Jump to content

chicken_no6

AW Admin
  • Posts

    181
  • Joined

  • Last visited

  • Donations

    0.00 GBP 

Everything posted by chicken_no6

  1. dit some copy pasta stuff and got a working version to open in editor . if u try to play this multiplayer u migth get a error no player selected but that goes away after a bit atleast for me Invade__Annex_3.4.22.Altis.rar
  2. i think theres something wrong with ur unit defines GMPACT.sqf as said before have a look if u have the correct classnames. send latest mission file and i gonna have a look
  3. Post any feedback errors in here , arsenal releated issues #blamerickard just kidding
  4. little update on weapons getting removed from players,who woud have guesed that attaching a grip to a weapon changes the classname . it took us a while to figuere this out thanks rickard for helping me finding all those hidden classnames,there migth be still missing classnames as the arsenal is fairly large. i will update the mission file as soon as i can.
  5. Testing new player faction new altis fob layout on eu#3 come join us and have some fun Moset:InA Racs.html
  6. garrison building fortifications is only for altis and is disabled on current InA version way to much work to add that to Weferlingen also dont forget to change params.hpp class AOCompletionCount { title = "Main AO completion count"; values[] = {-1, 20, 30, 40, 50, 60, 70, 80, 90, 100}; texts[] = {"All", "20", "30", "40", "50", "60", "70", "80", "90", "100"}; default = 50; };
  7. Functions/AI/fn_main_ao_garrison_spawner.sqf InA_Server_Garrison_BuildingArray
  8. I had a deeper look into this and changed some stuff gm player faction will now be loaded only arsenal and rewards unit defines todo: give the new player faction their default loadouts LoadoutDefines_B_GM_NATO.sqf enemy faction for some reason its missing a lot of units maybe redo GMPACT.sqf add more aos i only dit 4 just to get things going make a good main base not like me add more fobs only put down the needed things no vehicles only one arsenal steve add garrison buildings to Functions/AI/fn_main_ao_garrison_spawner.sqf into this array INA_Server_Garrison_BuildingArray otherwise garrison spawner cant find building to put in enemy units again theres still more stuff todo add more side missions sub objectives as i only added those class Missions { SubObjs[] = { "RadioTower", "TankSection" }; Sides[] = { //"Destroyer", "DestroyUrban", "MilitiaCamp", "PilotRescue", "SecureAsset", "LostConvoy" }; Prios[] = { "Anti-Air", "Artillery" }; }; good luck iam still missing alot of stuff wich i cant think of atm nearly forgot the updated file InA_GM.gm_weferlingen_summer.rar
  9. i had a quick look into this and found some problems i fixed most of the syntax errors but theres more wich i cant pin point what is wrong my gues is some more syntaxs errors somewhere if i find the energie to search for those i will fix them heres what i fixed so far Invade_&_Annex_3.gm_weferlingen_summer.rar maybe get Visual Studio Code with these extensions mostly the sqf language and sqflint some errors from my rpt 4:26:23 Error in expression <[player, (roleDescription player)] call AW_fnc_initUnitTraits; 4:26:23 Error Undefined variable in expression: _faction 4:26:23 File C:\Users\chicken#6\Documents\Arma 3 - Other Profiles\chicken_no6\mpmissions\Invade_&_Annex_3.gm_weferlingen_summer\Defines\factionDefines.sqf..., line 37 4:26:23 Error in expression <); private _faction = (_factionIdx call AW_fnc_factionsGetByIdx); if (isNil "In> 4:26:23 Error position: <AW_fnc_factionsGetByIdx); if (isNil "In> 4:26:23 Error Undefined variable in expression: aw_fnc_factionsgetbyidx 4:26:23 File C:\Users\chicken#6\Documents\Arma 3 - Other Profiles\chicken_no6\mpmissions\Invade_&_Annex_3.gm_weferlingen_summer\Defines\factionDefines.sqf..., line 34 4:26:23 Error in expression <r_MainAOsToComplete) then { [true] call AW_fnc_missionPersistenceSave; InA_Serve> something in playerfaction stuff must be wrong private _isRecon = ((_roleDesc find "Recon") != -1) || ((_roleDesc find "ge_army_sf") != -1); maybe use the LoadoutDefines_BLU_F.sqf as a reference when i dit a new player faction i bsicly just copied over the default nato from altis and just gave them the uniforms from what ever faction i needed cause iam lazy migth be totaly wrong what iam doing there but it works somehow rpt is also complaining about params.hpp line 40 wich is class PlayerFaction { title = "Player faction, determines rewards, loadouts, arsenal content etc."; values[] = {0, 1, 2, 3}; texts[] = {"Vanilla NATO (BLU_F)", "SOG PF MACV (B_MACV)", "BLU_WS" "Global Mobilization NATO (GM_NATO)"}; default = 3; }; so theres something wrong with the playerfaction GM_NATO oh a little thing wrong InA_AllowedArsenal_uniformsMedic = [ "U_C_Paramedic_01_F", "gm_ge_army_uniform_pilot_rolled_sar", "gm_ge_army_uniform_pilot_sar", "gm_ge_ff_uniform_man_80_orn", ]; correct InA_AllowedArsenal_uniformsMedic = [ "U_C_Paramedic_01_F", "gm_ge_army_uniform_pilot_rolled_sar", "gm_ge_army_uniform_pilot_sar", "gm_ge_ff_uniform_man_80_orn" ]; those sneaky , and " things but this is totaly understandable when working with those large arrays for arsenal defines theres alot more i migth be missing here but for arsenal defines i found all syntaxs errors unfortunately there is more in other files
  10. hope i dint overwelm u with all this a little tip double tripple check for syntaxs errors and naming stuff this will save u alot of pain XD
  11. some more files to add if u want to loadoutdefines_GM.sqf rewarddefines_GM.sqf unitdefines_GM.sqf those be found in scripts defines vehicleinventory_GM.sqf found in scripts vehicle add your new playerfaction to functions/Misc/fn_factionsGetPlayerByIdx.sqf params ["_idx"]; if ((typeName _idx) != (typeName 0)) exitWith { [format ["NaN was passed to function '%1', defaulting to faction 'BLU_F'!", _fnc_scriptName], "FACTION"] call AW_fnc_log; "BLU_F" }; private _faction = ""; switch (_idx) do { // Vanilla NATO case 0: { _faction = "BLU_F"; }; // SOG PF MACV case 1: { _faction = "B_MACV"; }; // Western Sahara case 2: { _faction = "BLU_WS"; }; // new player faction case 3: { _faction = "BLU_GM"; }; // Vanilla NATO default { _faction = "BLU_F"; }; }; _faction and params.hpp // General mission settings class PlayerFaction { title = "Player faction, determines rewards, loadouts, arsenal content etc."; values[] = {0, 1, 2, 3}; texts[] = {"Vanilla NATO (BLU_F)", "SOG PF MACV (B_MACV)", "BLU_WS" "BLU GM"}; default = 3; }; enemy faction goes to Defines factionMacros.hpp #define FACTION_VALUES {0, 1, 2, 3, 4, 5, 6} #define FACTION_TEXTS {\ "Random Faction based on Map/World config",\ "Canton Protocol Strategic Alliance Treaty (CSAT)",\ "Canton Protocol Strategic Alliance Treaty - Tropical (CSAT_T)",\ "Altis Armed Forces (AAF)",\ "People's Army of Vietnam (PAVN)",\ "Sefrawi Freedom and Independence Army (SFIA)",\ "enemy faction for gm"\ } add ur new enemy faction to Defines/factions make a new file newenemyfaction.sqf u can have at the layout from the other files in there newenemyfaction has to be also added to Functions/Misc fn_factionsGetByIdx.sqf /* * Author: Whigital * Description: * Gets faction(s) from index * */ params ["_idx"]; private _faction = "CSAT"; switch (_idx) do { // Random case 0: { private _randomization = (["FactionRandomization", -1] call BIS_fnc_getParamValue); private _randomFactions = (getArray (missionConfigFile >> worldName >> "randomFactions")); [_randomization, _randomFactions] call { params ["_randomization", "_randomFactions"]; if (_randomFactions isEqualTo []) exitWith { [(format ["Unable to get random faction list for world config (InA_Config.hpp/%1/randomFactions), defaulting to CSAT ....", worldName]), _fnc_scriptName] call AW_fnc_log; }; private _factions = []; { private _fac = _x; _fac = (_fac call AW_fnc_factionsValidate); _factions pushBackUnique _fac; } forEach _randomFactions; InA_EnemyFactionRandomizationData = createHashMapFromArray [ ["#randomization", _randomization], ["#factions", _factions] ]; }; }; // CSAT case 1: {}; // CSAT_T case 2: { _faction = "CSAT_T"; }; // AAF case 3: { _faction = "AAF"; }; // PAVN case 4: { _faction = ("PAVN" call AW_fnc_factionsValidate); }; // SFIA case 5: { _faction = ("SFIA" call AW_fnc_factionsValidate); }; // New Enemy Faction case 6: { _faction = "NEWENEMYFACTION"; }; default { [(format ["Unknown EnemyFaction parameter (%1), defaulting to CSAT ....", _idx]), _fnc_scriptName] call AW_fnc_log; }; }; _faction totaly forgot about adding ur new enemy faction to factionDefines.sqf // Vanilla factions #include "factions\CSAT.sqf" #include "factions\AAF.sqf" #include "factions\FIA.sqf" #include "factions\SYND.sqf" #include "factions\CSAT_T.sqf" // Prairie Fire factions #include "factions\PAVN.sqf" #include "factions\VC_M.sqf" #include "factions\VC_L.sqf" // Western Sahara factions #include "factions\SFIA.sqf" #include "factions\TURA.sqf" // New Enemy Faction #include "factions\NEWENEMYFACTION.sqf" change default enemy faction to ur new one params.hpp class EnemyFaction { title = "Enemy faction, defines enemy units, groups and vehicles"; values[] = FACTION_VALUES; texts[] = FACTION_TEXTS; default = 6; }; iam pretty sure i forgot something any more questions lemme know
  12. woud be very possible to clear the arsenal from vanilla weapons i thougth leave them in for players so they can choose from more,for the arsenal problem i cant fix that as thats out of my knowledge of sqf .for ai acting wierd migth be server settings ai was working well when we tested this on my local dedicated server.fps issues mostly map releated or turn down view distance.ambulance i forgot to add it to the vehicle list .thanks for ur input on this <3.
  13. thats was actuly why i dint wanted to have ace just have modded vehicles "new" maps "new" opfor factions,iam open for other mod sugestions. still work todo arsenal is not behaving ,ai sometimes dont shoot back anymore all things i sadly dont think i can fix. will add more "new" sidemission have to overwork some of the prio missions
  14. ideas what i can do better keep in mind iam not a developer so iam very limited what i can do and what not,but ill try my best
  15. Been working on this for a while now so i thougth ill give it a good test to get ideas opinions on it what i coud add what coud be leave out. Modset InA Modded.html Assets lots aditional assets can be earned at side missions Mission time 1-2 hours depending how people like it thanks to whigital for helping me with alot of stuff cant thank u enough thanks to rickard for arsenal defines and testing thanks to riverwolf brad boy gustis damo3d for testing with me aswell
  16. basicly change opfor faction on map completion.i know theres not alot faction we can choose of but woud be nice.
  17. AW MVP 2022: Havoc for his crater mod AW Most Friendly Admin/Moderator/Spartan 2022:@JJCakes the heart and soul of late night eu#1 AW Most Helpful Admin/Moderator/Spartan 2022: JJCakes the heart and soul of late night eu#1 AW Most Active Staff Member 2022:as always for me @MidnightRunner for all his Zeus ops AW Candidate for the Hague 2022:@Rickard for the abduction of countless civilians on fronlines AW Best Ban of 2022: Kittenly
  18. basicly search and rescue with a jet wreck totaly not stolen from side mission search and rescue. copy pasta code included side_PilotRescue-Jet.sqf
  19. always wanted to not lose ur current backpack for a parachute? this woud be a cool addition to I&A i think. super leet script _backpackcontents = []; _backpack = backpack player; if ( _backpack != "" && _backpack != "B_Parachute" ) then { hint "removing backpack"; sleep 1; _backpackcontents = backpackItems player; removeBackpack player; sleep 0.1; }; player addBackpack "B_Parachute"; hint "Parachute added"; sleep 1; waitUntil {sleep 5;!alive player || isTouchingGround player }; sleep 1; hint "restoring backpack"; player addBackpack _backpack; sleep 1; clearAllItemsFromBackpack player; hint "restoring backpack items"; { player addItemToBackpack _x } foreach _backpackcontents; hint "Done!!!!"; neds some rework XD
  20. chicken_no6

    Mikael

    was always good fun to play with him very positve guy. i will miss him for sure
  21. AW MVP 2021:Whigital for all his work for I&A 3 @DomT Frontlines AW Most Active Staff Member 2021:Midnightrunner Mr.Zeus-Op AW Candidate for the Hague 2021: @Sho_Iwaizumi AW Underrated Member 2021:Rickard Yeet AW Most Helpful Member *Non Staff* 2021:Fenton helping players alot when they having questions AW Best Driver 2021:TheScar
×
×
  • Create New...