Meowzors
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Posts posted by Meowzors
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I am not seeing any problems with this file.. How about the code in the server monitor file? Maybe there is a typo there which has broken ur server monitor
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weapons_list = []; _cfgweapons = configFile >> 'cfgWeapons'; for "_i" from 0 to (count _cfgweapons)-1 do { _weapon = _cfgweapons select _i; if (isClass _weapon) then { _key_colors = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"]; if (getNumber (_weapon >> "scope") == 2 and getText(_weapon >> "picture") != "" and !(configName(inheritsFrom(_weapon)) in _key_colors)) then { _wpn_type = configName _weapon; weapons_list set [count weapons_list, _wpn_type]; diag_log text format ["WeaponList: %1",_wpn_type]; }; }; };
and
magazines_list = []; _cfgmagazines = configFile >> 'cfgMagazines'; for "_i" from 0 to (count _cfgmagazines)-1 do { _magazine = _cfgmagazines select _i; if (isClass _magazine) then { if (getNumber (_magazine >> "scope") == 2 and getText(_magazine >> "picture") != "") then { _mag_type = configName _magazine; magazines_list set [count magazines_list, _mag_type]; diag_log text format ["Ammo List: %1", _mag_type]; }; }; };
This code will give you a list of all weapons and ammo available to spawn to your RPT.
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Why don't you just make a marker for that location in mission.sqf like so....
class Item28
{
position[]={22599.2,0.001,19685.8}; //{X,Z,Y}
name="SectorB";
type="Empty";
};make sure to increment the number Item# by one and the amount of markers by 1 at the top of the markers array.
then make a sensor where a variable is set to true when the player is in that area... again increment item and amount of items by 1
class Item4
{
position[]={22599.2,0.001,19685.8};
a=600;
b=600;
activationBy="WEST";
repeating=1;
interruptable=1;
age="UNKNOWN";
name="SectorB";
expCond="(player distance SectorB) < 800;";
expActiv="sectB=true; canbuild = false; clearzeds = [] execVM ""custom\clearzeds.sqf"";";
expDesactiv="canbuild=true; sectB=false; terminate clearzeds;";
class Effects
{
};
};In my example here when you are within 800m of sectorB a script is called inside "expActiv" which clears zeds clearzeds = [] execVM ""custom\clearzeds.sqf"". When you leave sectorB inside expDesactiv it terminates clearzeds.
You could make a script that runs that lets you do what you want as I have done using sensors. Using never ending loops is never good practice and drops the FPS of your clients.
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We have several active Arma 2/3 players. Stop by our TS and check it out sometime
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Is there a benefit to having config traders over database traders? I like a small mission file and config traders does quite the opposite. Also, where would one find zupas single currency script install details as it seems so many scripts use that and people like it? Not exactly the right place to ask these but this script uses both so meh :P AND lastly... great work zupa
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In origins u keep ur lower level houses. If u want to make sure unused housing is not sitting around setup a database cleanup that removes them after so many days of non use
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The problem u r running into with being able to spawn them in is most likely that u need to add them to ur allowed objects list in ur variables.sqf
The rest of this post I'm unsure of what u r wanting... Do u have electro housing working and want the old housing to go away when u build an electro or r u wanting ur lvl 1 to go away when u build a lvl 2?
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Nox, have you made any progress on moving these tools server side? They keep growing and growing increasing our mission file sizes. Great work tho man. You are awesome :P
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I personally love the idea of a DLL that saves help requests to a text file. Would it be able to display the help files from previous restarts in the active help needed list? Most of my admins do not have access to the box to see txt file request for helps.
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I vote for esp as it shows them on the map and esp is in charge of map functions
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Always do. Only error it showed was about a missing semi colon should have been undefined variable I feel like
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Ah I looked at that page like 20 times and didn't see that it was for arma 3 lol thanks
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the missing semi colon in the RPT points to line 8... line 8 is:
_mags=magazineCargo Crate;
a semi colon inside of the count _mags is not needed ( i did however try putting one there when I originally had all my lines with "count magazoneCargo Crate"--still said missing ; )
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I am trying to check a crate for a certain number of an item....
i tried this...
_playerName = name player; //line 7 _mags=magazineCargo Crate; //line 8 _weps=weaponCargo Crate; //line 9 _OreQTY={_x == "PartOre"} count _mags; _PoleQTY={_x == "ItemPole"} count _mags; ...
which results in this error....
_mags=magazineCargo Crate; _weps=weaponCargo Crate> Error position: <Crate; _weps=weaponCargo Crate> Error Missing ; File mpmissions\__CUR_MP.Tavi\custom\finish_build.sqf, line 8
Can anyone tell me whats going on here??? There are no missing ; as far as I can see here...
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if we get something like that working then we can just run that on the gate in server monitor at server startup and then add the event handler back when unlock script is called and remove it when locked. Playing with other things at the moment and dont have time to test/play with this atm just throwing out ideas
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well I am wondering...
you can do: _unit removeAllEventHandlers "GetIn";
to remove the option to get in a vehicle...
can you do: _unit removeAllEventHandlers "open";
or something like that to remove the eventhandler for opening the door. I am not sure if "open" is the name of the door opening event
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Vehicle Locator... just make this script accessible by admins only and ur all set :)
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I am going to guess that u changed something in AdminToolsMain.sqf and left out a closing bracket or something which broke that file
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any fix for the lack of agro on players? and i like a small mission file... this is an extra 60kb :P
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I am having the same problem these other guys have. I am getting an option, paying to paint it, it says it is texturing and to wait... and nothing
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I revised my Worldspace length to 512, as I write the name of players after the uid in plot pole for life and my server has shareable strong holds that write all the people with access to it in the plot for life Worldspace position... (Can't use gear field as strongholds have gear) Is 512 to large a number and might cause me problems in the future?
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This script only spawns a vehicle in that location if:
1) max vehicles > current vehicles on server
2) max of that vehicle type in dynamic_vehicle file has not been exceeded
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Wait.. Where did u get the 179 key? Omg signature validation set to true ftw
Static Vehicle Spawn Positions
in A2: Epoch Mods (1.0.5.1)
Posted
Frags that was an alternate possibility I posted using a database trigger instead. This works fine but will only respawn a vehicle there if ur dynamic vehicle list needs to spawn one