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Hydrol

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About Hydrol

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  1. Belbo, Finally finished it - couldn't find the correct info in the ace_settings.hpp so finally manged to do it by looking through the export options menu in the editor and finding the classnames and available options through there - then used the exported data to check whether the option was BOOL or SCALAR, finished product below for the settings i wanted to be dynamic. Placed this into the description.ext - i need to test thoroughly though!! class Params { class ace_medical_level { title = "Medical Level"; ACE_setting = 1; values[] = {1, 2}; texts[] = {"Basic", "Advanced"}; default = 2; }; class ace_medical_medicSetting { title = "Medical Setting"; ACE_setting = 1; values[] = {1, 2, 3}; texts[] = {"Disabled", "normal", "Advanced"}; default = 2; }; class ace_medical_medicSetting_basicEpi { title = "Who can use Epinephrine for full heal (basic medical only)"; ACE_setting = 1; values[] = {1, 2, 3}; texts[] = {"Anyone", "Medics only", "Doctors only"}; default = 2; }; class ace_medical_useLocation_basicEpi { title = "Locations Epinephrine (basic medical only)"; ACE_setting = 1; values[] = {1, 2, 3, 4, 5}; texts[] = {"Anywhere", "Medical vehicles", "medical facility", "Vehicles and facility", "Disabled"}; default = 1; }; class ace_medical_medicSetting_PAK { title = "Who can use PAK for full heal"; ACE_setting = 1; values[] = {1, 2, 3}; texts[] = {"Anyone", "Medics only", "Doctors only"}; default = 2; }; class ace_medical_useLocation_PAK { title = "Locations PAK"; ACE_setting = 1; values[] = {1, 2, 3, 4, 5}; texts[] = {"Anywhere", "Medical vehicles", "medical facility", "Vehicles and facility", "Disabled"}; default = 1; }; class ace_medical_useCondition_PAK { title = "When can PAK be used"; ACE_setting = 1; values[] = {1, 2}; texts[] = {"Anytime", "Stable"}; default = 2; }; class ace_medical_medicSetting_SurgicalKit { title = "Who can use Surgical Kit (Advance medical only)"; ACE_setting = 1; values[] = {1, 2, 3}; texts[] = {"Anyone", "Medics only", "Doctors only"}; default = 3; }; class ace_medical_useLocation_SurgicalKit { title = "Where can Surgical kit be used"; ACE_setting = 1; values[] = {1, 2, 3, 4, 5}; texts[] = {"Anywhere", "Medical vehicles", "medical facility", "Vehicles and facility", "Disabled"}; default = 3; }; class ace_medical_useCondition_SurgicalKit { title = "When can Surgical kit be used"; ACE_setting = 1; values[] = {1, 2}; texts[] = {"Anytime", "Stable"}; default = 2; }; class ace_medical_increaseTrainingInLocations { title = "Locations boost training"; ACE_setting = 1; values[] = {0, 1}; texts[] = {"No", "Yes"}; default = 0; }; class ace_medical_enableAirway { title = "Enable Airway"; ACE_setting = 1; values[] = {0, 1}; texts[] = {"No", "Yes"}; default = 0; }; class ace_medical_enableFractures { title = "Enable Fractures"; ACE_setting = 1; values[] = {0, 1}; texts[] = {"No", "Yes"}; default = 0; }; class ace_medical_enableAdvancedWounds { title = "Enable Advanced wounds"; ACE_setting = 1; values[] = {0, 1}; texts[] = {"No", "Yes"}; default = 0; }; class ace_advanced_fatigue_enabled { title = "Show Stamina Bar"; ACE_setting = 1; values[] = {0, 1}; texts[] = {"No", "Yes"}; default = 0; }; class ace_advanced_fatigue_enableStaminaBar { title = "Show Stamina Bar"; ACE_setting = 1; values[] = {0, 1}; texts[] = {"No", "Yes"}; default = 1; }; class ace_nametags_showPlayerNames { title = "Show player names"; ACE_setting = 1; values[] = {1, 2, 3, 4, 5, 6}; texts[] = {"Disabled", "Enabled", "Only on cursor", "Only on keypress", "Only on cursor and keypress", "Fade on screen border"}; default = 1; }; class ace_map_BFT_Enabled { title = "Enable Blue Force Tracking"; ACE_setting = 1; values[] = {0, 1}; texts[] = {"No", "Yes"}; default = 0; }; class ace_repair_engineerSetting_repair { title = "Who can perform repair"; ACE_setting = 1; values[] = {1, 2, 3}; texts[] = {"Anyone", "Engineer", "Advanced engineer"}; default = 2; }; class ace_repair_engineerSetting_wheel { title = "Who can remove and replace wheels"; ACE_setting = 1; values[] = {1, 2, 3}; texts[] = {"Anyone", "Engineer", "Advanced engineer"}; default = 2; }; class ace_repair_fullRepairLocation { title = "Locations for full vehicle repair"; ACE_setting = 1; values[] = {1, 2, 3, 4 , 5}; texts[] = {"Anywhere", "Repair vehicle only", "repair facility only", "Repair facility or vehicle", "Disabled"}; default = 4; }; class ace_repair_engineerSetting_fullRepair { title = "Who can perform full vehicle repair"; ACE_setting = 1; values[] = {1, 2, 3}; texts[] = {"Anyone", "Engineer", "Advanced engineer"}; default = 2; }; class ace_repair_addSpareParts { title = "$STR_ACE_Repair_addSpareParts_name"; ACE_setting = 1; values[] = {0, 1}; texts[] = {"False", "True"}; default = 1; }; };
  2. Belbo, Many thanks. At least I can pick and choose from the ace_settings instead of writing it out from scratch.
  3. Belbo, Those settings are great for creating the serverconfig.hpp but they don't contain any of the code required for the mission parameters and specifically the class parameter arrays for VALUES [ ] and TEXTS [ ] like in the example below: class ace_medical_level { //This needs to match an ace_setting, this one is a "SCALAR"(number) title = "Medical Level"; // Name that is shown ACE_setting = 1; //Marks param to be read as an ace setting, without this nothing will happen! values[] = {1, 2}; //Values that ace_medical_level can be set to texts[] = {"Basic", "Advanced"}; //Text names to show for values (Basic will set level to 1, Advanced will set level to 2) default = 2; // The exported settings only contain the following code: class ace_medical_level { value = 1; typeName = "SCALAR"; force = 1; I am trying to see if anyone has already done the work of adding the extra code for title = , values and texts etc so they can be used for mission parameters selection.
  4. Good evening all, Like most people i have become tired of placing ACE3 modules in the editor when making my custom coop missions- Reading the framework documentation on the ACE3 website i am using ACE_SETTINGS in the description.ext but will be moving to using the ACE_SEVER.pbo with a ace\serverconfig.hpp - I will use this without forcing settings (so i can change specific ones dynamically through the lobby) In order to modify the settings from one mission to another (without redoing the code) i want to make certain ace_settings dynamic and change them on my dedicated server through the mission parameters in the lobby Reading the website gives the following example for code in the description.ext: class Params { class ace_medical_level { //This needs to match an ace_setting, this one is a "SCALAR"(number) title = "Medical Level"; // Name that is shown ACE_setting = 1; //Marks param to be read as an ace setting, without this nothing will happen! values[] = {1, 2}; //Values that ace_medical_level can be set to texts[] = {"Basic", "Advanced"}; //Text names to show for values (Basic will set level to 1, Advanced will set level to 2) default = 2; //Default value used - Value should be in the values[] list }; class ace_repair_addSpareParts { //This ia a "BOOL" title = "$STR_ACE_Repair_addSpareParts_name"; //You can use ACE's stringtables ACE_setting = 1; values[] = {0, 1}; //setting is a BOOL, but values still need to be numbers, so 0 is false, 1 is true texts[] = {"False", "True"}; default = 1; }; }; My question is - DOES ANYONE HAVE A FULL LIST OF THE ACE3 CLASS PARAMS? this would save me a lot of time messing about in the editor export section writing down the class name and variable options. Many thanks in advance
  5. Thank you sooo much for the advice!!! completely cleared down the mission cycle part of the server.cfg except for 1 custom mission - i then deleted all the customs missions except the 1 in the cycle from the MP Missions folder on my dedicated server. #missions working again as normal funny though - nothing in the rpt file - literally shows me as logging in as admin and no log to do with the #missions command!!
  6. Evening all, I am running a dedicated server that i rent from gtxgaming.com - The server normally runs fine but i have noticed that since the last Arma updated the #missions command no longer works. I am logged in as Admin and in the lobby for one of my custom missions, the whitelist in the server.cfg is empty so there should be no restrictions! - what i want to do is load the Escape from Malden mission by Bohemia - In order to do this i would normally type #missions and this would bring up the standard bohemia created missions selection screen where you can select missions such as the coop and zeus missions for Altis, Tanoa and Stratis etc. Does anyone know why this is not working? I really want to run Escape from Malden with the guys i play with on the dedicated server instead of hosting on a local machine! Any help would be greatly appreciated
  7. That's the whole point, i want to use remoteExec an addaction so the player has to interact with the vehicle - otherwise they can just blow it up with a TITAN or something from V long range instead of fighting their way through the enemy forces. The issue i have is that i don't understand how to use remoteExec within my code above - it needs to go where the bold section is but i can't get the syntax worked out in my head!
  8. Gents, Hopefully this thread is still been monitored - i am hoping that someone will be able to provide me with some assistance please. Basically i have a Dedicated server that i have been running an Anti Stasi mission on - i have decided to i want to change my server to run random side mission with a main objective as well. I am fairly new to arma 3 coding but have managed to sort out the majority of the main AO and am also happy with creating the side missions - the main issue i have is understanding the RemoteExec function to all MP actions to be added for all to see: Please find below some code for 1 of my side missions: fn_findMissionSpot = { __avoid = ["avoid1","avoid2","avoid3","avoid4","avoid5","avoid6","avoid7","avoid8","avoid9","base","opfor"]; pos = ["map",false,"_avoid",10]call SHK_pos; }; //F22 wreck mission/////////////////// fn_spawnF22wreckMission = { call fn_findMissionSpot; hint "One of our F22's has been shot down! locate it and blow it up before the equipment gets into enemy hands"; //creating the marker _markerstr = createmarker ["marker1",pos]; _markerstr setmarkershape "ICON"; "marker1" setMarkerType "mil_objective"; "marker1" setMarkerColor "ColorRed"; "marker1" setMarkerDir 90; "marker1" setMarkerText "Side Objective - Destroy the F22 wreck"; _AOmarker = createmarker ["AO",pos]; _AOmarker setmarkershape "ELLIPSE"; "AO" setMarkerColor "ColorRed"; "AO" setMarkerSize [500, 500]; "AO" setMarkerBrush "DiagGrid"; null = [["AO"],[0,0],[5,3],[1,2],[1],[0],[1,0],[5,0,2000,EAST]] call EOS_Spawn; //_f22wreckpos = ["AO",false,"",10]call SHK_pos; //creating the vehicle _veh = ["rhsusf_f22"] call BIS_fnc_selectRandom; f22wreck = createVehicle [_veh,[(getMarkerpos _markerstr select 0) + 30, getMarkerpos _markerstr select 1,0],[], 0, "NONE"]; f22wreck setFuel 0.1; f22wreck setVehicleAmmo 0.2; f22wreck setDamage 0.8; f22wreck allowdamage false: //need to use remoteExec to add an action to plant charges and then after 30 sec explosion and deleteVehicle waitUntil {sleep 5; !alive f22wreck}; deleteMarker _markerstr; deleteMarker _AOmarker; _myHint ="Great job destroying the F22, our technology is safe for now"; GlobalHint = _myHint; publicVariable "GlobalHint"; hintsilent parseText _myHint; _mySChat ="Standby for another Mission!"; GlobalSCHat = _mySChat; publicVariable "GlobalSCHat"; player sideChat _mySChat; sleep 45; hint "New side mission created"; }; //end of F22 mission The issue i have is that multiplayer personnel could just target the F22 Wreck from 1000yds away with the TITAN and just blow it up in order to complete the mission - What i would like to do is enable damage to be false for the F22 and use remote exec to add a MP action to set charges - after 30 secs i would then add the code to cause a large explosion and delete the vehicle. I am not sure how to use RemoteExec (i have looked at the community wiki for what seems like hours but just don't get it! I would be very very happy if someone could help me Michael
  9. Hydrol

    [RELEASE] NRE Earplugs

    Nevermind - i placed the init line in the initPlayerLocal.sqf file and its working now - not sure if that is meant to happen or not?
  10. Hydrol

    [RELEASE] NRE Earplugs

    Gents, Great script and it works extremely well when i use the editor - as soon as i export the mission to MP and then run on my dedicated server (hosted by gtxgaming,com) the action to insert/remove does not appear in game? Can anyone help me out with this? Many thanks in advance
  11. Guys, I do not know if this is any use to anyone however i achieved my desired affects using the holster weapon script and by modifying one of the undercover scripts above as follows: This way the player can have a holstered weapon and still go undercover. Holster script (many thanks Oktyabr) // // arc_holster.sqf // Sidearm-Holster-script by Arctorkovich // // in init.sqf put: // // if (!isDedicated) then // { // holstered = 0; // player addAction ["Holster sidearm","scripts\holster.sqf",nil,2.5,false,true,"",""]; // }; if (isDedicated) exitWith {}; private ["_unit","_holstered"]; _id = _this select 2; _unit = player; _holstered = holstered; switch (_holstered) do { case 0: { class_weapon = currentWeapon _unit; if (currentWeapon _unit != handgunWeapon _unit) exitWith { hint "Equip your sidearm first!"; }; _unit removeAction _id; A_mags = []; _magazinesAmmoFull = magazinesAmmoFull _unit; for "_i" from 0 to ((count _magazinesAmmoFull)-1) do { _type = (_magazinesAmmoFull select _i) select 3; if(_type == 2) then { A_mags = A_mags + [(_magazinesAmmoFull select _i) select 0]; }; }; A_mags = A_mags + [handgunMagazine _unit]; b_count = _unit ammo class_weapon; _unit removeWeapon class_weapon; holstered = 1; _unit addAction ["Draw sidearm","scripts\holster.sqf",nil,2.5,false,true,"",""]; }; case 1: { _unit removeAction _id; for "_i" from 0 to ((count A_mags)-1) do { _unit addMagazine (A_mags select _i); }; _unit addWeapon class_weapon; _unit setAmmo [handgunWeapon _unit, b_count]; _unit selectWeapon class_weapon; holstered = 0; _unit addAction ["Holster sidearm","scripts\holster.sqf",nil,2.5,false,true,"",""]; }; }; if (true) exitWith {}; I then modified Barbaloni's undercover script to remove the vehicle dependency: //undercover script //The player will be undercover if he has no weapons in hand, no vest, and it's not close enough to enemy troops. while {true} do { waitUntil {sleep 1;({((side _x== EAST) or (side _x== independent)) and (_x knowsAbout player > 1.4)} count allUnits == 0) and (secondaryWeapon player == "") and (primaryWeapon player == "") and (handgunWeapon player == "") and (vest player == "")}; player setCaptive true; hint "You are in Undercover Mode"; waitUntil {sleep 1;({((side _x== EAST) or (side _x== independent)) and (_x distance player < 10)} count allUnits > 0) or (secondaryWeapon player != "") or (primaryWeapon player != "") or (handgunWeapon player != "") or (vest player != "") or (!captive player)}; player setCaptive false; hint "You are no longer in Undercover Mode"; waitUntil {sleep 1; ({((side _x== EAST) or (side _x== independent)) and (_x knowsAbout player > 0) and (_x distance player < 50)} count allUnits == 0)}; sleep 60; }; I then placed: player addAction ["Go undercover","scripts\undercover.sqf"]; in the initplayerlocal.sqf It seems to work great for what i need - i am a very basic scripter at the moment and would really like some help in modifying the undercover script above to include the following: 1. Hints that tell you what the issue is if you can not enter undercovermode - i.e "you need to holster your sidearm to go undercover" or "you need to holster your side arm and remove your vest to go undercover" 2. Is there a way for the script to check what uniform you are wearing? at the moment using the scripts i modified above you can still wear military uniform and go undercover as long as all weapons and vest are removed. 3. I modified this as i couldnt get the script working with the vehicle array stuff in it - is there a way for it to stop undercover mode if you are in a military vehicle? Hydrol
  12. Fantastic script - really really good and works brilliantly - i've only just started putting missions together so my scripting is very limited at the minute - Is there any way to modify this script so that a shotgun can be used to breach? I'm trying to come up with some new ways of conducting CQB with my team and am trying to move away from the claymore entry. Any help would be greatly appreciated
  13. Many thanks - 1 very stupid question though; how do i actually execute the convoy? is it a server side script command that i execute through the debug console? apologies but i am very new to Arma 3 mission editing, creating and hosting a MP server - just trying to learn as i go
  14. Evening all, Hopefully this isn't a stupid question but is there anyway to delay the start of the convoy? I am running a dedicated MP server and am planning a mission for the group of people i play with - at the moment the convoy will start as soon as i reset the server? (please tell me if this is incorrect) I have also set a trigger so that when the convoy starts to move a Task is created and assigned. The issue i have is that i want the convoy task to be on completion of the first task (i.e BLUEFOR capture the airport and then the convoy flees so that the OPFOR general can escape) Any help would be much appreciated Many thanks
  15. Hydrol

    BMR Insurgency

    Hello Jigsor, Firstly - absolutely amazing work putting this together - i have just set up a dedicated server and the group of friends i play with love your work! As i am very new to dedicated servers and scripting could i please trouble you with 1 small question? The Mogadishu PBO - i have not edited it in any way, i have the MOD installed (the map) but whenever i play that particular mission the red squares on the map (and associated enemy units) are all located down to the south West of the map? Are they meant to be located in the town of Mogadishu? i only ask as the dock is currently to the north east of mogadishu? Any clarification you could give would be fantastic Many thanks for all your hard work
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