i Don't make this). Module ACE: main.sqf heli.sqf (Dz) move.sqf BTB.sqf (backtobase) spawn.sqf (trace heli) ALT.sqf (i can't go at 15m?) Any error, sugestion to amélior this script are Welkom!
  15. Danidan

    Helico taxi script

    _condition5 = { (isnil ar1) && (alive ar1) && {[_player, _target, []] call ace_common_fnc_canInteractWith} This not work?
  16. Danidan

    Helico taxi script

    _condition5 = { (alive ar1) && {[_player, _target, []] call ace_common_fnc_canInteractWith} }; _statementr = { [true] call pabst_fnc_radioFinder_action; }; myactionr2 = ['helir 2','Heli support A1','',_statementr,_condition5] call ace_interact_menu_fnc_createAction; [player, 1, ["ACE_SelfActions", "helir 1"], myactionr2] call ace_interact_menu_fnc_addActionToObject; myactionr3 = ['helir 3','DZ','',{call helibr1;},{true}] call ace_interact_menu_fnc_createAction; [player, 1, ["ACE_SelfActions", "helir 1","helir 2"], myactionr3] call ace_interact_menu_fnc_addActionToObject; myactionr3 = ['helir 3','BTB','',{call helibbtbr1;},{true}] call ace_interact_menu_fnc_createAction; [player, 1, ["ACE_SelfActions", "helir 1","helir 2"], myactionr3] call ace_interact_menu_fnc_addActionToObject; myactionr3 = ['helir 3','MOVE','',{call helibmover1;},{true}] call ace_interact_menu_fnc_createAction; [player, 1, ["ACE_SelfActions", "helir 1","helir 2"], myactionr3] call ace_interact_menu_fnc_addActionToObject; I don't understand. I wan't not add action Heli support A1 if i don't put ar1 (helico on the map).
  17. Danidan

    Helico taxi script

    Yop. I have terminate but i have a last problem. I have make script for 8 helico (4red/4blue) and i have a marker on each helico with this script: [] spawn { while {not isnull ar2} do { "Markr2" setmarkerpos getpos ar2; sleep 0.5; if (!alive ar2) exitWith {deletemarkerlocal "markr2"}; }; }; But if i Don't create helico ar4 i have a message error undefined variable! That is normal but how i can repare that?
  18. Danidan

    Helico taxi script

    Hello, Noobas question… I have I want to call only helia1 and not sqf…. How i can do? myaction3 = [['heli 3','DZ','', {execVM 'omtk\heli_support\heli.sqf';}, {true}] call ace_interact_menu_fnc_createAction; [player, 1, ["ACE_SelfActions", "heli 1","heli 2"], myaction3] call ace_interact_menu_fnc_addActionToObject; Thank's!
  19. Danidan

    Helico taxi script

    Hello, I have find and this work: _marker = createMarkerlocal ["Mark2",[0,0,0]]; _marker setMarkerColorlocal "ColorRed"; _marker setMarkerTypelocal "mil_dot"; _marker setMarkerShapelocal "ICON"; _marker setMarkerSizelocal [1,1]; _marker setMarkerTextlocal "FlightLeaderA1"; openMap [true, false]; titleText ["Press on map to DZ destination.", "PLAIN"]; onMapSingleClick { while {(count (waypoints group a1)) > 0} do { deleteWaypoint ((waypoints group a1) select 0); deleteMarker "destination_lz"; }; _m = createMarker ['destination_lz',_pos]; _m setMarkerType 'mil_pickup'; _m setMarkerColor 'ColorBlue'; _wp = (group a1) addWaypoint [_pos,100,1]; _wp setWaypointType 'TR UNLOAD'; _wp setWaypointStatements ["true", "a1 land 'LAND'; {_x setUnitPos 'middle'; _x setSpeedMode 'LIMITED'; _x setCombatMode 'YELLOW';}foreach units _grp1;"]; _wp setWaypointBehaviour 'CARELESS'; }; [] spawn { while {not isnull a1} do { "Mark2" setmarkerpos getpos a1; sleep 0.5; }; }; I have a new problem. Now when i click on the map the Dz move Always when i start one time the script.
  20. The script Don't work now?? i Schurch same for mp mission
  21. Realy cool! But not work in multy player. I cry! Tank's for this work
  22. Hello, I need help. I have 3 marker on the map and he switch in blue or red. I want to count red and blue marker at end of the game. But i Don't count colored marker? _count= count [MarkerColor "Colorred" == zonec, zoneb,zonea]; hint str _count; I count 3 but i have only one red marker!? Thank's
  23. Danidan

    Count color Marker

    Hello! Thank you for your help it is very considerable for a noob! On the other hand I do not manage to do what I want with this script. I have that this who in the air to work but how I can improve him because he seems to me very rustic. while { getMarkerColor "zonec" == "ColorRed"} do { [6, true] call omtk_setFlagResult; }; if (getMarkerColor "zonec" == "ColorBlue") exitWith {[6, false] call omtk_setFlagResult;}; waitUntil { sleep 0.00051; call omtk_sb_compute_scoreboard; call omtk_sb_start_mission_end; }; while { getMarkerColor "zonec" == "ColorBlue"} do { [5, true] call omtk_setFlagResult; }; if (getMarkerColor "zonec" == "ColorRed") exitWith {[5, false] call omtk_setFlagResult;}; waitUntil { sleep 0.00051; call omtk_sb_compute_scoreboard; call omtk_sb_start_mission_end; }; I do not know if I can simplify him(it)? I need to throw(launch) it to the end of the mission when the scordbord is thrown(launched). And the area can change every 30Sc. I don't if the "sleep" are at the right place? I while make "zonea", "zoneb", ect….
  24. Hello Word, I made crazy, two week i test this. I hope that anyone can help me. I have a marker "cap1" and a trigger "zone1". It's a cap area and i want to move it after X time. I have make this on trigget activation: deleteMarker "cap1"; hint "Wrong intel cap area have move"; _markerstr = createMarker ["cap2",[7098.22,2740.35,12.255]]; _markerstr setMarkerShape "ELLIPSE"; _markerstr setmarkercolor "ColorCivilian"; _markerstr setMarkerSize [25,25]; deletevehicle zone1; zone1 = createTrigger ["EmptyDetector", getMarkerPos "cap2"]; _trg setTriggerArea [25,25,0,false,100]; This is good in local and serveur yesterday but now don't work.... 2) I want to use this on script.sqf but i don't do not know how to start my script to retrieve trigger activation. I would really appreciate if anyone could help me. Thank's RuskoFF
  25. Danidan

    Move marker and trigger

    @KC Grimes Ok, tanks. I thought I had to put that in my init files? execVM "customScripts.sqf"; @pierremgi It's easy. An empty trigger zone named "zone1" and would like to move it on the map several times when she is busy too long. I have a scorbord of my team that calculates the people inside at the end of the game. I think I found my solution is to have other trigger that moves the zone1 sur leur possition!?
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