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IgiLoad Script ( Load-up AI Box Creates, New Vehicle Verification ) [Updated 0.3.7.0]


EliteWarfare

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Kick restriction #8

09.01.2015 15:01:15: Jason Stirling (xxxxxxxx) 7f04xxxxxxxx53 - #8 "["A3\functions_f\Misc\fn_moveIn.sqf",".sqf",0,false,false,false,"HSim","Misc","moveIn"]"

 

HELP!!!!  

 

Line 9=              7 moveIn !="(_this select 1) moveInCargo (_this select 0);"

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think I have figured it,   on OP it says for scripts.txt to add

 

7 moveIn !="(_this select 1) moveInCargo (_this select 0);"

 

When it should be ADD

 

7 moveIn !="(_this select 1) moveInCargo (_this select 0);" !="\"A3\functions_f\Misc\fn_moveIn.sqf\"" !="\"A3\functions_f\arrays\fn_removeIndex.sqf\"" !="player moveInAny _vehicle;\nEPOCH_antiWallCount = EPOCH_antiWallCount + 1;" !="[\"I_UAV_AI\", position _unit, [], 0, \"CAN_COLLIDE\"];\n_driver moveInAny _unit;"

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Hi, This is all up and working for me.

 

Just one slight problem, if you leave vehicles loaded with other vehicles through a restart, when you log back in they explode next to you.

 

Is this just me and I've done something wrong? Or does this happen to everyone and you're supposed to unload before restart?

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Hi, This is all up and working for me.

 

Just one slight problem, if you leave vehicles loaded with other vehicles through a restart, when you log back in they explode next to you.

 

Is this just me and I've done something wrong? Or does this happen to everyone and you're supposed to unload before restart?

I imagine that is normal.

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I installed IgiLoad on my server and I added the call to my init.sqf. When I join the server it shows IgiLoad was loaded, but I don't see any scroll wheel menu options to load anything. I have tried various combinations of trucks, ATVs, etc., but no joy. I'm not seeing any errors. I'll check the rpt. Installation was simple and straight forward. No idea why it is not working.

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Ive added the call into the init.sqf but im still getting no option to load vics ? any ideas ?

if (isServer) then {

fn_getBuildingstospawnLoot = compile preProcessFileLineNumbers "fn_LSgetBuildingstospawnLoot.sqf"; 
LSdeleter = compile preProcessFileLineNumbers "LSdeleter.sqf";
execVM "Lootspawner.sqf";
};
 
if(isDedicated)exitWith{}; //Everything below this line is only executed on the client (player or local host)
 
//Wait until these variables are broadcasted to the client (usually happens before the init gets executed)
waitUntil{!isNil {SEM_AIdropGearChance}};
waitUntil{!isNil {SEM_removeWeaponsFromDeadAI}};
waitUntil{!isNil {SEM_removeMagazinesFromDeadAI}};
//diag_log format["#SEM DEBUG: variables received: Weapons %1 - Magazines %2", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI];
 
SEM_client_createMissionMarker = { private["_create","_markerPos","_markerName","_marker"];
_create = _this select 0;
 
if(!_create)then[{ //delete marker
if (getMarkerColor "MissionMarker" != "")then{ //Only delete existing Marker
deleteMarkerLocal "MissionMarker";
}; 
},{ //else create marker
_markerPos = _this select 1;
_markerName = _this select 2;
 
_marker = createMarkerLocal ["MissionMarker", _markerPos];
_marker setMarkerPosLocal _markerPos;
_marker setMarkerTypeLocal "hd_destroy";  
_marker setMarkerTextLocal format["%1",_markerName];  
_marker setMarkerColorLocal "ColorRed";
_marker setMarkerDirLocal -37;
_marker setMarkerSizeLocal [0.8,0.8];
}];
};
 
SEM_client_removeGear = {
removeVest _this;
//removeHeadgear _this;
removeGoggles _this;
removeAllItems _this;
removeAllWeapons _this;
removeBackpackGlobal _this;
{_this removeMagazine _x}count magazines _this;
};
 
SEM_client_AIfiredEH = {
if(isPlayer _this || !local _this)exitWith{systemChat "NEIN!"};
 
call compile format["
_this addEventHandler ['Fired',{
if(_this select 2 in %1)then{
_this select 0 addMagazines [_this select 5, 1];
};
}];
", ["launch_RPG32_F","launch_NLAW_F","launch_Titan_short_F","launch_Titan_F"]];
};
 
SEM_client_AIaddKilledEH = {
if(isPlayer _this || !local _this)exitWith{systemChat "NEIN!"};
 
/* Remove Weapons when killed */
call compile format["
_this addEventHandler ['Killed',{ private ['_unit','_z','_ran'];
_unit = _this select 0;
{_unit removeWeaponGlobal _x}count (%1 + ['EpochRadio0','ItemMap','ItemRadio','ItemWatch','ItemCompass','ItemGPS']);
{if(_x in (magazines _unit))then{_unit removeMagazines _x}}count %2;
 
if(SEM_AIdropGearChance < ceil(random 100))then{
_unit call SEM_client_removeGear;
{deleteVehicle _x}forEach nearestObjects [(getPosATL _unit), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 1];
};
 
_unit spawn{
sleep .1;
{_z = _x;
if(_x in (getweaponcargo _z))exitWith{deleteVehicle _z}count %1;
if(_x in (getmagazinecargo _z))exitWith{deleteVehicle _z}count %2;
}forEach nearestObjects [(getPos _this), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 12];
};
}];
", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI];
 
/* AI run over by vehicle */
_this addEventHandler ["killed", { private["_u","_k","_vk","_s"];
_u = _this select 0;
_k = _this select 1;
_vk = vehicle _k;
 
if(_vk isKindOf "Car")then{
if(abs speed _vk > 0)then{
if(_vk distance _u < 10)then{
if(isEngineOn _vk || !isNull (driver _vk))then{
_u call SEM_client_removeGear;
{deleteVehicle _x}forEach nearestObjects [(getPosATL _u), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 3];
 
if({alive _x}count units group _u < 1)then[{
"R_PG32V_F" createVehicle (position _u);
},{
//_vk setVelocity [(velocity _vk select 0)*.25, (velocity _vk select 1)*.25, 2];
_s = [ "wheel_1_1_steering","wheel_2_1_steering","wheel_1_2_steering","wheel_2_2_steering",
"wheel_1_3_steering","wheel_2_3_steering","wheel_1_4_steering","wheel_2_4_steering",
"MOTOR","glass1","glass2","glass3","door1","door2","door3","door4"];
{_vk setHit [_x,(_vk getHit _x)+(.3+(random .2))]}count _s;
}];
}}}};
}];
};
 
 /* DO NOT CALL "fn_animateAI" because the sleep commands will cause errors when used in a non-scheduled environment */
SEM_client_animateAI = { private["_group","_pos","_checkPos","_firstLoop","_nearThreads","_doMove","_dir","_dist","_posX","_posY","_oldPos","_newPos","_z"];
_group = _this select 0;
_pos = _this select 1;
_checkPos = _pos; _checkPos set [2,3];
 
waitUntil{{owner _x == owner player}forEach units _group}; //Wait until the server gives You the ownership of the AI
diag_log format["#SEM: Client taking over AI ownership at Pos %1, Distance %2, Units: (%3/%4)", _pos, (vehicle player) distance _pos, {alive _x}count units _group, count units _group];
 
{
_x call SEM_client_AIfiredEH;
_x call SEM_client_AIaddKilledEH;
_x enableAI "AUTOTARGET";
//_x enableAI "TARGET";
_x enableAI "MOVE";
_x enableAI "ANIM";
_x enableAI "FSM";
_x stop false;
_x setUnitPos "Middle"; //"Auto"
}count units _group;
_group setCombatMode "YELLOW";
_group setBehaviour "COMBAT"; //"AWARE";
 
//waitUntil{{alive _x}count units _group < 1 || ({owner _x != owner player}forEach units _group)};
 
while{{alive _x}count units _group > 0 && ({owner _x == owner player}forEach units _group)}do{
_nearThreads = _pos nearEntities [["Epoch_Man_base_F","Epoch_Female_base_F","Helicopter","Car","Motorcycle"], 1200]; //"Epoch_Man_base_F","Epoch_Female_base_F"
 
{if(alive _x && isPlayer _x)then{ _z = _x;
{if !(lineIntersects [eyePos _x, eyePos _z, (vehicle _x), (vehicle _z)] || terrainIntersectASL [eyePos _x, eyePos _z])then{
_group reveal [_z,4];
if((secondaryWeapon _x) == "")then[{
_x doWatch _z; _x doTarget _z;
_x commandFire _z; _x suppressFor 3;
},{
if !(_z isKindOf "Epoch_Man_base_F" || _z isKindOf "Epoch_Female_base_F")then{
_x doWatch _z; _x doTarget _z; _x commandFire _z;
};
}];
}}forEach units _group;
UIsleep (3+(random 2));
}}forEach _nearThreads;
UIsleep 3;
};
 
diag_log format["#SEM: AI ownership lost - Remaining AIs: (%1/%2)", {alive _x}count units _group, count units _group];
};
 
"SEM_globalHint" addPublicVariableEventHandler { private "_sound";
_sound = (_this select 1) select 0;
switch(_sound)do{
case 0:{playSound "UAV_05"}; //Mission start
case 1:{playSound "UAV_01"}; //Mission fail (object destroyed)
case 2:{playSound "UAV_04"}; //Mission fail (time out)
case 3:{playsound "UAV_03"}; //Mission success
};
hint parseText format["%1", (_this select 1) select 1]
};
 
if(!isNil "SEM_globalMissionMarker")then{SEM_globalMissionMarker call SEM_client_createMissionMarker};
"SEM_globalMissionMarker" addPublicVariableEventHandler {_this select 1 call SEM_client_createMissionMarker};
 
if(!isNil "SEM_takeAIownership")then{SEM_takeAIownership call SEM_client_animateAI};
"SEM_takeAIownership" addPublicVariableEventHandler {_this select 1 spawn SEM_client_animateAI}; //DO NOT CALL!
 
 
[] spawn { /* This is the advertisement. If You don't like it, remove it */
waitUntil{vehicle player == player && time > 5};
systemChat format["Welcome to EPOCH %1 survivor %2", str(toUpper worldName), name player];
systemChat format["This server is running %1 v0.7", str "Simple Epoch Missions"];
}; /* End of advertisement */
 
if(toLower worldName in ["chernarus","chernarus_summer"])then{
([4654.62,9593.63,0] nearestObject 145259) setDamage 1;
([4654.62,9593.63,0] nearestObject 145260) setDamage 1;
}; //Fix for something, find out ;)
 
 
[player] execVM "scripts\simpleEP.sqf";
 
[] execVM "scripts\fn_statusBar.sqf";
 
[] execVM "IgiLoad\IgiLoadInit.sqf";
 
 
[] execVM "scripts\zod_stakedown_init.sqf";
 
private ["_player"];
if (!isServer) then {
waitUntil {!isNull player};
waitUntil {player == player};
 
while {true} do {
_player = player;
player addEventHandler ["Respawn", {
_PistolANDmag = [["hgun_Pistol_Signal_F","6Rnd_GreenSignal_F"],["hgun_Pistol_Signal_F","6Rnd_RedSignal_F"],["hgun_Pistol_heavy_02_Yorris_F","6Rnd_45ACP_Cylinder"],["hgun_Pistol_heavy_02_F","6Rnd_45ACP_Cylinder"],["hgun_Pistol_heavy_01_MRD_F","11Rnd_45ACP_Mag"],["hgun_Pistol_heavy_01_snds_F","11Rnd_45ACP_Mag"],["hgun_Pistol_heavy_01_F","11Rnd_45ACP_Mag"],["hgun_ACPC2_snds_F","9Rnd_45ACP_Mag"],["hgun_ACPC2_F","9Rnd_45ACP_Mag"],["hgun_Rook40_snds_F","16Rnd_9x21_Mag"],["hgun_Rook40_F","16Rnd_9x21_Mag"],["hgun_P07_snds_F","16Rnd_9x21_Mag"],["hgun_P07_F","16Rnd_9x21_Mag"]] call BIS_fnc_selectRandom;
_pistol = _PistolANDmag select 0;
_mag = _PistolANDmag select 1;
_item = "FAK";
_food = ["CookedSheep_EPOCH","CookedGoat_EPOCH","CookedChicken_EPOCH","CookedRabbit_EPOCH","ItemTunaCooked","ItemSeaBassCooked","ItemTroutCooked","FoodSnooter","FoodMeeps"] call BIS_fnc_selectRandom;
_drink = ["ItemSodaRbull","ItemSodaOrangeSherbet","ItemSodaPurple","ItemSodaMocha","ItemSodaBurst","FoodWalkNSons","WhiskeyNoodle"] call BIS_fnc_selectRandom;
_uniform = ["U_C_Driver_4","U_C_Driver_3","U_C_Driver_2","U_C_Driver_1","U_C_Scientist","U_C_Journalist","U_C_WorkerCoveralls","U_C_Poor_1","U_C_Poloshirt_redwhite","U_C_Poloshirt_salmon","U_C_Poloshirt_tricolour","U_C_Poloshirt_burgundy","U_C_Poloshirt_blue","U_C_Poloshirt_stripped"] call BIS_fnc_selectRandom;
_vest = ["V_16_EPOCH","V_15_EPOCH","V_14_EPOCH","V_13_EPOCH","V_12_EPOCH","V_11_EPOCH","V_10_EPOCH","V_9_EPOCH","V_8_EPOCH","V_7_EPOCH","V_6_EPOCH","V_5_EPOCH","V_4_EPOCH","V_3_EPOCH","V_2_EPOCH","V_1_EPOCH"] call BIS_fnc_selectRandom;
hint format [" %1 \n %2 \n %3 \n %4 \n %5 \n %6 \n %7",_pistol,_mag,_item,_food,_drink,_uniform,_vest];
player addVest _vest;
player addWeapon _pistol;
player addMagazine _mag;
player addMagazine _item;
player addMagazine _food;
player addMagazine _drink;
player addWeapon "EpochRadio0"; 
_modelMale = (typeOF player == "Epoch_Male_F");
            _modelFemale = (typeOF player == "Epoch_Female_F");
        
                if (_modelFemale) then {
                     player forceAddUniform "U_BasicBodyFemale";
                         };
                if (_modelMale) then {
                    player forceAddUniform _uniform;
                         };              
 
}]; waitUntil {_player != player}; 
}; 

};

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Ive added the call into the init.sqf but im still getting no option to load vics ? any ideas ?

if (isServer) then {

fn_getBuildingstospawnLoot = compile preProcessFileLineNumbers "fn_LSgetBuildingstospawnLoot.sqf"; 
LSdeleter = compile preProcessFileLineNumbers "LSdeleter.sqf";
execVM "Lootspawner.sqf";
};
 
if(isDedicated)exitWith{}; //Everything below this line is only executed on the client (player or local host)
 
//Wait until these variables are broadcasted to the client (usually happens before the init gets executed)
waitUntil{!isNil {SEM_AIdropGearChance}};
waitUntil{!isNil {SEM_removeWeaponsFromDeadAI}};
waitUntil{!isNil {SEM_removeMagazinesFromDeadAI}};
//diag_log format["#SEM DEBUG: variables received: Weapons %1 - Magazines %2", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI];
 
SEM_client_createMissionMarker = { private["_create","_markerPos","_markerName","_marker"];
_create = _this select 0;
 
if(!_create)then[{ //delete marker
if (getMarkerColor "MissionMarker" != "")then{ //Only delete existing Marker
deleteMarkerLocal "MissionMarker";
}; 
},{ //else create marker
_markerPos = _this select 1;
_markerName = _this select 2;
 
_marker = createMarkerLocal ["MissionMarker", _markerPos];
_marker setMarkerPosLocal _markerPos;
_marker setMarkerTypeLocal "hd_destroy";  
_marker setMarkerTextLocal format["%1",_markerName];  
_marker setMarkerColorLocal "ColorRed";
_marker setMarkerDirLocal -37;
_marker setMarkerSizeLocal [0.8,0.8];
}];
};
 
SEM_client_removeGear = {
removeVest _this;
//removeHeadgear _this;
removeGoggles _this;
removeAllItems _this;
removeAllWeapons _this;
removeBackpackGlobal _this;
{_this removeMagazine _x}count magazines _this;
};
 
SEM_client_AIfiredEH = {
if(isPlayer _this || !local _this)exitWith{systemChat "NEIN!"};
 
call compile format["
_this addEventHandler ['Fired',{
if(_this select 2 in %1)then{
_this select 0 addMagazines [_this select 5, 1];
};
}];
", ["launch_RPG32_F","launch_NLAW_F","launch_Titan_short_F","launch_Titan_F"]];
};
 
SEM_client_AIaddKilledEH = {
if(isPlayer _this || !local _this)exitWith{systemChat "NEIN!"};
 
/* Remove Weapons when killed */
call compile format["
_this addEventHandler ['Killed',{ private ['_unit','_z','_ran'];
_unit = _this select 0;
{_unit removeWeaponGlobal _x}count (%1 + ['EpochRadio0','ItemMap','ItemRadio','ItemWatch','ItemCompass','ItemGPS']);
{if(_x in (magazines _unit))then{_unit removeMagazines _x}}count %2;
 
if(SEM_AIdropGearChance < ceil(random 100))then{
_unit call SEM_client_removeGear;
{deleteVehicle _x}forEach nearestObjects [(getPosATL _unit), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 1];
};
 
_unit spawn{
sleep .1;
{_z = _x;
if(_x in (getweaponcargo _z))exitWith{deleteVehicle _z}count %1;
if(_x in (getmagazinecargo _z))exitWith{deleteVehicle _z}count %2;
}forEach nearestObjects [(getPos _this), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 12];
};
}];
", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI];
 
/* AI run over by vehicle */
_this addEventHandler ["killed", { private["_u","_k","_vk","_s"];
_u = _this select 0;
_k = _this select 1;
_vk = vehicle _k;
 
if(_vk isKindOf "Car")then{
if(abs speed _vk > 0)then{
if(_vk distance _u < 10)then{
if(isEngineOn _vk || !isNull (driver _vk))then{
_u call SEM_client_removeGear;
{deleteVehicle _x}forEach nearestObjects [(getPosATL _u), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 3];
 
if({alive _x}count units group _u < 1)then[{
"R_PG32V_F" createVehicle (position _u);
},{
//_vk setVelocity [(velocity _vk select 0)*.25, (velocity _vk select 1)*.25, 2];
_s = [ "wheel_1_1_steering","wheel_2_1_steering","wheel_1_2_steering","wheel_2_2_steering",
"wheel_1_3_steering","wheel_2_3_steering","wheel_1_4_steering","wheel_2_4_steering",
"MOTOR","glass1","glass2","glass3","door1","door2","door3","door4"];
{_vk setHit [_x,(_vk getHit _x)+(.3+(random .2))]}count _s;
}];
}}}};
}];
};
 
 /* DO NOT CALL "fn_animateAI" because the sleep commands will cause errors when used in a non-scheduled environment */
SEM_client_animateAI = { private["_group","_pos","_checkPos","_firstLoop","_nearThreads","_doMove","_dir","_dist","_posX","_posY","_oldPos","_newPos","_z"];
_group = _this select 0;
_pos = _this select 1;
_checkPos = _pos; _checkPos set [2,3];
 
waitUntil{{owner _x == owner player}forEach units _group}; //Wait until the server gives You the ownership of the AI
diag_log format["#SEM: Client taking over AI ownership at Pos %1, Distance %2, Units: (%3/%4)", _pos, (vehicle player) distance _pos, {alive _x}count units _group, count units _group];
 
{
_x call SEM_client_AIfiredEH;
_x call SEM_client_AIaddKilledEH;
_x enableAI "AUTOTARGET";
//_x enableAI "TARGET";
_x enableAI "MOVE";
_x enableAI "ANIM";
_x enableAI "FSM";
_x stop false;
_x setUnitPos "Middle"; //"Auto"
}count units _group;
_group setCombatMode "YELLOW";
_group setBehaviour "COMBAT"; //"AWARE";
 
//waitUntil{{alive _x}count units _group < 1 || ({owner _x != owner player}forEach units _group)};
 
while{{alive _x}count units _group > 0 && ({owner _x == owner player}forEach units _group)}do{
_nearThreads = _pos nearEntities [["Epoch_Man_base_F","Epoch_Female_base_F","Helicopter","Car","Motorcycle"], 1200]; //"Epoch_Man_base_F","Epoch_Female_base_F"
 
{if(alive _x && isPlayer _x)then{ _z = _x;
{if !(lineIntersects [eyePos _x, eyePos _z, (vehicle _x), (vehicle _z)] || terrainIntersectASL [eyePos _x, eyePos _z])then{
_group reveal [_z,4];
if((secondaryWeapon _x) == "")then[{
_x doWatch _z; _x doTarget _z;
_x commandFire _z; _x suppressFor 3;
},{
if !(_z isKindOf "Epoch_Man_base_F" || _z isKindOf "Epoch_Female_base_F")then{
_x doWatch _z; _x doTarget _z; _x commandFire _z;
};
}];
}}forEach units _group;
UIsleep (3+(random 2));
}}forEach _nearThreads;
UIsleep 3;
};
 
diag_log format["#SEM: AI ownership lost - Remaining AIs: (%1/%2)", {alive _x}count units _group, count units _group];
};
 
"SEM_globalHint" addPublicVariableEventHandler { private "_sound";
_sound = (_this select 1) select 0;
switch(_sound)do{
case 0:{playSound "UAV_05"}; //Mission start
case 1:{playSound "UAV_01"}; //Mission fail (object destroyed)
case 2:{playSound "UAV_04"}; //Mission fail (time out)
case 3:{playsound "UAV_03"}; //Mission success
};
hint parseText format["%1", (_this select 1) select 1]
};
 
if(!isNil "SEM_globalMissionMarker")then{SEM_globalMissionMarker call SEM_client_createMissionMarker};
"SEM_globalMissionMarker" addPublicVariableEventHandler {_this select 1 call SEM_client_createMissionMarker};
 
if(!isNil "SEM_takeAIownership")then{SEM_takeAIownership call SEM_client_animateAI};
"SEM_takeAIownership" addPublicVariableEventHandler {_this select 1 spawn SEM_client_animateAI}; //DO NOT CALL!
 
 
[] spawn { /* This is the advertisement. If You don't like it, remove it */
waitUntil{vehicle player == player && time > 5};
systemChat format["Welcome to EPOCH %1 survivor %2", str(toUpper worldName), name player];
systemChat format["This server is running %1 v0.7", str "Simple Epoch Missions"];
}; /* End of advertisement */
 
if(toLower worldName in ["chernarus","chernarus_summer"])then{
([4654.62,9593.63,0] nearestObject 145259) setDamage 1;
([4654.62,9593.63,0] nearestObject 145260) setDamage 1;
}; //Fix for something, find out ;)
 
 
[player] execVM "scripts\simpleEP.sqf";
 
[] execVM "scripts\fn_statusBar.sqf";
 
[] execVM "IgiLoad\IgiLoadInit.sqf";
 
 
[] execVM "scripts\zod_stakedown_init.sqf";
 
private ["_player"];
if (!isServer) then {
waitUntil {!isNull player};
waitUntil {player == player};
 
while {true} do {
_player = player;
player addEventHandler ["Respawn", {
_PistolANDmag = [["hgun_Pistol_Signal_F","6Rnd_GreenSignal_F"],["hgun_Pistol_Signal_F","6Rnd_RedSignal_F"],["hgun_Pistol_heavy_02_Yorris_F","6Rnd_45ACP_Cylinder"],["hgun_Pistol_heavy_02_F","6Rnd_45ACP_Cylinder"],["hgun_Pistol_heavy_01_MRD_F","11Rnd_45ACP_Mag"],["hgun_Pistol_heavy_01_snds_F","11Rnd_45ACP_Mag"],["hgun_Pistol_heavy_01_F","11Rnd_45ACP_Mag"],["hgun_ACPC2_snds_F","9Rnd_45ACP_Mag"],["hgun_ACPC2_F","9Rnd_45ACP_Mag"],["hgun_Rook40_snds_F","16Rnd_9x21_Mag"],["hgun_Rook40_F","16Rnd_9x21_Mag"],["hgun_P07_snds_F","16Rnd_9x21_Mag"],["hgun_P07_F","16Rnd_9x21_Mag"]] call BIS_fnc_selectRandom;
_pistol = _PistolANDmag select 0;
_mag = _PistolANDmag select 1;
_item = "FAK";
_food = ["CookedSheep_EPOCH","CookedGoat_EPOCH","CookedChicken_EPOCH","CookedRabbit_EPOCH","ItemTunaCooked","ItemSeaBassCooked","ItemTroutCooked","FoodSnooter","FoodMeeps"] call BIS_fnc_selectRandom;
_drink = ["ItemSodaRbull","ItemSodaOrangeSherbet","ItemSodaPurple","ItemSodaMocha","ItemSodaBurst","FoodWalkNSons","WhiskeyNoodle"] call BIS_fnc_selectRandom;
_uniform = ["U_C_Driver_4","U_C_Driver_3","U_C_Driver_2","U_C_Driver_1","U_C_Scientist","U_C_Journalist","U_C_WorkerCoveralls","U_C_Poor_1","U_C_Poloshirt_redwhite","U_C_Poloshirt_salmon","U_C_Poloshirt_tricolour","U_C_Poloshirt_burgundy","U_C_Poloshirt_blue","U_C_Poloshirt_stripped"] call BIS_fnc_selectRandom;
_vest = ["V_16_EPOCH","V_15_EPOCH","V_14_EPOCH","V_13_EPOCH","V_12_EPOCH","V_11_EPOCH","V_10_EPOCH","V_9_EPOCH","V_8_EPOCH","V_7_EPOCH","V_6_EPOCH","V_5_EPOCH","V_4_EPOCH","V_3_EPOCH","V_2_EPOCH","V_1_EPOCH"] call BIS_fnc_selectRandom;
hint format [" %1 \n %2 \n %3 \n %4 \n %5 \n %6 \n %7",_pistol,_mag,_item,_food,_drink,_uniform,_vest];
player addVest _vest;
player addWeapon _pistol;
player addMagazine _mag;
player addMagazine _item;
player addMagazine _food;
player addMagazine _drink;
player addWeapon "EpochRadio0"; 
_modelMale = (typeOF player == "Epoch_Male_F");
            _modelFemale = (typeOF player == "Epoch_Female_F");
        
                if (_modelFemale) then {
                     player forceAddUniform "U_BasicBodyFemale";
                         };
                if (_modelMale) then {
                    player forceAddUniform _uniform;
                         };              
 
}]; waitUntil {_player != player}; 
}; 

};

im not seeing the problem here

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i have this working until you load a vehicle up.

 then i get this:     publicvariable restriction #0

 

all i have in my rpt is          Client: Remote object 3:0 not found

 

here is my publicvariable.txt.original

 

5 "" !="IL_SetMass" !="IL_SetScore" !="EPOCH_(UP|SAVE|PAINT|MAINT)BUILD" !="EPOCH_(say3D|switchMove|storeCrypto|TEMPOBJ|packJack)_PVS"  !="EPOCH_(load|revive|dead|push)Player_PVS" !="EPOCH_(build|equipped)Item_PVS" !="EPOCH_GROUP_(Upgrade|Player|create|Delete|Invite)_PVS" !="EPOCH_(lock|pack)Storage_PVS" !="EPOCH_(unlock|lock|fill|repair)Vehicle_PVS" !="EPOCH_(knockDownTree|destroyTrash|MAKETRADEREQ|MAKETRADE|S_S_VEHICLES|MAKENPCTRADE|oneWayTP)" !="EPOCH_Loot(Animal|Container|Building)"

 

any help would be appreciated,

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