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Owenxpl

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Posts posted by Owenxpl

  1. Ok it happend second time it spawn 4 jets every time after server restart. I skipped some mission by deleting the units and killing sub-objective and that whats happend. I have to check how it will looks like if we play the mission without deleting units and killing subobjective.

     

     

    ob1yhDA.jpg

  2. Hmm Why when i have 3 players, mission spawns planes? 

     

     

    //Determine how many units to spawn:
    private _amountOfPlayers = count allPlayers;
    private ["_MBTs","_AAVics","_IFVs","_Cars","_mainInf","_AAinf","_ATinf","_recon","_helis","_jet"];
    
    switch true do {
    	case (_amountOfPlayers <= 3):{
    		_MBTs = 0;
    		_AAVics = 0;
    		_IFVs = 0;
    		_Cars = 2;
    		_mainInf = 5;
    		_AAinf = 1;
    		_ATinf = 1;
    		_recon = 1;
    		_helis = 0;
    		_jet = false;
    	};
    	case (_amountOfPlayers > 3 &&_amountOfPlayers <= 6):{
    		_MBTs = 1;
    		_AAVics = 0;
    		_IFVs = 1;
    		_Cars = 1;
    		_mainInf = 5;
    		_AAinf = 1;
    		_ATinf = 1;
    		_recon = 1;
    		_helis = 0;
    		_jet = false;
    	};
    	case (_amountOfPlayers > 6 && _amountOfPlayers <= 15):{
    		_MBTs = 1;
    		_AAVics = (0 + round (random 1));
    		_IFVs = (1 + round (random 1));
    		_Cars = (1 + round (random 1));
    		_mainInf = 6;
    		_AAinf = 1;
    		_ATinf = 1;
    		_recon = 2;
    		_helis = 0;
    		_jet = false;
    	};
    	case (_amountOfPlayers > 15 && _amountOfPlayers <= 30):{
    		_MBTs = 1;
    		_AAVics = (1 + round (random 1));
    		_IFVs = (0 + round (random 1));
    		_Cars = (1 + round (random 2));
    		_mainInf = 7;
    		_AAinf = 2;
    		_ATinf = 2;
    		_recon = 1;
    		_helis = 0;
    		_jet = selectRandom[true, false, false];
    	};
    	case (_amountOfPlayers > 30 && _amountOfPlayers <= 40):{
    		_MBTs = 1;
    		_AAVics = 2;
    		_IFVs = 2;
    		_Cars = 3;
    		_mainInf = 8;
    		_AAinf = 2;
    		_ATinf = 2;
    		_recon = 2;
    		_helis = 0;
    		_jet = selectRandom[true, false, false];
    	};
    	case (_amountOfPlayers > 40 && _amountOfPlayers <= 50):{
    		_MBTs = 1;
    		_AAVics = (2 + round (random 1));
    		_IFVs = (2 + round (random 1));
    		_Cars = (3 + round (random 1));
    		_mainInf = 9;
    		_AAinf = 2;
    		_ATinf = 2;
    		_recon = 3;
    		_helis = 1;
    		_jet = selectRandom[true, true, false];
    	};
    	case (_amountOfPlayers > 50):{
    		_MBTs = 2;
    		_AAVics = (2 + round (random 2));
    		_IFVs = (2 + round (random 2));
    		_Cars = (3 + round (random 2));
    		_mainInf = 10;
    		_AAinf = 3;
    		_ATinf = 3;
    		_recon = 4;
    		_helis = 2;
    		_jet = true;
    	};
    };

     

     

    aBqph4z.jpg

  3. I just do that but i heven't tested it well. 

    I have added all keys, set Verify Signatures v2 and run mods this way -servermod=@task_force_radio;@CBA_A3

    Server don't require any mods but you can join with them and you can't connect with any other.

     

    2 hours ago, Stanhope said:

    I write code...

     And you do it well

     

    Quote

    1 does somthing else i cannot remember,

    In arma 3 it should do exacly the same as 2

     

     

  4. I wouldn't make now topic for one extra question


    How can i made like in your second server to arma require TFAR and only allow JSRS?

     

    Or even better it will be to make all of the mods will be suggested, but i ques that it will be impossible to make server with TFAR and make it optional...

  5. THX 😉

     

    If in the future someone will have same problem 

     

    //Assigned items:
    {	
    	if ((_x != "") && ((_x find "tf_anprc152") < 0) && (!(_x in whitelistArray) || (_x in blacklistArray))) then {
    		_removedString = _removedString + (getText (configFile >> "CfgWeapons" >> _x >> "displayName")) + "<br/>";
    		_removedItems pushBack _x;
    		player unassignItem _x;
    		player removeItem _x;
    	};
    	if ((_x == "B_UavTerminal") && ((roleDescription player find "Operator") == -1)) then {
    	    player unassignItem _x;
            player removeItem _x;
    	};
    } forEach (assignedItems player);

     

  6. Hi, I'm trying to add Task Force Radios to the mission but i have problem with this model "tf_prc152". Wherever i add, this script remove it from inventory (it's visible in arsenal).

     

    i'm using TFAR 0.9.12

    whitelistArray = ["tf_anprc152"];
    
    
    

     

    generalItems = [
    //Optics:
    "optic_Aco", "optic_ACO_grn", "optic_ACO_grn_smg", "optic_Aco_smg", "optic_Arco", "optic_Arco_blk_F", "optic_Arco_ghex_F", "optic_ERCO_blk_F",
    "optic_ERCO_khk_F", "optic_ERCO_snd_F", "optic_Hamr", "optic_Hamr_khk_F", "optic_Holosight", "optic_Holosight_blk_F", "optic_Holosight_khk_F",
    "optic_Holosight_smg", "optic_Holosight_smg_blk_F", "optic_Holosight_smg_khk_F", "optic_MRCO", "optic_NVS", "optic_Arco_arid_F",
    "optic_Arco_lush_F", "optic_Arco_AK_arid_F", "optic_Arco_AK_blk_F", "optic_Arco_AK_lush_F", "optic_Holosight_arid_F", "optic_Holosight_lush_F",
    "optic_MRD_black", "optic_ico_01_f", "optic_ico_01_black_f", "optic_ico_01_camo_f", "optic_ico_01_sand_f",
    
    //Accessories:
    "acc_flashlight", "acc_flashlight_smg_01", "acc_pointer_IR",
    //Suppressors:
    "muzzle_snds_338_black", "muzzle_snds_338_green", "muzzle_snds_338_sand", "muzzle_snds_58_blk_F", "muzzle_snds_58_ghex_F", "muzzle_snds_58_hex_F",
    "muzzle_snds_65_TI_blk_F", "muzzle_snds_65_TI_ghex_F", "muzzle_snds_65_TI_hex_F", "muzzle_snds_93mmg", "muzzle_snds_93mmg_tan", "muzzle_snds_acp",
    "muzzle_snds_B", "muzzle_snds_B_khk_F", "muzzle_snds_B_snd_F", "muzzle_snds_H", "muzzle_snds_H_khk_F", "muzzle_snds_H_snd_F", "muzzle_snds_H_MG",
    "muzzle_snds_H_MG_blk_F", "muzzle_snds_H_MG_khk_F", "muzzle_snds_L", "muzzle_snds_M", "muzzle_snds_m_khk_F", "muzzle_snds_m_snd_F", "muzzle_snds_570",
    //Bipods:
    "bipod_01_F_blk", "bipod_01_F_khk", "bipod_01_F_mtp", "bipod_01_F_snd", "bipod_02_F_blk", "bipod_02_F_hex", "bipod_02_F_tan", "bipod_03_F_blk", "bipod_03_F_oli",
    //Handgun Optics:
    "optic_MRD", "optic_Yorris",
    //Handgun Accessories:
    "acc_flashlight_pistol",
    //Night Vision Goggles:
    "NVGoggles", "NVGoggles_INDEP", "NVGoggles_OPFOR", "NVGoggles_tna_F",
    //Binoculars:
    "Binocular", "Rangefinder", "Laserdesignator", "Laserdesignator_01_khk_F", "Laserdesignator_03",
    //Map, GPS, Radio, Compass, Watch:
    "ItemMap", "ItemGPS", "ItemRadio", "ItemCompass", "ItemWatch",
    //Other:
    "FirstAidKit", "Medikit", "ToolKit", "MineDetector",
    //TFAR:
    "tf_anprc152"
    ];

     

     

    Backpacks work well... except "tf_mr_3000_multicam"...

    //Backpacks all slots have access to.
    generalBackpacks = [
    	"B_AssaultPack_blk", "B_AssaultPack_cbr", "B_AssaultPack_khk", "B_AssaultPack_mcamo", "B_AssaultPack_rgr", "B_AssaultPack_sgg", "B_AssaultPack_tna_F",
    	"B_Bergen_mcamo_F", "B_Bergen_tna_F", "B_Carryall_cbr", "B_Carryall_khk", "B_Carryall_mcamo", "B_Carryall_oli", "B_FieldPack_blk", "B_FieldPack_cbr",
    	"B_FieldPack_khk", "B_FieldPack_oli", "B_Kitbag_cbr", "B_Kitbag_mcamo", "B_Kitbag_rgr", "B_Kitbag_sgg", "B_LegStrapBag_black_F", "B_LegStrapBag_coyote_F",
    	"B_LegStrapBag_olive_F", "B_Messenger_Black_F", "B_Messenger_Coyote_F", "B_Messenger_Gray_F", "B_Messenger_Olive_F", "B_Parachute", "B_TacticalPack_blk",
    	"B_TacticalPack_mcamo", "B_TacticalPack_oli", "B_TacticalPack_rgr", "B_ViperHarness_blk_F", "B_ViperHarness_khk_F", "B_ViperHarness_oli_F",
    	"B_ViperLightHarness_blk_F", "B_ViperLightHarness_khk_F", "B_ViperLightHarness_oli_F", "B_AssaultPack_wdl_F", "B_Carryall_green_F", "B_Carryall_wdl_F", 
    	"B_FieldPack_green_F", "B_AssaultPack_eaf_F", "B_Carryall_eaf_F", "B_Carryall_taiga_F", "B_FieldPack_taiga_F", "B_RadioBag_01_black_F", "B_RadioBag_01_mtp_F",
    	"B_RadioBag_01_tropic_F", "B_RadioBag_01_wdl_F", "B_RadioBag_01_eaf_F", "B_SCBA_01_F", "B_CombinationUnitRespirator_01_F",
    
    	//TFAR:
    	"tf_rt1523g_big_rhs", "tf_rt1523g", "tf_mr_3000_multicam"
    ];

     

     

    And one more.

     

    How can i add Gbu12 to Black wasp? I know that i have edit fn_vsetup02.sqf but idk what i have to change.

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