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handlebar

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About handlebar

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  1. So, I think I did not give you full information, this is on the script version, not the mod version, the 1.96 provided with the mission, this happens in both Eden Editor testing, SP, MP, MP hosted server.
  2. Hello. I am able to replicate this with the demo mission you provided on the main page. Easiest way is to load mission. Have helicopters blow up, may take once, or several times. (Easiest way is to just launch Zeus in the mission and set down an aa veh to blow it up. Go to call in support and see there are now several AH 9 to call, but only one AH 9 is actually in existence. This is Vanilla. Can happen within the first 5 minutes of the game. (Your provided mission).
  3. On helicopter respawn, I'm getting not duplicate helos, but duplicate calls for helos in the support menu. Originally it will be HAS1, then, pending the helicopter crashing, exploding etc, I get another HAS1. If I pick the wrong HAS1 for support, I will be stuck in a loop of no support helo coming, and unable to cancel the previous call, thus ending any ability to use the Helicopter.
  4. You have an undefined variable _forecastRainCoef in the above code FYI. Also throwing an error when executing from init.sqf if (isServer) { [] execVM "scripts\RandomWeather.sqf"; }; Says line is missing a ";"
  5. Hello, I'm making a small repack for my group of a custom faction using RHS assets. Here is a snippet of my config. My issue is that the uniforms that are loading are not the ones that are defined in the Vehicle Class, but rather the base model of the I_Soldier_f. Any help would be greatly appreciated. class cfgVehicles { class I_soldier_f; class rhs_sidor; class B_FieldPack_green_F; class rhs_rpg_2; class rhs_rd54; class B_Carryall_khk; class rhssaf_alice_smb; class rhs_rd54_vest; class B_TacticalPack_blk; class LD_LD_Guer_M79: I_soldier_f { faction="LD_Second_Resistance"; side=2; displayName="LD Guer M79"; nakedUniform = "U_BasicBody"; uniformClass="rhs_uniform_afghanka"; weapons[]={"LD_rhs_weap_m79","LD_rhs_weap_savz61_folded","Put","Throw"}; respawnWeapons[]={"LD_rhs_weap_m79","LD_rhs_weap_savz61_folded","Put","Throw"}; items[]={"FirstAidKit"}; respawnItems[]={"FirstAidKit"}; magazines[]={"rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","rhsgref_20rnd_765x17_vz61","rhsgref_20rnd_765x17_vz61","rhsgref_20rnd_765x17_vz61","rhs_mag_f1","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61"}; respawnMagazines[]={"rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","rhsgref_20rnd_765x17_vz61","rhsgref_20rnd_765x17_vz61","rhsgref_20rnd_765x17_vz61","rhs_mag_f1","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61"}; linkedItems[]={"ItemMap","ItemCompass","ItemWatch","ItemRadio","rhs_6m2_nvg","rhs_fieldcap_m88_grey","rhs_6b2_RPK","rhsusf_shemagh_tan","rhs_6m2_nvg"}; respawnLinkedItems[]={"ItemMap","ItemCompass","ItemWatch","ItemRadio","rhs_6m2_nvg","rhs_fieldcap_m88_grey","rhs_6b2_RPK","rhsusf_shemagh_tan","rhs_6m2_nvg"}; backpack="LD_LD_Guer_M79_pack"; }; class LD_LD_Guer_Rifleman_l1a1: I_soldier_f { faction="LD_Second_Resistance"; side=2; displayName="LD Guer Rifleman l1a1"; uniformClass="rhs_uniform_afghanka_grey"; weapons[]={"LD_rhs_weap_l1a1_wood_rhsgref_acc_falMuzzle_l1a1","LD_rhs_weap_cz99","Put","Throw"}; respawnWeapons[]={"LD_rhs_weap_l1a1_wood_rhsgref_acc_falMuzzle_l1a1","LD_rhs_weap_cz99","Put","Throw"}; items[]={"FirstAidKit"}; respawnItems[]={"FirstAidKit"}; magazines[]={"rhs_mag_20Rnd_762x51_m80_fnfal","rhssaf_mag_15Rnd_9x19_FMJ","rhssaf_mag_15Rnd_9x19_FMJ","rhs_mag_f1","rhssaf_mag_15Rnd_9x19_FMJ","rhs_mag_20Rnd_762x51_m61_fnfal","rhs_mag_20Rnd_762x51_m61_fnfal","rhs_mag_20Rnd_762x51_m61_fnfal","rhs_mag_20Rnd_762x51_m61_fnfal","rhs_mag_20Rnd_762x51_m61_fnfal"}; respawnMagazines[]={"rhs_mag_20Rnd_762x51_m80_fnfal","rhssaf_mag_15Rnd_9x19_FMJ","rhssaf_mag_15Rnd_9x19_FMJ","rhs_mag_f1","rhssaf_mag_15Rnd_9x19_FMJ","rhs_mag_20Rnd_762x51_m61_fnfal","rhs_mag_20Rnd_762x51_m61_fnfal","rhs_mag_20Rnd_762x51_m61_fnfal","rhs_mag_20Rnd_762x51_m61_fnfal","rhs_mag_20Rnd_762x51_m61_fnfal"}; linkedItems[]={"ItemMap","ItemCompass","ItemWatch","ItemRadio","rhs_6m2_nvg","rhs_fieldcap_m88","rhs_6b2_chicom","rhsusf_shemagh_tan","rhs_6m2_nvg"}; respawnLinkedItems[]={"ItemMap","ItemCompass","ItemWatch","ItemRadio","rhs_6m2_nvg","rhs_fieldcap_m88","rhs_6b2_chicom","rhsusf_shemagh_tan","rhs_6m2_nvg"}; backpack="LD_LD_Guer_Rifleman_l1a1_pack"; };
  6. handlebar

    [MP][CTI-COOP] Liberation (continued)

    Those of you using server hosting for this who are you using? I'm using Nitrado and everyone is getting severe rubberbanding evere 6-10 seconds. Playing Lythium with RHS. This makes it impossible to sling load anything as it gets detached.
  7. handlebar

    Detect any task complete by side

    So I am exectuting the script in the init.sqf via [] execVM "scripts\taskcheck.sqf"; taskcheck.sqf while {true} do { call BIS_fnc_showMissionStatus; call GOM_fnc_sidesTaskComplete; Sleep 25; hint "Tasks Complete Script Is Running - script check"; }; This doesn't actually check for any task complete, it just adds tickets every 25 seconds without validating that a task is indeed complete. GOM_fnc_sidesTaskComplete = { _result = [[west, 3] call BIS_fnc_respawnTickets]; { _unit = _x; _tasks = _unit getvariable ["BIS_fnc_setTaskLocal_tasks",[]]; if !(_tasks isEqualTo []) then { _hasCompletedTask = (_tasks findIf {[_x] call bis_fnc_taskCompleted} >= 0); if (_hasCompletedTask) then {_result pushBackUnique side _unit}; }; } forEach allUnits; _result };
  8. handlebar

    Detect any task complete by side

    So the script does not run when a task is completed. It works to add tickets, when calling the funtion in the debug command it works no problem. I have the call fnc in the init.sqf but I no longer believe that to be correct. GOM, perhaps you could lend me an idea as to were to put this. Thanks!
  9. handlebar

    Detect any task complete by side

    I am doing a similar thing. Did you ever get this to work. If so mind sharing? Thanks! I am running this in the init.sqf with no luck. call compile preprocessFileLineNumbers "scripts\ShoterAnimation\init.sqf"; [] execVM "scripts\PrykUav.sqf"; null=[]execVM"CRS\init.sqf"; GOM_fnc_sidesTaskComplete = { _result = [[west, 5] call BIS_fnc_respawnTickets]; { _unit = _x; _tasks = _unit getvariable ["BIS_fnc_setTaskLocal_tasks",[]]; if !(_tasks isEqualTo []) then { _hasCompletedTask = (_tasks findIf {[_x] call bis_fnc_taskCompleted} >= 0); if (_hasCompletedTask) then {_result pushBackUnique side _unit}; }; } forEach allUnits; _result }; _sidesWithCompletedTasks = [] call GOM_fnc_sidesTaskComplete;
  10. Hello! I have been searching BI forums and other Arma resources trying to find out if it is possible to create a custom group with a random gearset using a defined array of certain items and forming a Group. IE Soldier1 Head(bandanna,boonie,Shemagh) Face(Shooting Glasses, Aviators) Chest(Bandalier, LBV) Uniform(Guer1, Guer2, Guer3) Weapon(AK47,AK74) etc. This would then populate a 6 man group with Randomized Gear Group Soldier1,Soldier2,Soldier3,Soldier4 etc. What I'm trying to do is make a more Guerrilla faction with a config utilizing BI assets, including the new AKs. This will save on addon clutter and additional large downloads for my mates that I play with. Thanks, Ben
  11. Hello! I've been looking for an updated script that gives players on a multiplayer server to attach an IR strobe to there helmet and work with respawn. The only ones I can find through searching are 3 years old and haven't had them reliably work. Thank you for your time! -Ben
  12. Is there any way to live the player from spinning around in the chair and it not being oriented properly with the player?
  13. I Finally have this working. I will upload a config later so that anyone else having this issue can find the answer.
  14. Well, now the only issue I am having is that my uniform is not allowing my player to "Dive & Swim" he isn't going into the normal animation like the diver does. He swims slow like the non-diver uniforms. I copied your class config exactly (minor editing to necessary parts) pomigit. I'm stumped.
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