hazey 9 Posted February 25, 2015 Sometimes respawn is blocked with "respawn disabled" for my friend. Is that bug? Because that number is not stable - sometimes after 2 deaths, sometimes after 3... Sounds like a BIS engine issue. Change via description.ext from respawnButton = 0; to respawnButton = 1; Or just remove it all together. Share this post Link to post Share on other sites
rlex 21 Posted February 25, 2015 Also since i play with debug... After first suicide bomber (i almost shat my pants) game started to spam me with error log. Undefined variable _victim Points to fnc_createbomber, line 27. Something in loop waitUntil {_bomber doMove getpostATL ... ---------- Post added at 21:44 ---------- Previous post was at 21:42 ---------- Also airdrop does not work. Share this post Link to post Share on other sites
hazey 9 Posted February 25, 2015 Also since i play with debug...After first suicide bomber (i almost shat my pants) game started to spam me with error log. Undefined variable _victim Points to fnc_createbomber, line 27. Something in loop waitUntil {_bomber doMove getpostATL ... ---------- Post added at 21:44 ---------- Previous post was at 21:42 ---------- Also airdrop does not work. These are issues with Alive and the suicide bombers have already been fixed. https://dev.withsix.com/issues/76079 https://dev.withsix.com/issues/76080 https://dev.withsix.com/issues/76082 Share this post Link to post Share on other sites
opendome 91 Posted February 26, 2015 Thanks for the great release as usual! Having a blast with it! I'm having trouble adding the "#include "ASORGS\menu.hpp" class CfgFunctions { #include "ASORGS\cfgfunctions.hpp" };" to the description for the ASORG gear selector, I know its something on my end, waht am I doing wrong? lol Share this post Link to post Share on other sites
speedygonzales 15 Posted February 26, 2015 (edited) Oh man insurgency like in the old days with new graphics ;). Didnt tried it yet but what i read makes me real happy. Edited February 26, 2015 by Speedygonzales Share this post Link to post Share on other sites
sorophx 25 Posted February 26, 2015 the mission takes *really* long to load. once it does it says something about having 85 objectives, which is too much, as there should be under 80 objectives total. do I have to edit the mission to fix that? Share this post Link to post Share on other sites
rlex 21 Posted February 26, 2015 the mission takes *really* long to load. once it does it says something about having 85 objectives, which is too much, as there should be under 80 objectives total. do I have to edit the mission to fix that? Play at smaller map, not on altis at least. Coloring/mapping every zone with building on altis takes alot of CPU time, since there is _alot_ of buildings on altis. ---------- Post added at 13:56 ---------- Previous post was at 13:20 ---------- Thank you for your work Hazey. I usually stuck playing one mission for a long time (like, 300 hrs of DUWS), and this seems to be another mission to play for weeks... Alot of CQB Requests: Vehicle spawner (maybe limited without some overkill like arty / attack planes, mod supported also will be good). Current selection of vehicles is unsatisfying (not even HMG Hunter?), and doesn't really promotes "play it your way". Of course, it's up to you :) Share this post Link to post Share on other sites
sorophx 25 Posted February 26, 2015 Play at smaller map, not on altis at least. can't, only demo mission is available for Altis. as far as I understood, I'd have to manually edit position arrays in the mission.sqm for all entities Share this post Link to post Share on other sites
hazey 9 Posted February 26, 2015 (edited) Play at smaller map, not on altis at least. Coloring/mapping every zone with building on altis takes alot of CPU time, since there is _alot_ of buildings on altis.---------- Post added at 13:56 ---------- Previous post was at 13:20 ---------- Thank you for your work Hazey. I usually stuck playing one mission for a long time (like, 300 hrs of DUWS), and this seems to be another mission to play for weeks... Alot of CQB Requests: Vehicle spawner (maybe limited without some overkill like arty / attack planes, mod supported also will be good). Current selection of vehicles is unsatisfying (not even HMG Hunter?), and doesn't really promotes "play it your way". Of course, it's up to you :) Oh well, everything on there is actually just sort of like a template, I mean everyone changes around the base and such when they add their own mods to the server. Missions free game for groups to change and use for personal use. Don't like the default base? Change it up! can't, only demo mission is available for Altis. as far as I understood, I'd have to manually edit position arrays in the mission.sqm for all entities lol what? I really don't mean to be rude but that's probably the best thing I have heard all day. Included with the mission is also a un-pbo'd version of the mission. Feel free to change it to what ever island or world you wish. You don't have to manual edit anything in the misison.sqm however you'll have to change some settings in the modules and move the base to your new island.. The mission core scripts doesn't care what island you're on, it only cares if it has defined cities and house positions. Edited February 26, 2015 by Hazey Share this post Link to post Share on other sites
rlex 21 Posted February 26, 2015 Maybe you can do random base placement as an option? BIS_fnc_findSafePos does it's job pretty good... Will make this version of insurgency map-agnostic ---------- Post added at 16:39 ---------- Previous post was at 16:35 ---------- Oh well, everything on there is actually just sort of like a template, I mean everyone changes around the base and such when they add their own mods to the server. Missions free game for groups to change and use for personal use. Don't like the default base? Change it up! Well editing is always an option. I mean, maybe you can do this in-mod? This mission is procedurally generated, so we have alot of ways to play it, not only CQB battles. As an idea: spawn zone a bit outside base. You use that (currently) useless radio on bench, select vehicle and it spawns in that outside base zone. Just an idea. Share this post Link to post Share on other sites
opendome 91 Posted February 26, 2015 Do you need to merge the functions folder to use VAS/ASORG gear selector? Share this post Link to post Share on other sites
rlex 21 Posted February 26, 2015 Do you need to merge the functions folder to use VAS/ASORG gear selector? You do not need to merge anything, VAS and ASOR comes in separate folders. You need to describe them in description.ext and init.sqf, then attach to object (ammobox in our case) Share this post Link to post Share on other sites
hazey 9 Posted February 26, 2015 Do you need to merge the functions folder to use VAS/ASORG gear selector? I believe VAS is all self contained in 1 folder and should be okay. The only time it would ever cause an issue is if any of your scripts tried to overwrite the functions cfgfunctions.hpp. Share this post Link to post Share on other sites
opendome 91 Posted February 26, 2015 Ok thanks guys! Its just whenever I put the #include "ASORGS\menu.hpp" class CfgFunctions { #include "ASORGS\cfgfunctions.hpp" }; in the description, I start getting an already defined error Share this post Link to post Share on other sites
sorophx 25 Posted February 26, 2015 edit: forget it, not forth the effort it takes to type it Share this post Link to post Share on other sites
rlex 21 Posted February 26, 2015 Ok thanks guys! Its just whenever I put the #include "ASORGS\menu.hpp" class CfgFunctions { #include "ASORGS\cfgfunctions.hpp" }; in the description, I start getting an already defined error If you already have class CfgFunctions { }; Insude that file, do not add new class, just add #include "ASORGS\cfgfunctions.hpp" Inside existing class definition along with other lines ---------- Post added at 20:45 ---------- Previous post was at 20:02 ---------- Actual problem: Black Hawk placed on spawn zone doesn't have enough capacity to carry mobile HQ. Share this post Link to post Share on other sites
hazey 9 Posted February 26, 2015 Actual problem: Black Hawk placed on spawn zone doesn't have enough capacity to carry mobile HQ. The mobile HQ is actually WIP and will be changing all together in future versions. You'll bump into a bunch of edge cases where you might achieve weird behavior with it. It's the next core system to get some love. ---------- Post added at 23:27 ---------- Previous post was at 23:23 ---------- Ok thanks guys! Its just whenever I put the #include "ASORGS\menu.hpp" class CfgFunctions { #include "ASORGS\cfgfunctions.hpp" }; in the description, I start getting an already defined error Sorry I guess I didn't understand what you were having issues with. Just put the includes that go into CfgFunctions with the already included bit. Example: Description.ext Before //--- CfgFunctions class CfgFunctions{ #include "functions\cfgfunctions.hpp" }; Description.ext After //--- General Includes #include "ASORGS\menu.hpp" //--- CfgFunctions class CfgFunctions{ #include "functions\cfgfunctions.hpp" #include "ASORGS\cfgfunctions.hpp" }; Share this post Link to post Share on other sites
opendome 91 Posted February 27, 2015 That works perfectly thanks guys! Just about to play and give it a test :D Thanks for your amazing work as always hazey! ---------- Post added at 20:48 ---------- Previous post was at 20:30 ---------- It seems theres a weird conflict somewhere, ASORG now comes up with the normal background and your visible character, but there arent any menus (like selecting weapons, magazines, etc). Share this post Link to post Share on other sites
rlex 21 Posted February 27, 2015 That works perfectly thanks guys! Just about to play and give it a test :D Thanks for your amazing work as always hazey!---------- Post added at 20:48 ---------- Previous post was at 20:30 ---------- It seems theres a weird conflict somewhere, ASORG now comes up with the normal background and your visible character, but there arent any menus (like selecting weapons, magazines, etc). You are most likely forgot to #include "ASORGS\menu.hpp". Share this post Link to post Share on other sites
neodyn 14 Posted February 27, 2015 (edited) Is it possible to disable Insurgent marker in the base ? For example no marker inside the "noRED1" Blacklist marker. Edited February 27, 2015 by Neodyn Share this post Link to post Share on other sites
opendome 91 Posted February 27, 2015 I have //--- CfgFunctions class CfgFunctions{ #include "functions\cfgfunctions.hpp" #include "ASORGS\cfgfunctions.hpp" #include "ASORGS\menu.hpp" #include "ATM_airdrop\dialog.hpp" }; Share this post Link to post Share on other sites
hazey 9 Posted February 27, 2015 I have //--- CfgFunctions class CfgFunctions{ #include "functions\cfgfunctions.hpp" #include "ASORGS\cfgfunctions.hpp" #include "ASORGS\menu.hpp" #include "ATM_airdrop\dialog.hpp" }; Just because its an include doesn't mean that it has to go into CfgFunctions. I don't use these scripts myself so I don't know exactly how they are init, however please see my example above. You need to go back and read the readme of those files and figure out which ones actually belong within those brackets and which ones belong just outside. Share this post Link to post Share on other sites
rlex 21 Posted February 28, 2015 >#include "ASORGS\menu.hpp" This goes outside CfgFunctions { } block >#include "ATM_airdrop\dialog.hpp" Can't recall, but this should probably also go outside CfgFunction. Try to fix that like #include "ASORGS\menu.hpp" #include "ATM_airdrop\dialog.hpp" class CfgFunctions { #include "functions\cfgfunctions.hpp" #include "ASORGS\cfgfunctions.hpp" }; Same applies to VAS, TAW_VD, CHVD, R3F Logistics and similar scripts... Try to at least read the README file, it describes what and where you should write... Share this post Link to post Share on other sites
Sanchez Milsim 70 Posted February 28, 2015 Hi, good job with mission. How to enable debug to mission making? to know where spawn caches or intel? Im making it in takistan with mods for our group. Thanks!!! Share this post Link to post Share on other sites
rlex 21 Posted February 28, 2015 Also accidentaly hit Y and discovered that ZEUS is enabled. Bug? Share this post Link to post Share on other sites