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jakeplissken

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  1. jakeplissken

    server hosting not working now for no reason??please help

    I have the same issue, I loaded a vanilla server on Linux, and it runs, but when I go to connect to it, it looks like this. And I cannot connect to it with the same game version. I get this in the terminal when I load the server. 9:06:30 InitSound ... 9:06:30 InitSound - complete 9:06:30 Dedicated host created. 9:06:30 PhysX3 SDK Init started ... 9:06:30 PhysX3 SDK Init ended. 9:06:33 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. a3_characters_f 9:06:33 Loading movesType CfgGesturesMale 9:06:33 MovesType CfgGesturesMale load time 134 ms 9:06:33 Loading movesType CfgMovesMaleSdr 9:06:44 MovesType CfgMovesMaleSdr load time 10359 ms 9:06:44 BattlEye Server: Initialized (v1.217) 9:06:44 Host identity created. Setting breakpad minidump AppID = 107410 9:06:45 Game Port: 2302, Steam Query Port: 2303 9:06:45 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303 Arma 3 Console version 1.82.144647 x86 : port 2302 9:06:46 Connected to Steam servers 9:10:57 Corporal Kerry uses modified data file 9:10:57 BattlEye Server: Player #0 Corporal Kerry (192.168.1.2:2304) connected 9:10:57 Player Corporal Kerry connecting. 9:10:58 BattlEye Server: Connected to BE Master 9:10:58 BEServer: registering a new player #520456178 9:10:59 BattlEye Server: Player #0 Corporal Kerry - BE GUID: f15c7958db09c298e56d0f570f567dba 9:11:01 Player Corporal Kerry connected (id=76561198080560664). 9:11:01 BattlEye Server: Verified GUID (f15c7958db09c298e56d0f570f567dba) of player #0 Corporal Kerry 9:11:16 Player Corporal Kerry disconnected. 9:11:16 BattlEye Server: Player #0 Corporal Kerry disconnected
  2. I am sure it is fine. You are just now allowed to extract 3d models and edit them and make a mod with changed models or something like that. A bit of code should be fine.
  3. BI encryption leaves a lot to be desired. A child could break it. BIdecryptor you can find online breaks the encryption instantly. Converts to pbo.
  4. Actually, here is the working script, but it will only put markers on the map, that follow each player. But it works. // Show map markers findDisplay 12 displayCtrl 51 ctrlAddEventHandler ["Draw", { { _iconColor = [1,1,1,1]; // Get icon type of units _iconShape = getText (configfile >> "CfgVehicles" >> typeOf (vehicle _x) >> "icon"); // Switch color according a team switch (side group _x) do { case WEST: {_iconColor = [0,0.3,0.6,1]}; case EAST: {_iconColor = [0.5,0,0,1]}; case RESISTANCE: {_iconColor = [0,0.5,0,1]}; }; if (_x getvariable "#leader") then {_iconShape = "a3\Ui_f\data\map\vehicleicons\iconManCommander_ca.paa"}; // _iconShape = "a3\Ui_f\data\GUI\Cfg\Ranks\general_gs.paa //if (group _x == group player) then {_iconColor =[0.55,0.8,0.3,1]};//_iconColor = [1,0.75,0,1]}; _text = ""; private _vehicle = vehicle _x; if (_vehicle != _x && count ((crew _vehicle) select {alive _x}) > 1) then { _text = format ["%1%2%3",name _x," + ",(count ((crew (vehicle _X)) select {alive _X})-1)] } else { _text = format ["%1",name _x] }; if (!isPlayer _x) then { _text = "AI"; _iconColor set [3,0.5]; }; if (_x in BIS_ak_selectedUnits) then { _iconColor = [1,0.75,0.1,1]; }; _this select 0 drawIcon [ _iconShape, _iconColor, visiblePosition vehicle _x, 24, 24, getDir vehicle _x, _text, 1, 0.035, 'PuristaBold', 'right' ] } forEach (allUnits select {side _x == side group player && (vehicle _x == _x || (effectiveCommander (vehicle _X))== _x)}); }]; // Show ranks and nametags if parameter is enabled addMissionEventHandler ["eachFrame",{[] call BIS_fnc_drawPlayerIcons}]; BIS_fnc_drawPlayerIcons = { _alphadistance = 20; { if (freelook) then {_alphadistance = 50}; _dist = (player distance _x) / _alphadistance; _color = [1,1,1,1]; _color2 = [1,0.75,0,1]; _icon = format ["a3\Ui_f\data\GUI\Cfg\Ranks\%1_gs.paa",rank _x]; if (_x getvariable "#leader") then { _color = [1,0.75,0,1]; _color2 = [1,1,1,1]; _icon = "a3\Ui_f\data\GUI\Cfg\Ranks\general_gs.paa"; }; if (_x getvariable "talking") then { _icon = selectrandom ["A3\Ui_f\data\GUI\Rsc\RscDisplayArsenal\voice_ca.paa"]; }; _color set [3, 1 - _dist]; _color2 set [3, 1 - _dist]; drawIcon3D [_icon, _color, [( visiblePosition _x) select 0, ( visiblePosition _x) select 1, 2.2] , 1, 1, 2,"", 1, 0.03, "PuristaMedium"]; drawIcon3D [ "", _color, [( visiblePosition _x) select 0, ( visiblePosition _x) select 1, 2.2], 2, -1.40, 0, name _x, 1, 0.05, "PuristaBold", "Right" ]; drawIcon3D [ "", _color2, [( visiblePosition _x) select 0, ( visiblePosition _x) select 1, 2.2], 2, 0.20, 0, getText (configfile >> "CfgVehicles" >> typeOf (vehicle _x) >> "displayName"), 2, 0.03, "PuristaBold", "Right" ]; } forEach ((allPlayers - [player]) select {alive _x && side group _x == side group player && (vehicle _x == _x || (effectiveCommander (vehicle _X))== _x)}); }; // If leader, draw lines to tasks BIS_ak_drawTaskLines = { if (player getVariable ["#leader",false]) exitWith {}; private _map = findDisplay 12 displayCtrl 51; { private _player = _x; { _map drawLine [getPos _x, [_x] call BIS_fnc_taskDestination, [1,1,1,0.7]]; } forEach [_x] call BIS_fnc_tasksUnit; } forEach (allPlayers select {side group _x == side group player} - [player]); Put this in the initPlayerLocal.sqf file and you can have player markers on the map. Not sure about the 3d markers yet though. I only tested this from EDEN with AI, and it labelled them all on the map as "ai", but if you test it on actual MP, you should get the 3d markers for other players.
  5. And I found this. DrawPlayerIcons.sqf // Current Honza's version waituntil {!isnil "BIS_rules_ended"}; // wait for transition sleep 2; // Show map markers findDisplay 12 displayCtrl 51 ctrlAddEventHandler ["Draw", { { _iconColor = [1,1,1,1]; // Get icon type of units _iconShape = getText (configfile >> "CfgVehicles" >> typeOf (vehicle _x) >> "icon"); // Switch color according a team switch (side group _x) do { case WEST: {_iconColor = [0,0.3,0.6,1]}; case EAST: {_iconColor = [0.5,0,0,1]}; case RESISTANCE: {_iconColor = [0,0.5,0,1]}; }; if (_x getvariable "#leader") then {_iconShape = "a3\Ui_f\data\map\vehicleicons\iconManCommander_ca.paa"}; // _iconShape = "a3\Ui_f\data\GUI\Cfg\Ranks\general_gs.paa //if (group _x == group player) then {_iconColor =[0.55,0.8,0.3,1]};//_iconColor = [1,0.75,0,1]}; _text = ""; private _vehicle = vehicle _x; if (_vehicle != _x && count ((crew _vehicle) select {alive _x}) > 1) then { _text = format ["%1%2%3",name _x," + ",(count ((crew (vehicle _X)) select {alive _X})-1)] } else { _text = format ["%1",name _x] }; if (!isPlayer _x) then { _text = "AI"; _iconColor set [3,0.5]; }; if (_x in BIS_ak_selectedUnits) then { _iconColor = [1,0.75,0.1,1]; }; _this select 0 drawIcon [ _iconShape, _iconColor, visiblePosition vehicle _x, 24, 24, getDir vehicle _x, _text, 1, 0.035, 'PuristaBold', 'right' ] } forEach (allUnits select {side _x == side group player && (vehicle _x == _x || (effectiveCommander (vehicle _X))== _x)}); }]; // Show ranks and nametags if parameter is enabled if (BIS_AK_useNameTags == 1) then { addMissionEventHandler ["eachFrame",{[] call BIS_fnc_drawPlayerIcons}]; }; BIS_fnc_drawPlayerIcons = { _alphadistance = 20; { if (freelook) then {_alphadistance = 50}; _dist = (player distance _x) / _alphadistance; _color = [1,1,1,1]; _color2 = [1,0.75,0,1]; _icon = format ["a3\Ui_f\data\GUI\Cfg\Ranks\%1_gs.paa",rank _x]; if (_x getvariable "#leader") then { _color = [1,0.75,0,1]; _color2 = [1,1,1,1]; _icon = "a3\Ui_f\data\GUI\Cfg\Ranks\general_gs.paa"; }; if (_x getvariable "talking") then { _icon = selectrandom ["A3\Ui_f\data\GUI\Rsc\RscDisplayArsenal\voice_ca.paa"]; }; _color set [3, 1 - _dist]; _color2 set [3, 1 - _dist]; drawIcon3D [_icon, _color, [( visiblePosition _x) select 0, ( visiblePosition _x) select 1, 2.2] , 1, 1, 2,"", 1, 0.03, "PuristaMedium"]; drawIcon3D [ "", _color, [( visiblePosition _x) select 0, ( visiblePosition _x) select 1, 2.2], 2, -1.40, 0, name _x, 1, 0.05, "PuristaBold", "Right" ]; drawIcon3D [ "", _color2, [( visiblePosition _x) select 0, ( visiblePosition _x) select 1, 2.2], 2, 0.20, 0, getText (configfile >> "CfgVehicles" >> typeOf (vehicle _x) >> "displayName"), 2, 0.03, "PuristaBold", "Right" ]; } forEach ((allPlayers - [player]) select {alive _x && side group _x == side group player && (vehicle _x == _x || (effectiveCommander (vehicle _X))== _x)}); }; // If leader, draw lines to tasks BIS_ak_drawTaskLines = { if (player getVariable ["#leader",false]) exitWith {}; private _map = findDisplay 12 displayCtrl 51; { private _player = _x; { _map drawLine [getPos _x, [_x] call BIS_fnc_taskDestination, [1,1,1,0.7]]; } forEach [_x] call BIS_fnc_tasksUnit; } forEach (allPlayers select {side group _x == side group player} - [player]); }; Give this a go.
  6. There is this in the common description.ext shared by all Vangaurd missions. class Params { //#define WEATHER_DEFAULT 25 //#define TIMEACCELERATION_DEFAULT 1 #define DAYTIMEHOUR_DEFAULT 9 #define DEBUGCONSOLE_DEFAULT 0 #include "\a3\functions_f\Params\paramDaytimeHour.inc" #include "\a3\functions_f\Params\paramDebugConsole.inc" #include "\a3\functions_f\Params\paramWeather.inc" class WarmupTime { title = $STR_A3_TA_TanksMpFob_Description_BriefingTime; values[] = {-1,30,60,120,180,300}; texts[] = {$STR_A3_missionDefault,"30","60","120","180","300"}; default = -1; }; class ZoneTime { title = $STR_A3_TA_TanksMpFob_Description_ZoneIntervalTime; values[] = {-1,60,120,180,240,300,360,420,480,540,600,660,720,780,840,900}; texts[] = {$STR_A3_missionDefault,"1","2","3","4","5","6","7","8","9","10","11","12","13","14","15"}; default = -1; }; class EndTime { title = $STR_A3_ta_tanksmpfob_description_endgametimer; values[] = {-1, 60,600, 720, 900, 1500,1800, 10e10}; texts[] = {$STR_A3_missionDefault,"1","10","12","15","20","30",$STR_A3_TA_Vanguard_Unlimited}; default = -1; }; class respawnOptions { title = $STR_A3_cfgvehicleclasses_respawn; values[] = {-1, 0, 1, 2}; texts[] = {$STR_A3_missionDefault,$STR_A3_Param_Fog_0,$STR_A3_revive,$STR_A3_TA_Vanguard_RespawnIntoAI}; default = -1; }; class aiPerSide { title = $STR_A3_TA_Vanguard_useAI; values[] = {0, 2, 5, 10, 12, 15, 20}; default = 10; }; class fobRandomization { title = $STR_A3_TA_Vanguard_randomizeFob; values[] = {0, 1}; texts[] = {$STR_A3_mp_groundsupport_modulemptypegroundsupport_disabled,$STR_A3_mp_groundsupport_modulemptypegroundsupport_enabled}; default = 0; }; class useNameTags { title = $STR_A3_TA_Vanguard_useNameTags; values[] = {0, 1}; texts[] = {$STR_A3_mp_groundsupport_modulemptypegroundsupport_disabled,$STR_A3_mp_groundsupport_modulemptypegroundsupport_enabled}; default = 1; }; }; I am pretty sure the useNameTags option is what you need.
  7. I am working my mod that adds placeable objects to the editor. I am adding objects that reference model paths in the Tanks DLC files. class MAAWS_HE_dec6_F : ThingX { scope = 2; class SimpleObject { eden=1; animate[]={}; hide[]={}; verticalOffset=1.3609999; verticalOffsetWorld=0; init="''"; }; displayName = "MAAWS HE shell."; editorCategory = "ArmaGoodies"; editorSubcategory = "ArmaDeco"; model = "\A3\Weapons_F_Tank\Launchers\MRAWS\rocket_MRAWS_HE_F.p3d"; simulation = "house"; }; class MAAWS_HEAT_dec6_F : ThingX { scope = 2; class SimpleObject { eden=1; animate[]={}; hide[]={}; verticalOffset=1.3609999; verticalOffsetWorld=0; init="''"; }; displayName = "MAAWS HEAT shell."; editorCategory = "ArmaGoodies"; editorSubcategory = "ArmaDeco"; model = "\A3\Weapons_F_Tank\Launchers\MRAWS\rocket_MRAWS_HEAT_F.p3d"; simulation = "house"; }; But I get a missing files error with PBO Project. Missing File Summary config.cpp : \A3\Weapons_F_Tank\Launchers\MRAWS\rocket_MRAWS_HE_F.p3d config.cpp : \A3\Weapons_F_Tank\Launchers\MRAWS\rocket_MRAWS_HEAT_F.p3d config.cpp : \a3\Weapons_F_Tank\Ammo\rocket_spg9.p3d Is there a way around this? Do I need to wait for the Tanks DLC ebo files to be changed to pbo to use this, or can I force the Mikero tools to ignore the missing files and create the pbo. All of the other parts of my mod are working, I just cannot reference Orange DLC and Tanks DLC assets as they are in ebo files and cannot be read. Thanks.
  8. jakeplissken

    CfgWorlds and CfgMissions

    I have used this config to change the vanilla cutscenes for Altis,Tanoa etc. class CfgMissions { class Cutscenes { class Altis_intro1 { directory = "va\ui\intro1.Altis"; }; class Stratis_intro1 { directory = "va\ui\intro.Stratis"; }; class Map_VR_anim01 { directory = "a3\map_VR_scenes_f\scenes\intro1.VR"; }; class Tanoa_intro1 { directory = "va\ui\intro1.Tanoa"; }; class Malden_intro { directory = "va\ui\intro1.Malden"; }; }; }; That is all I needed to have a custom menu cutscene. And this to remove the main menu boxes. class RscDisplayLoadmission; class RscText; class RscPicture; class RscVignette; class RscPictureKeepAspect; class RscDisplayMain: RscStandardDisplay { enableDisplay = 0; class Spotlight{}; class controls { class Spotlight1{}; class Spotlight2{}; class Spotlight3{}; class BackgroundSpotlightRight{}; class BackgroundSpotlightLeft{}; class BackgroundSpotlight{}; }; };
  9. I am trying to retexture the vanilla trash models. Specifically the ones that are trash papers on the ground, but I am not sure how to achieve this. I have this so far. class Garbage_base_F; class Land_Garbage_iraq1_F : Garbage_base_F { displayName = "Iraqi paper trash."; //hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"armastuff\ui\clutter\paper_co.paa"}; model = "\A3\Structures_F\Civ\Garbage\Garbage_square3_F.p3d"; scope = 2; scopeCurator = 2; }; But it still shows the vanilla texture on loading the game. Is there a way to do this properly? I feel I am missing something simple. Thanks.
  10. jakeplissken

    [WIP] RavWarMod

    I could just help out with your mod and add that to your code if you wanted.
  11. jakeplissken

    [WIP] RavWarMod

    If you are using my Arma 3 Improved mod in this, let me know which features you are using, so I do not break anything, I am planning to mod some Tank DLC gear and change a few things, so just let me know. Better to just add a mod requirement instead of adding in the mod. I would prefer it that way.
  12. jakeplissken

    Drawing straight lines on maps

    I just tested this in vanilla DEV and it worked perfectly, using Control+Shift key and drawing a straight line. Maybe it a DEV build feature. He should have said if he was using DEV or stable.
  13. jakeplissken

    Tanks - Fire-control system

    For the AMV-7. {_this select 1 addMagazineTurret ["40Rnd_40mm_APFSDS_shells",[0]]} foreach [1,3]; {_this select 1 addMagazineTurret ["60Rnd_40mm_GPR_shells",[0]]} foreach [1,3]; {_this select 1 addMagazineTurret ["2000Rnd_65x39_Belt_Tracer_Green",[0]]} foreach [1,3];
  14. This weapon config I am working on for a railgun has infinite ammo. All I did was copy the config across from the GM6 Lynx for the firing modes so I could adjust dispersion, and add the sounds, but now it always has 20 rounds. What have I done wrong? I cannot see the issue at all. class CfgWeapons { class Default; class RifleCore; class Rifle; class Rifle_Base_F; class Mode_SemiAuto; class Rifle_Long_Base_F; class arifle_MX_Base_F; class DMR_04_base_F; class srifle_DMR_04_F; class arifle_MX_SW_F; class srifle_DMR_RAIL_F: srifle_DMR_04_F { descriptionShort = "ASP Railgun<br />Caliber: 12.7x32 mm"; displayName = "ASP-1 Railgun (Black)"; DLC = "railgun"; class Single: Mode_SemiAuto { dispersion=0.00002; soundContinuous=0; displayName "Semi Auto"; reloadTime=2.5; recoil="recoil_single_gm6"; recoilProne="recoil_single_prone_gm6"; sounds[]= { "StandardSound" }; class BaseSoundModeType { closure1[]= { "A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_closure_01", 0.39810717, 1, 40 }; closure2[]= { "A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_closure_02", 0.39810717, 1, 40 }; soundClosure[]= { "closure1", 0.5, "closure2", 0.5 }; }; class StandardSound: BaseSoundModeType { begin1[]= { "A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_short_01", 7.9432826, 1, 2200 }; begin2[]= { "A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_short_02", 7.9432826, 1, 2200 }; soundBegin[]= { "begin1", 0.5, "begin2", 0.5 }; class SoundTails { class TailForest { sound[]= { "A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_forest", 1, 1, 2200 }; frequency=1; volume="(1-interior/1.4)*forest"; }; class TailHouses { sound[]= { "A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_houses", 1, 1, 2200 }; frequency=1; volume="(1-interior/1.4)*houses"; }; class TailInterior { sound[]= { "A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_interior", 1.9952624, 1, 2200 }; frequency=1; volume="interior"; }; class TailMeadows { sound[]= { "A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_meadows", 1, 1, 2200 }; frequency=1; volume="(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailTrees { sound[]= { "A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_trees", 1, 1, 2200 }; frequency=1; volume="(1-interior/1.4)*trees"; }; }; }; minRange=2; minRangeProbab=0.1; midRange=250; midRangeProbab=0.69999999; maxRange=350; maxRangeProbab=0.050000001; aiRateOfFire=3; aiRateOfFireDistance=500; }; magazines[] = {"20Rnd_127x32_Mag"}; hiddenSelections[] = {"camo1","camo2"}; multiplier = 1; hiddenSelectionsTextures[] = {"\A3\Weapons_F_Mark\LongRangeRifles\DMR_04\Data\DMR_04_01_CO.paa","\A3\Weapons_F_Mark\LongRangeRifles\DMR_04\Data\DMR_04_02_CO.paa"}; soundBullet[] = {"bullet1",0.083,"bullet2",0.083,"bullet3",0.083,"bullet4",0.083,"bullet5",0.083,"bullet6",0.083,"bullet7",0.083,"bullet8",0.083,"bullet9",0.083,"bullet10",0.083,"bullet11",0.083,"bullet12",0.083}; }; }; class CfgMagazines { class Default; class CA_Magazine; class 10Rnd_127x54_Mag; class 20Rnd_127x32_Mag: 10Rnd_127x54_Mag { ammo = "B_127x32_Ball"; count = 20; // 20 descriptionShort = "Caliber: 12.7x32 mm<br />Rounds: 20<br />Used in: ASP-1 Railgun."; initSpeed = 6290; // 2290 DLC="railgun"; displayName = "12.7mm 20Rnd slugs Mag"; }; }; class CfgAmmo { class Default; class BulletCore; class BulletBase; class B_127x54_Ball; class B_127x32_Ball: B_127x54_Ball { airFriction = -0.001; // 0004 cartridge = ""; caliber = 70; coefGravity = 0; dangerRadiusBulletClose = 2; dangerRadiusHit = 3; hit = 376; // 376. timeToLive = 320; thrust = 6210; // 2210 typicalSpeed = 6270; // 2270 model = "\A3\Weapons_f\Data\bullettracer\tracer_yellow"; suppressionRadiusBulletClose = 2; // 1 suppressionRadiusHit = 3; // 2 supersonicCrackFar[] = {"A3\sounds_f\arsenal\sfx\supersonic_crack\scrack_middle",3.16228,1,200}; supersonicCrackNear[] = {"A3\sounds_f\arsenal\sfx\supersonic_crack\scrack_close",3.16228,1,200}; whistleDist = 2; whistleOnFire = 1; }; }; Is the GM6 Lynx firing mode code causing this issue? Thanks.
  15. Can you please add Land_HeatPump_F to the editor? I can only add this with a mod or with CreateVehicle(), but I want to be able to use this in the editor. It has scope =1 and cannot be placed. Thanks. It would only take 1 minute to change this. And the runway papi lights. It is annoying that there are some items that we cannot place easily. This heat Pump item actually looks very nice, it would be good to have on the side of a building in a base for example.
  16. Vehicle customization from EDEN editor does not apply in MP. We will need scripting commands so we can apply these settings to the vehicles, and then reapply them with a vehicle respawn script. Will this be able to be scripted as well as using a UI? Otherwise this will not work in MP.
  17. I am editing and improving an old copy of AW Invade and Annex and converting everything to RHS assets. Everything is working except the restrictions.sqf. Apparently, it does not work very well with modern versions of Arma 3. Is there a modern low-impact way to white-list sniper and UAV assets? I just want the rhs UAV operator to have access to the UAV terminal, and to white-list sniper weapons to the RHS sniper slots. But I am looking for a method that has low impact on performance. I tried this script and it will not work at all. https://forums.bohemia.net/forums/topic/186196-restrict-weapons-and-gear-to-certain-units/ Thanks.
  18. jakeplissken

    kerry head template

    Here is the texture. \A3\Characters_F_EPA\Heads\Data\m_kerry_B1_co.paa
  19. I have the bis_fnc_prepareAO function working in my mission from description.ext. I am running it locally from the mission as it is rewritten to spawn Project OPFOR units. class CfgFunctions { class foreign_invasion_altis { tag = "foreign_invasion_altis"; class Spawning { file = "foreign_invasion_altis\functions"; class PrepareAO { description = "This is a function that spawns AI."; file = "functions\fn_PrepareAO.sqf"; }; }; }; }; But I need to add parameters. I call it like this 11 call foreign_invasion_altis_fnc_prepareAO; But it will not spawn any AI as it is not getting any parameters. I am just confused as to what I need to change to fix this. Thanks.
  20. jakeplissken

    Vehicle Interiors - Feedback

    We do not need to show the players hands actuating controls. Unless you are suggesting a clickable interior like Steel Beasts. That would be very hard to program though.
  21. Main parameter in the function is this. BIS_PAO_patrolIndex = _this; Which works with this. // random patrols if (triggerText _x == "GEN_infantry") then { _x spawn { waitUntil {!isNil "BIS_fps_simulSteps"}; _basePos = position _this; _rad = (triggerArea _this) select 0; _sideIndex = ["WEST", "EAST", "GUER"] find ((triggerActivation _this) select 0); _correctSide = [WEST, EAST, RESISTANCE] select _sideIndex; deleteVehicle _this; _oldFPSStep = BIS_fps_simulSteps; while {TRUE} do { // no need to test every frame, use Simulation Manager test loops instead waitUntil {BIS_fps_simulSteps > _oldFPSStep}; if ({(_x distance _basePos) < (2000 + _rad) && ((_x distance _basePos) >= (1000 + _rad) || time < 5) && !(vehicle _x isKindOf "Air")} count units group player > 0) exitWith {}; _oldFPSStep = BIS_fps_simulSteps; }; for [{_x = 1}, {_x <= (_rad / (125 / BIS_PAO_patrolIndex))}, {_x = _x + 1}] do { // parameter BIS_PAO_patrolIndex here. _pos = [_basePos, random _rad, random 360] call BIS_fnc_relPos; _newGrp = grpNull; if (random 1 > 0.75) then { // some launchers here and there _newGrp = [_pos, _correctSide, (BIS_PAO_specialPatrols select _sideIndex) select floor random count BIS_PAO_specialPatrols] call BIS_fnc_spawnGroup; } else { _newGrp = [_pos, _correctSide, (BIS_PAO_footPatrols select _sideIndex) select floor random count BIS_PAO_footPatrols] call BIS_fnc_spawnGroup; }; {_x call BIS_PAO_corpseRemoval} forEach units _newGrp; [_newGrp, _rad] spawn { _oldFPSStep = BIS_fps_simulSteps; while {TRUE} do { // no need to test every frame, use Simulation Manager test loops instead waitUntil {BIS_fps_simulSteps > _oldFPSStep}; if ({(_x distance leader (_this select 0)) < (4000 + (_this select 1))} count units group player == 0) exitWith {}; _oldFPSStep = BIS_fps_simulSteps; }; {deleteVehicle _x} forEach units (_this select 0); deleteGroup (_this select 0); BIS_fps_rescanNewObjects = TRUE; }; if ((random 1) > 0.75) then { // some groups will actively hunt the players _wp = _newGrp addWaypoint [position leader _newGrp, 0]; _wp setWaypointType "GUARD"; } else { { _wp = _newGrp addWaypoint [_basePos, _rad]; _wp setWaypointType "MOVE"; _wp setWaypointSpeed "LIMITED"; _wp setWaypointBehaviour "SAFE"; } forEach [1, 2, 3, 4, 5]; _wp = _newGrp addWaypoint [waypointPosition [_newGrp, 1], 0]; _wp setWaypointType "CYCLE"; }; }; BIS_fps_rescanNewObjects = TRUE; }; }; But I hardcode the value like this. BIS_PAO_patrolIndex = 12; And it does not spawn any infantry at all. I guess this function does not like being edited.
  22. jakeplissken

    List of all hidden texture inits

    Yes it is. a3\characters_f\common\headgear_placeholder.p3d This is what it looks like. https://i.imgur.com/bAWMEnv.jpg
  23. I have a menu I am working on for a version of AW Invade and Annex, it allows the player to select various options when the right Windows key is pressed, but I cannot work out how to add more than one option. co60_AW_Invade_Annex_2_85C_fnc_Earplugs = { if (soundVolume == 1) then { 1 fadeSound 0.2; } else { 1 fadeSound 1; }; }; test_flex = { [ ["Testing", "Action", "CBA_flexiMenu_rscRose"], [ ["Earplugs", { _this call co60_AW_Invade_Annex_2_85C_fnc_Earplugs; true }, "", "", [], 0x12, true, true] ] ]; }; ["Test Mod", "Open Menu", ["player", [], -100, "_this call test_flex"], [0xDC, false, false, false] ] call CBA_fnc_registerKeybindToFleximenu; There is not much documentation on this feature, but it would be very good, as instead of having a few obscure keybinds, I can have this instead. Has anyone else tried this and got it to work? The one option I added works, but some others are needed. Thanks for any help you can offer.
  24. jakeplissken

    Memories (Laws Of War)

    There is an example in this code. https://gist.github.com/dedmen/f98a320b46c372288625e13ac5de2d1a Have a look and see if you can work it out; not sure myself.
  25. jakeplissken

    Tembelan Island

    This map is great, but it will not work with Alive. I setup a simple mission with the modules, then I try it from the EDEN editor in MP and I get an infinite loading screen. Other maps like Fallujah work perfectly. This map needs an Alive index to work perfectly.
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