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*tcf*jackal

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About *tcf*jackal

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  1. Hi Zenophon. Thank you very much for taking the time to provide some examples. They work great! I also better understand how the config properties relate to the elements in the call. I did see the reference to the DLC property in your documentation and while I did try it, I obviously still had an error in there somewhere as I couldnt get it to play ball. Thanks again for all your hard work. Your framework has become an absolute must have!
  2. Hi all, im still having real trouble using Zen_SpawnInfantry with RHS units. I tried the example code above, but it throws the error "No soldiers found for the given side, type, faction, and blacklist" Digging around in the config viewer confirms that the values in the example above are valid but don't seem to work for me. The mod is installed and working correctly because a workaround is to use Zen_CreateLoadout and build loadouts manually using RHS bits and bobs. While this works it brings its own challenges and Zen_SpawnIfantry would be the ideal solution. Here are what appear to be the key values in the config viewer of, as an example, the rhsusf_usarmy_autorifleman unit in the RHS mod. faction = "rhs_faction_usarmy_d"; side = 1; type = 0; vehicleClass = "rhs_vehclass_infantry_ocp"; Has anyone had any success using Zen_SpawnInfantry with RHS units? Any additional working examples would be greatly appreciated.
  3. Thanks for the reply biggdogg. Your example has given me something else to try. I'll report back when I suss it out.
  4. Hi guys, im really enjoying using this framework, so thanks to Zenophon for all the hard work! Im having an issue using Zen_SpawnInfantry with units from the RHS mod. Issue being that I cant get it to spawn any units and in my rpt it simply states "No soldiers found for the given side, type, faction, and blacklist". If I use this code, no problem. Easy stuff, CSAT units as expected: _patrolGroup = [_startPos, east, "infantry", [2,6], 'Men'] call Zen_SpawnInfantry; But if I try to introduce some Russian units from the RHS mod using the following, no dice: _patrolGroup = [_startPos, east, "infantry", [2,6], 'Men', 'rhs_faction_vdv'] call Zen_SpawnInfantry; I've tried various combinations and alternatives based on what I've seen in the config viewer, using vehicleClass, faction etc etc. I've also seen code examples on this very thread for spawning RHS units. But I must be missing a prerequisite piece of code as I just cant get it to spawn any RHS units. Should I perhaps be using Zen_ConfigGetVehicleClasses to get a list of units before Zen_SpawnInfantry can use them? Any pointers gratefully received.
  5. *tcf*jackal

    End Game MP Mode - Feedback

    I haven't been able to get this combination to work and it seems that at present its not possible. Although im hoping im wrong and someone more clever than me can state otherwise. The aim being that once an incapacitated player bleeds out, he/she is dead, done, out of the game, with no opportunity to respawn. With respawn set to 1 in the desc.ext, it just kills you with no chance for revival. I think for tactical coop play, having a player die after bleeding out, with no chance of respawn, would be a pretty neat scenario. Given that the incapacitated dialog has a "hold space to respawn" option, im guess its mutually exclusive at present.
  6. *tcf*jackal

    Fuel Stations

    Thanks Grumpy, very good idea. I haven't yet used the nearestobjects command, but I'll have a crack at it this weekend!
  7. *tcf*jackal

    Fuel Stations

    Thanks guys, both helpful :)
  8. Hi all, im about to start testing some code to see if its possible to find the nearest fuel station to the player. Having a look through CfgLocationTypes, nothing really stands out to suggest their locations might be obtainable this way. Before I start testing, does anyone know if the fuel stations are in CfgLocationTypes and if so, what they are called? Many thanks!
  9. *tcf*jackal

    Interactive Intel Items

    Thanks JShock, greatly appreciated!
  10. *tcf*jackal

    Interactive Intel Items

    Thanks JShock.......so like this? if (isServer) then {this setVariable ["RscAttributeDiaryRecord_texture","a3\structures_f_epc\Items\Documents\Data\document_secret_01_co.paa", true]; [this,"RscAttributeDiaryRecord",["Bomb Schematics","format ["To disarm the bomb, cut the %1 wire",disarm]",""]] call bis_fnc_setServerVariable; this setVariable ["recipients", west, true]; [this,"init"] spawn bis_fnc_initIntelObject; }; I'll keep trying, still no joy.
  11. *tcf*jackal

    Interactive Intel Items

    I've been having a look at the intel objects and stumbled across this helpful post. Using Larrow's code for starters works nicely. Im trying to embed a value from a variable into the text in the intel entry, but I cant get the syntax correct. I can print the variable value using a "hint format" just fine, but Im struggling to get the code below correct so that it appears in the intel entry instead. Can anyone assist? Im not even sure if what im trying to do is possible. if (isServer) then { this setVariable ["RscAttributeDiaryRecord_texture","a3\structures_f_epc\Items\Documents\Data\document_secret_01_co.paa", true]; [this,"RscAttributeDiaryRecord",["Bomb Schematics","To defuse the bomb, cut the [b][format ["%1", disarm;]][/b] wire ",""]] call bis_fnc_setServerVariable; this setVariable ["recipients", west, true]; [this,"init"] spawn bis_fnc_initIntelObject; };
  12. *tcf*jackal

    Combat Space Enhancement 0.2

    Thanks for the new version guys.
  13. Thanks for sharing guys. Its interesting to see the different approaches people have taken to get a similar result. That's the beauty of a game that allows you access "under the hood". Endless solutions to different conundrums. Your scripts look far more elegant than mine do at present, so I definitely have plenty room for improvement. Even though it took me most of the weekend to get it (them) working, it was time well spent as I've learned lots. In their current guise the scripts do exactly what I want them to do, based on mission specific requirements: - Mimic a device which emits a sound which changes in pitch and frequency based on the distance and relative bearing of the player to a specified object - access to the device limited to the pilot of a chopper, and only when he/she is sitting in the pilots seat - ability to switch the device on and off at will while in the pilots seat (via "addActions") - be able to get in and out of the chopper repeatedly, and not have the script break I'll post them here when im next at home, to get some constructive feedback. Next steps in development would be to make the script(s) more portable and versatile so that they can be used in other missions without having to hack them to bits. At the moment they don't take parameters which makes them very static. This is more down to my lack of scripting experience than anything else. But KoVValsy has provided a good example on how to implement that so I'll look at that very soon. I'd also like to try and create a version which provides access to the tracker when the player has a specific named item in his/her inventory. I don't think this will be too difficult to do. Oh, and the pitch manipulation of one sound file rather than using several files sounds much tidier. So I'll try that too! Thanks again everyone!
  14. Thanks for all the help guys, I really appreciate you taking the time to help a guy (me) who doesn't really know what he's doing! @Larrow, thanks for the detailed explanation. A huge help as its clear my understanding of a switch wasn't quite what it should be. I'll also ready up on playsound3D, so thanks again for the pointer there. I'll go give this a try, and also digest the info above.
  15. I haven't been able to figure this out having tried variations of the code below. The following runs without errors in the rpt, but the _sound variable doesn't update regardless of the direction the player turns. I added a little hint to make sure _bearing is updated as part of the loop, and it seems it is. However, I only ever get the same "Beep". To clarify, beep1, 2, 3, 4.....etc are defined in a description.ext and point to individual ogg files. This is driving me nuts. Anyone have any suggestions? They would be greatly appreciated. while {alive player} do { _bearing = [player, getpos obj] call BIS_fnc_relativeDirTo; _sound = "beep"; switch (_bearing) do { case (_bearing > 0): {_sound = "beep"}; case (_bearing > 19): {_sound = "beep1"}; case (_bearing > 39): {_sound = "beep2"}; case (_bearing > 59): {_sound = "beep3"}; case (_bearing > 79): {_sound = "beep4"}; case (_bearing > 99): {_sound = "beep5"}; case (_bearing > 119): {_sound = "beep6"}; case (_bearing > 139): {_sound = "beep7"}; case (_bearing > 159): {_sound = "beep8"}; case (_bearing > 179): {_sound = "beep9"}; case (_bearing > 199): {_sound = "beep8"}; case (_bearing > 219): {_sound = "beep7"}; case (_bearing > 239): {_sound = "beep6"}; case (_bearing > 259): {_sound = "beep5"}; case (_bearing > 279): {_sound = "beep4"}; case (_bearing > 299): {_sound = "beep3"}; case (_bearing > 319): {_sound = "beep2"}; case (_bearing > 339): {_sound = "beep1"}; }; playsound _sound; hint format["Bearing is %1", _bearing]; sleep 1; };
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