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aie-boshell

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About aie-boshell

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  1. FIXED: Had to reinstall the Arma Reforger game also.
  2. I can't start a new project with Reforger tools. Each time I try I get this error... "Arma Reforger project not found. Please locate the project manually" It then opens my file explorer for me to look for a .gproj file. I've searched everywhere and have found some but it always says... "This is not the Arma Reforger project. Please try a different one." I've tried verifying the integrity as well as uninstalling and reinstalling Reforger Tools but the issue persists. Any help is very much appreciated.
  3. Hello, I'm trying to get this to work for me but I'm surely missing something simple. How do I load a previously saved database after my server is shutdown? The ini file is still there, but the read functions give me no results until I create a new database and start from scratch. It appears as though the data is saved in missionnamespace which is completely rewritten each time the server is shut down. Furthermore, I would also like to get two servers to share data from a single ini file or at least allow each server to read the same file if not write. Loadfile and preprocess don't work for what I want because I'm unable to rewrite the file while Arma has it in use and see no way to stop it using it other than to shut the server down. Any help is very much appreciated.
  4. I was so excited about the information you guys have provided that I forgot to properly thank you gentlemen. GC8, you answered my question perfectly and gave me the solution I needed to move forward. Johnnyboy, you provided some additional information which I have used. That code works fantastic and I have modified it to suit my scenario. Both of you have helped me tremendously and are two very valuable pieces of this awesome community. Thank you again :-)
  5. Hello, what I'm trying to do is when an enemy AI surrenders, have them drop their weapons on the ground by using and addaction "Secure Prisoner" command. Of course, I could use "Remove allweapons" but this just deletes the weapons but I'd like to be able to confiscate the weapons for me to use. I've also used the action "dropweapon" but that causes a lengthy animation where the AI first aims the weapon as if ready to fire before slowly throwing the weapon out which reduces immersion. What I'd like to happen is the exact thing that happens when a player goes into inventory by pressing "i" and then moves a weapon to the ground. I don't need animations, I just need the enemy to be disarmed and have their weapons available for me to pickup off of the ground. Is this possible? As always, any help from the extremely smart community here is very much appreciated :-)
  6. That did it! Thanks so much, Drymoon :-)
  7. Hello, I'm using the actions surrender command found here https://community.bistudio.com/wiki/Arma_3_Actions#Surrender. I'm able to get it to work and what I've also done is add an action to the surrendered unit called "Secure Prisoner" using the addaction command. The "Secure Prisoner" command then causes the surrendered unit to join the unit performing the action, however, the surrendered unit is frozen and unable to follow its new group. I've tried to enable AI using the enableai command but it's not working an I've had no luck with searches. Would anyone like to help me out? Thanks in advance :-)
  8. Excellent information from all three of you. You guys are fantastic, I should have asked a long time ago. Thank you so much! I guess I should ask one more question to avoid making more work for myself again. I know it's complex and I will likely have to learn a lot and make decisions myself but is there any info you can offer about what type of commands should only be broadcast on the server?
  9. Hello, I'm fairly new at multiplayer scripting on dedicated servers. I just learned that some commands don't work on dedicated servers so I've just been trying to cover every basis to make sure my scripts work on dedicated by using both publicvariable and publicvariableserver for every variable I create. I'm now getting to where I have so many variables I'm worried that I may be unnecessarily affecting performance by adding both of these commands to each variable. Would someone like to clarify this for us? Does publicvariableserver only send the variable to the server or does it also send the variable to each client computer as well as the server? Any info is appreciated very much :-)
  10. I stand corrected. This works for sleep. Thanks so much guys :-) addMissionEventHandler ["entityKilled", { _this spawn { params ["_killed", "_killer", "_instigator"]; //If we don not have an instigator, where we controlling a UAV if (isNull _instigator) then {_instigator = UAVControl vehicle _killer select 0}; //If we still do not have an instigator use killer instead if (isNull _instigator) then {_instigator = _killer}; if (vehiclevarname _killer isEqualTo "plane_1" and _killed isKindOf "CAManBase" and side group _killed isEqualTo east) then {p_1 addscore 1}; if (vehiclevarname _killer isEqualTo "plane_1" and _killed isKindOf "CAManBase" and side group _killed isEqualTo independent and [west, independent] call BIS_fnc_sideIsenemy) then {p_1 addscore 1}; }];
  11. Still no luck :-( It says it got string while expecting array. I don't think I've given you enough information. Here is the full script. addMissionEventHandler ["entityKilled", { _this spawn { params ["_killed", "_killer", "_instigator"]; //If we don not have an instigator, where we controlling a UAV if (isNull _instigator) then {_instigator = UAVControl vehicle _killer select 0}; //If we still do not have an instigator use killer instead if (isNull _instigator) then {_instigator = _killer}; if (vehiclevarname _killer isEqualTo "plane_1" and _killed isKindOf "CAManBase" and side group _killed isEqualTo east) then {p_1 addscore 1}; if (vehiclevarname _killer isEqualTo "plane_1" and _killed isKindOf "CAManBase" and side group _killed isEqualTo independent and [west, independent] call BIS_fnc_sideIsenemy) then {p_1 addscore 1}; }];
  12. I appreciate all of your help very much. I'm still having no luck with this and am getting multiple errors. My code is fine without the additions. Here's what I'm doing. addMissionEventHandler ["entityKilled", [_this select 0, _this select 1, _this select 2] spawn { params ["_killed", "_killer", "_instigator"]; <lines of code>; sleep 2; <other lines of code>};
  13. Thank you very much for the response, Pierremgi. I do get one error when I use this. "Error Undefined variable in expression: this". Might you be be able to help me with that?
  14. Hello, I I am using an entitykilled mission eventhandler how to run a custom radio message each time a certain unit gets a Kill. Everything is working fantastic accepted that I would like to have a delay before the radio message gets played. I've been trying to use sleep and it is not working. Does anyone know how to get sleep to work with entitykilled or perhaps a viable alternative to achieve the results of getting a delay before a radio message after a certain unit gets a Kill? Any help is very much appreciated, as always :-)
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