SkyeGuy Posted December 19, 2018 Share Posted December 19, 2018 Hi all - I'm using I&A version 3.3, full vanilla / no mods, and was wondering if I could get a bit of help as to where a few things are located within the code: 1 - Using vanilla revive / disabling derp_revive - is there an "easy" way / place to comment out derp_revive? I thought about commenting it out in the init's and the description.ext but wasn't sure how integrated it was to the TK functions and the core AO-generator. I know y'all are working on I&A 4 and this will be a part of it, but wasn't sure if it's an easy thing to turn off. 2 - Adjusting rearm timers for air / land vehicles - This one is probably super easy and I'm just an idiot and can't find the array; in what .sqf's would the values for this be adjusted? I'm assuming that it's in the rearm_carrier or rearm_ground ones but I could be mistaken 3 - I use a script for allowing pilots to choose and customize their weapon pylons on any vehicle capable of dynamic loadouts, (Grumpy Old Man's Loadout) it uses the in-game Support Provider module system (hit "0", then "8" while in-game), tested it by itself in a vanilla dedicated mp server environment with other players and it works, no problems. The code is only activated serverside, it uses a server-activated trigger to call the script. When I integrated with the I&A mission files it doesn't seem to be activating properly. I can send / post the script if necessary, but my question is if there was any code that would prevent such a script from running properly. Apologies for the laundry list, but any help is super appreciated! Link to comment Share on other sites More sharing options...
Stanhope Posted December 19, 2018 Share Posted December 19, 2018 28 minutes ago, SkyeGuy said: 1 - Using vanilla revive / disabling derp_revive - is there an "easy" way / place to comment out derp_revive? I thought about commenting it out in the init's and the description.ext but wasn't sure how integrated it was to the TK functions and the core AO-generator. I know y'all are working on I&A 4 and this will be a part of it, but wasn't sure if it's an easy thing to turn off. The TK script 100% relies on derp revive. It's fully integrated into it. The AOs won't be affected at all. The easiest way to remove it is comment out all the lines in the inits and the onplayerrespawn and delete the files. Then run it and keep fixing the errors it throws until it works. 29 minutes ago, SkyeGuy said: 2 - Adjusting rearm timers for air / land vehicles - This one is probably super easy and I'm just an idiot and can't find the array; in what .sqf's would the values for this be adjusted? I'm assuming that it's in the rearm_carrier or rearm_ground ones but I could be mistaken Yup rearm carrier and ground are the ones. 30 minutes ago, SkyeGuy said: 3 - I use a script for allowing pilots to choose and customize their weapon pylons on any vehicle capable of dynamic loadouts, (Grumpy Old Man's Loadout) it uses the in-game Support Provider module system (hit "0", then "8" while in-game), tested it by itself in a vanilla dedicated mp server environment with other players and it works, no problems. The code is only activated serverside, it uses a server-activated trigger to call the script. When I integrated with the I&A mission files it doesn't seem to be activating properly. I can send / post the script if necessary, but my question is if there was any code that would prevent such a script from running properly. I can't think of any from the top of my head no. If you could link to his forum post about it I'll have a look when I've got 5 minutes. Link to comment Share on other sites More sharing options...
ansin11 Posted December 19, 2018 Share Posted December 19, 2018 A server activated trigger to call a script? Stan already hates you. 19 minutes ago, Stanhope said: When I integrated with the I&A mission files it doesn't seem to be activating properly. Please extrapolate on how you integrated it Link to comment Share on other sites More sharing options...
Ryko Posted December 19, 2018 Share Posted December 19, 2018 57 minutes ago, SkyeGuy said: Using vanilla revive / disabling derp_revive - is there an "easy" way / place to comment out derp_revive? My recollection is that derp is scattered throughout the entire mission in various ways, like cancer. It's one of the reasons we started over from scratch in 4. Link to comment Share on other sites More sharing options...
Stanhope Posted December 19, 2018 Share Posted December 19, 2018 1 hour ago, ansin11 said: A server activated trigger to call a script? Stan already hates you. I ... don't? Link to comment Share on other sites More sharing options...
SkyeGuy Posted March 26, 2019 Author Share Posted March 26, 2019 Howdy, gonna start this thread back up since I've been doing some more testing regarding GOM's rearm / loadout script on our dedicated server. Here's the forum post with his script ---> https://forums.bohemia.net/forums/topic/204747-release-gom-aircraft-loadout-v135/ I'm extremely poor at Arma 3 coding in general, but I think it may have to do with the defining of class CfgFunctions in the description.ext file It's currently integrated like this: class CfgFunctions { #include "functions\cfgfunctions.hpp" // Integrated I&A functions #include "scripts\GOM\functions\GOM_fnc_functions.hpp" // GOM Functions }; I believe there might be an overlap, or that GOM's functions aren't being compiled properly. Do functions need to be separated out by subclass or tags? The filepaths and directory locations are good; I've double-checked those. All of the other #includes are non-overlapping with the I&A functions and #includes, or are under their own custom classes separate from the I&A stuff. For the record as well, it's being executed by the trigger with the following code under the "On Activation" field: [thislist] remoteexec ["GOM_fnc_addAircraftLoadoutArea",[0,-2] select isDedicated] From what I know this should execute the function on the client's PC only, with params set to check if the server is dedicated. Activation type is under any player, with the trigger being set to be repeatable and server only. Any help is greatly appreciated! Link to comment Share on other sites More sharing options...
Sgt_HARTMAN Posted June 10, 2019 Share Posted June 10, 2019 hello to all. I allow myself to relaunch this topic because I encounter the same problem with the "DERP REVIVE". In fact, when I delete the lines of scripts inits.sqf, InitPlayerLocal.sqf and Descritpion.ext and after removing the folder "AIS", MAIN AOs no longer works. I only have the "Take Any" notification and nothing happens. Would I have forgotten something? If anyone could help me I'll be grateful! I want to apologize for my grammar, my English is not good ... Link to comment Share on other sites More sharing options...
Stanhope Posted June 10, 2019 Share Posted June 10, 2019 8 hours ago, Sgt_HARTMAN said: hello to all. I allow myself to relaunch this topic because I encounter the same problem with the "DERP REVIVE". In fact, when I delete the lines of scripts inits.sqf, InitPlayerLocal.sqf and Descritpion.ext and after removing the folder "AIS", MAIN AOs no longer works. I only have the "Take Any" notification and nothing happens. Would I have forgotten something? If anyone could help me I'll be grateful! I want to apologize for my grammar, my English is not good ... You either deleted too much or too little. But I suggest you make your own post about it instead of simply replying to this one. When you make your new post, include the code and any RPT with errors. Link to comment Share on other sites More sharing options...
Sgt_HARTMAN Posted June 21, 2019 Share Posted June 21, 2019 Thanks for your reply, i have forget one "hidden" line in description.ext Link to comment Share on other sites More sharing options...
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