jcae2798

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About jcae2798

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  1. So with some learning and further testing, i think the following solution will work. i created a function with the below code. Then i will replace "PLAYER" in all my scripts with "W_player" variable which the function will list a random player. If anyone sees any issues with this, let me know! Thanks again for the suggestions and direction. /* Author: JCae2798 AKA GigaS Description: Returns random player call findPlayer; Returns: W_player = Random PLAYER */ if (!isServer) exitWith {}; W_player = nil; waitUntil {(count (playableUnits)) > 0}; _units = []; { if (isPlayer _x && ALIVE _x) then { _units pushBack _x; } } foreach (playableUnits); W_player = _units call BIS_fnc_selectRandom;
  2. Thanks. This will help. To further clarify, these are mostly dynamic spawn scripts that were spawning units around the player and then waiting for the AI units to die or despawn if player gets away from that zone. I would assume this happens at server level otherwise each player can spawn there own? And if their together it spawn twice? Based on reading some of the locality, confused if AI is spawned locally to that player, will others see them as well? Does all it really mean is that this players PC is hosting the AI GROUP? thanks again
  3. Hey guys, looking for some help. Tried to do my homework, but not getting far. I’m trying to take an existing SP mission of mine and make it MP compatible. I have some decent SP coding experience, but still noobish toward MP coding. I have many scripts that ask for current Player Position, or compare Player Position against AI units. I need to be able to do this for MP Players. Some examples below. Not sure how to convert this. Thanks in advance. Examples: _spawnPos = [getPos player, 700,1000,1,0,0,0] call BIS_fnc_findSafePos; Waituntil {sleep 15; {getposatl player distance getposatl _x > 2500} forEach units _group1}; If (((getPosATL player) select 2) > 5) exitwith {_Count = 1}; If (surfaceIsWater getPos player) then {[] spawn {call JCPlayerAMB_FNC_BoatPatrol}; _remove = (allunits - _ignore); {If (player distance _x >= 500 && SIDE _X == EAST || SIDE _X == INDEPENDENT) then {Deletevehicle _X}} foreach _remove;
  4. I prefer shooting "rouge" cops. That's the whole point, no? :) Gives a different play style from the others out there
  5. TY Sir!!
  6. Hello. Is there a command that allows to search for nearby heli pads built into maps? What i am attempting to do is if a selected marker is near a military base, and a heli pad exists, then spawn an empty vehicle on that pad. Knowing a command to find a hanger could also be helpful :) Thank you for the assist as always!
  7. Hey @spyderblack723. I wanted to share a test scenario on the vehicle skin issue i tweeted about. Hopefully it's something dumb i'm doing. Issue: Create faction with CSAT Qilin vehicle and set skin to BLACK. Upon spawning vehicle, it defaults to CSAT colors Repo of packed ADDON (using PBO Manager): https://www.dropbox.com/s/wot4d2gdze2qppu/VEH_T.pbo?dl=0 Repo instructions: -Load arma with addon into VR scenario editor -Place test vehicle from faction called "VEH TEST" -Confirm SKIN issue. Also if you try to force vehicle appearance settings in editor, you will also see all skins are gone whereas if you try this on CSAT model, you have 3 skins to choose from. Not a concern, but just wanted to point it out if it helps. Thank you!
  8. Take it back....error on my end :P
  9. Anyone have any issues with their joystick lately>? My analog features are broken. Meaning when i up the throttle for example, it's either 100 or 0 and see same affect in controller setup (X-Y axis as well). I already have it configured for analog correctly and this was working in the past. I stopped playing within the last couple months, so nothing really changed other then updates most likely. Any ideas what it could be? I have a Logitech Extreme 3D Error on my end, sorry
  10. So i'm not 100% sure what you mean by set to 0/1, but all i did was the following: 1. I needed to add a call to any Support Modules as needed which allows an escort unit to be used with Transport helos. It's not the best option, since ALiVE uses doMove commands instead of waypoints, but it works using the code to follow helo when pos gets to further away from unit. Anyhow no arguments here about how it works, just that doing it this way was the only way i was able to get it to work. Building it into vanilla would be great because you can use the doMove command on both units. THe way i was originally trying to test it was coping way points. 1b. This was important for me to add it via script command instead of updating MODULES because the MOD i am working on consists of multiple missions files where they all use the same code to run from. (probably remember another post of mine not to long ago asking how to make that work ;) 2. The code call is also important because as the ALIVE module unit respawns, i wanted to make sure the code was run on the new unit as well. Otherwise i could have probably ran it on the unit after spawning... Anyhow i tested it and it works. All i did was add the following code to the mission INIT at the very beginning. I am hoping it works in all scenarios since people have different loading times, but testing it on two different PCs, its been working fine for me. If you think i am missing something, or it may not work for others with slow loading times, would appreciate any guidance. { switch (tolower (typeof _x)) do { case "alive_sup_transport": { private _existingCode = _x getvariable ["transport_code", ""]; private _newCode = "null = [this, 50, 'B_Heli_Attack_01_F'] execVM '\Missions\RandomMissions\scripts\DoFollow_Spawn.sqf';"; // your code here _x setvariable ["transport_code", _existingCode + _newCode]; }; }; } foreach (entities "Module_F"); Thanks again for all your support, every time.
  11. Let me test some more and i'll let ya know exactly how and why i did it :)
  12. Dude you're awesome. This worked perfectly. Thanks again.
  13. Hey Spyder, thanks for the reply. So i tested this code, and think i know what it means. But not sure if i can use it to do what I was hoping. So this will report true/false when module completes initialization, which is great for something else i can make use of, but what i wanted to be able to do was find modules that were being initialized, and adding a CODE to them via script rather then in editor. So for example: 1. Place ALiVE Combat Support Transport MODULE 2. In CODE section, add call (e.g. null = [this, 50, "B_Heli_Attack_01_F"] execVM "DoFollow.sqf"; ) 3. ALIVE will init unit on mission startup, and on every respawn will call that script So from the above, what i was hoping was rather then adding the code per #2 in editor, call it via script. So the script would look for all MODULES for Transport, and add the call to each CODE line of those UNITS for respawn purposes. I was able to do something like the below, but then it doesnt work on respawn: _transportArray = NEO_radioLogic getVariable format ["NEO_radioTrasportArray_%1", WEST]; _VEH1 = _transportArray select 0; //Gets first unit if multiple spawned _VEH1 = _VEH1 select 0; //Gets vehicle null = [_VEH1, 50] execVM "DoFollow.sqf";
  14. Hey ALiVE folks, got a question for the group. I'm working on creating a script to add escort feature to Heli transport vehicles. Got it working pretty well and easy setup, but want to see if i can take it a step further. Does anyone know if there is a way to add code to the LOGICs post INIT? For example, on the CODE line of the logic, i have a call setup (e.g. nul = [this,50] execvm "blah.sqf".) I wanted to see if there is a way to find all transport logics, and add this call to them post INIT so that i dont have to do it in mission. Not a deal breaker, but wondering if it's possible. I was able to find a way to find what modules initialize, and call their vehicles, but the reason the above process would be better is because when the unit respawns, the script should be called again on the new new INIT. Thanks If anyone is interested, i can share what i wrote if you think it will add value, i know some have asked about this in the past. Would love to see the DEVs add it into vanilla ALiVE MOD. :)
  15. Been struggling with this as well...and all i was able to find out is that the game needs to be restart everytime? is this right?! This sucks...