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saetheer

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About saetheer

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  1. saetheer

    Flare Illumination

    Hello fellow humanoids! Since BIS removed the illumination effect, and replaced it with "It's meant for signaling only"-effect the night-missions have been (...) not that fun..? Dont know what the argument was to removing it, if there was an argument at all? Nevertheless, I really want this back into the game. Night mission was one of my favorite type of mission - well, they still are - but my mission is somewhat overkilled with CAS, cluster bombing and explosions in general. Todays flares (40mm and artillery) are a joke. Anyone that has been in any military units, knows they are dulled down to a point where they are usless. In fact, if BIS don't want to consider buff them, they should remove it. They are so dull and incorrect that it would be equivlent as if BIS developed Tanks and leaving out its main armament. Hopefully there is someone else miss the flare illuminating the sky and the surrounding enviroment equally as much as I did! We should start a community movment: Illuminating.
  2. I was really psyched when shit really hit the fan in the end of the campaign. And to now learn that Bohemia Interactive just have given me the biggest blue-balls are a real bummer.
  3. Hey, Just got around to purchase the APEX. Before starting on it: Are the Arma 3 Campain done with the East Wind episodes? To be honest, it felt incomplete - the big story was not told etc. What the deal with Seismic etc.
  4. Anyone know why this dont work in unit config? modelSides[] = {3,2,1,0}; It dont give access to side specific uniforms. Appreciate any help
  5. You're right regarding the similar uniform, but its not perfect, thanks anyway for the tip. It looks like I need to create a "new" uniform and just copy its properties and only give it to another side instead.
  6. hmm - interesting. But it does not explain why this has worked before... ?
  7. Hey So my unit addon have broken since the last patch, don't know whats happen as the problem seems to only be present on dedicated servers One mission works fine in editor, and when hosting the mission from 'multiplayer menu' but hosted on dedicated seems like the issue. No scripts are running that does something with gear/iventory. My unit config: class L_F_SQL : I_Soldier_TL_F { author = "Saetheer"; scope = 2; faction = "LAMBS"; displayName = "Teamleader"; vehicleClass = "Lambs_Fox"; uniformclass = "U_I_G_Story_Protagonist_F"; backpack = "L_C_FTLpack"; // Weapons weapons[] = {"arifle_TRG21_gl_F","hgun_P07_F","Rangefinder","Throw","Put"}; respawnWeapons[] = {"arifle_TRG21_gl_F","hgun_P07_F","Rangefinder","Throw","Put"}; // Magazines magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade","HandGrenade"}; respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade","HandGrenade"}; // Items linkedItems[] = {"V_PlateCarrierL_CTRG","H_HelmetB_light_black","ItemMap","ItemCompass","ItemGPS","ItemWatch","ACRE_PRC343"}; respawnLinkedItems[] = {"V_PlateCarrierL_CTRG","H_HelmetB_light_black","ItemMap","ItemCompass","ItemGPS","ItemWatch","ACRE_PRC343"}; }; snip from cfgFactionClasses class cfgFactionClasses { // LAMBS class PREFIX { displayName = "L.A.M.B.S"; flag = "\LAMBS\NoPryl_Logo.paa"; icon = "\LAMBS\NoPryl_Logo.paa"; priority = 1; side = 2; // Independent side }; // MODULE class NO_CATEGORY; class LAMBS_MODULE: NO_CATEGORY { displayName = "LAMBS Module"; }; }; Now this have earlier work swell but on tuesday noone had Uniforms present, crates with uniforms had to be spawned. Which made me wonder how that could be possible when the uniform U_I_G_Story_Protagonist_F are in fact meant for independent? Appreciate any info anyone could have - let me know if you need more insight into the config
  8. - Disable Steam community overlay
  9. use one of these [php ][/php]
  10. saetheer

    Error in function

    So, how stupid is it possible to be... In the module, I had defined function = "fn_Teamtracker"; . Apparently, this doesn't referance the function I made, which gave some errors. So basically, disregard above, as when I defined the function as function = "LAMBS_fnc_Teamtracker"; it executed in editor without 'cheating' As of now, This only works in editor and not in dedicated. Code in fn_Teamtracker.sqf (LAMBS_fnc_Teamtracker) waituntil {time > 30}; findDisplay 12 displayCtrl 51 ctrlAddEventHandler ["Draw", { _display = (findDisplay 12); _cntrlScreen = _display displayCtrl 51; { if ((side _x) == resistance) then { _pos = getPosATL _x; _text = groupID (group _x); _rank = rank _x; _texture = "\A3\ui_f\data\map\markers\nato\n_inf.paa"; if (leader (group _x) == _x) then { _cntrlScreen drawIcon [_texture,[0,0.5,0,1],_pos, 24, 24, 0, _text, 0, 0.035,"TahomaB"]; }; }; } forEach allUnits; }]; Anyone knows how I could make this globally? Given that the code is executed by the module
  11. saetheer

    Error in function

    So while I'm in editor: Pasting this into the debug console it works perfect. findDisplay 12 displayCtrl 51 ctrlAddEventHandler ["Draw", { _display = (findDisplay 12); _cntrlScreen = _display displayCtrl 51; { if ((side _x) == Resistance) then { _pos = getPosATL _x; _text = groupID (group _x); _rank = rank _x; _texture = "\LAMBS\Img\n_inf.paa"; _cntrlScreen drawIcon [_texture,[0,0.5,0,1],_pos, 24, 24, 0, _text, 0, 0.035,"TahomaB"]; }; } forEach allUnits; }]; The maps is nicly populated with some icons that reflects the position on resistance units. However the same code in fn_test gives error. What am I missing?
  12. saetheer

    Error in function

    In my config.ccp I've the following code class Extended_PostInit_EventHandlers { class PREFIX { serverInit = QUOTE(call COMPILE_FILE2(\LAMBS\server_init.sqf)); playerInit = QUOTE(call COMPILE_FILE2(\LAMBS\player_init.sqf)); }; }; server_init.sqf [] spawn { waituntil {time > 0}; sleep .1; while {true} do { GREEN_Leader = []; { if ((side _x) == Resistance) then { _grpID = groupID (group _x); _rank = rank _x; _tempArray = [_x,"\A3\ui_f\data\map\markers\nato\n_inf.paa",_grpID,_rank]; GREEN_Leader set [count GREEN_Leader, _tempArray]; }; } forEach allUnits; publicVariable "GREEN_Leader"; sleep 20; }; }; player_init.sqf TTDrawGREEN = { _return = true; _display = (findDisplay 12); _cntrlScreen = _display displayCtrl 51; _index = -1; for "_i" from 0 to ( count _cfgVehicles ) -1 do { _obj = (GREEN_Leader select _i) select 0; _texture = (GREEN_Leader select _i) select 1; _text = (GREEN_Leader select _i) select 2; _rank = (GREEN_Leader select _i) select 3; _pos = getPosATL _obj; _cntrlScreen drawIcon [_texture,[1,1,1,1],_pos, 1, 1, 0, _text, 0, 0.035,"TahomaB"]; _index = _index + 1; }; _return; }; and my fn_test.sqf - Called from the module findDisplay 12 displayCtrl 51 ctrlAddEventHandler ["Draw", { [] call TTDrawGREEN; }]; I've tried using global variables and see All my debugs says that the array is filled correctly. However I still get the "0 elements provided, 4 expected" error...
  13. saetheer

    Error in function

    yeah, the arrays fills correcly with the units I want. However still "0 elements provided, 4 expected"
  14. saetheer

    Error in function

    Thanks but that didnt work either I've been testing things out and for me, this should be the solution, however it returns the error '0 elements provided, 4 expected..' again. Its only when I open the map, so the eventhandler fies only in the map, but it complains about the drawIcon it seems. I've tried to work with this instead: fn_test ((findDisplay 12) displayCtrl 51) ctrlAddEventHandler ["Draw", " _index = -1; for '_i' from 0 to ( count LAMBS_Leader ) -1 do { _index = _index + 1; _pos = getPosATL ((UnitArray select _i) select 0); _texture = ((UnitArray select _i) select 1); _rank = ((UnitArray select _i) select 2); _text = ((UnitArray select _i) select 3); ((findDisplay 12) displayCtrl 51) drawIcon [_texture,'ColorGUER',_pos, 1, 1, 0, _text, 1, 0.03,'TahomaB','left']; };"]; Suggestion?
  15. saetheer

    Error in function

    Small update: I've run som debugs and it fails at this: Error 0 elements provided, 4 expected...
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