Richard Bruce Cheney 10 Posted January 9, 2010 (edited) Too bad Xeno doesn't work on this - I think its the best mission I have ever played on ArmA2. Oh well. My version is so modified that I can't upgrade anyway. ---------- Post added at 05:50 PM ---------- Previous post was at 05:48 PM ---------- Richard, thank you for your help! I found the files. If I only new what to do with them... :(I mean, I thought it would be simple as putting something in init of box that will make ammo refill... Of course in that case it wouldn't be client side... I think you should launch your ammo as a script or put it in the init.sqf file. Xeno's ammocrate at the base replenishes itself every 20 minutes, so you could just use that code. It is in x_scripts\x_playerammobox Starting at line #68 is the routine for replenishing it. Or, maybe you put in more than you need in a game, that way you could just stock up one mega crate? Like 200 rifles or something? Edited January 9, 2010 by Richard Bruce Cheney Share this post Link to post Share on other sites
Minoza 11 Posted January 9, 2010 Yes, thank you Richard once again for clear explanation! My ammo box refills now, I've set it up to refill every 10 mins. :D Now I have to figure out how to make this client side... :bounce3: Share this post Link to post Share on other sites
Tankbuster 1746 Posted January 9, 2010 Too bad Xeno doesn't work on this - I think its the best mission I have ever played on ArmA2. Oh well. My version is so modified that I can't upgrade anyway. I use Beyond Compare to see what Xeno changes with new versions. I can then see if I can compare his changes with mine and port them over. It's not as big a job as I thought. Also, I document all my changes so it's not too hard to remake them for a new version. Share this post Link to post Share on other sites
Richard Bruce Cheney 10 Posted January 9, 2010 Yes, thank you Richard once again for clear explanation! My ammo box refills now, I've set it up to refill every 10 mins. :DNow I have to figure out how to make this client side... :bounce3: I don't know why that wouldn't work client side if they are running the same code. What happens on the client end? What do they see in the ammobox? ---------- Post added at 09:43 PM ---------- Previous post was at 09:42 PM ---------- I use Beyond Compare to see what Xeno changes with new versions. Thanks for the heads up! I will grab that tool! Tankbuster, do you know if you can put a graphic up with the hint command? I know you can adjust font size and color like Xeno did, but I don't know if you can stick a graphic there or not... Share this post Link to post Share on other sites
daredbarn 0 Posted January 9, 2010 Also, I document all my changes so it's not too hard to remake them for a new version. Same here... Got really tired of not remembering what and where I changed something around at when I go to build up a new version. I now just put the changes in notepad as well as what files I had to change to do something. Also, I have started adding comments into the script files to help me out so I can just copy and paste. Share this post Link to post Share on other sites
Minoza 11 Posted January 9, 2010 I don't know why that wouldn't work client side if they are running the same code. What happens on the client end? What do they see in the ammobox? Sorry, forgot to mention, I din't use same code... :( I used simple ammo filler script with ''sleep''... Anyways, that seemed far less complicated for me and it worked, only problem it's not client side... By the way, you know how damaged/destroyed vehicles reporting used to work in Evolution? You could see on map ''[vehicle name] needs repair''... How is that done? I can't see that in my version... :confused: Share this post Link to post Share on other sites
xeno 234 Posted January 10, 2010 By the way, you know how damaged/destroyed vehicles reporting used to work in Evolution? You could see on map ''[vehicle name] needs repair''... How is that done? I can't see that in my version... :confused: This thread is not about Evo, maybe you should ask in the correct thread :) Xeno Share this post Link to post Share on other sites
Minoza 11 Posted January 10, 2010 (edited) Xeno, I know, and I did try, I even opened up topic on ACE Evo, but people who knows how to do stuff like this usually wont explain it to us who have no idea what to do... So I din't have any success with my thread and I have to ask somewhere... Imagine if you knew nothing about 3D modeling (and maybe you don't know... I don't know if you do...), ask me and I'll be very happy to explain it to you. I even do free tutorials on youtube even though I am professional designer... And with all due respect, with all the people sending me to different topics you could simply answer me because after all this is global question not mission specific although Evo is one of the mission that has this feature - I only mentioned it as example... Edited January 10, 2010 by Minoza Share this post Link to post Share on other sites
pigglywiggly 10 Posted January 11, 2010 Xeno thanks for a wonderful mission. Is it ok if I use your AI recruiting method? If yes how do I implement it in my sp mission? Hope It's allowed. :) Share this post Link to post Share on other sites
Sneaker-78- 0 Posted January 11, 2010 hey you guys , I looked in the files and searched this thread but i cannot see a answer to my questions 1. witch file i must edit to add more soldiers to recruit. Share this post Link to post Share on other sites
Richard Bruce Cheney 10 Posted January 11, 2010 i_client.sqf has the variable max_ai the soldier script is in x_scripts/x_addsoldier.sqf if you are playing ranked, then you can adjust max soldiers allowed in x_addsoldier.sqf Share this post Link to post Share on other sites
Sneaker-78- 0 Posted January 11, 2010 if i look in x_addsoldier.sqf i don`t see any classnames of soldiers ? Share this post Link to post Share on other sites
Richard Bruce Cheney 10 Posted January 12, 2010 Please keep in mind that you are asking advice from a retard. Given that fact, I would suggest that you look at the line in addsoldier.sqf: _unit = d_grp_caller createUnit [_ai_side_unit, position AISPAWN, [], 0, "FORM"]; The first argument of the array is the soldier class variable: _ai_side_unit The classname is derived from the menu relative to the AIHUT Share this post Link to post Share on other sites
icebreakr 3157 Posted January 12, 2010 Any chance secondary objectives could be added to 1.27 on Duala? Share this post Link to post Share on other sites
Sneaker-78- 0 Posted January 12, 2010 Please keep in mind that you are asking advice from a retard. Given that fact, I would suggest that you look at the line in addsoldier.sqf:_unit = d_grp_caller createUnit [_ai_side_unit, position AISPAWN, [], 0, "FORM"]; The first argument of the array is the soldier class variable: _ai_side_unit The classname is derived from the menu relative to the AIHUT thks for helping me out m but i don`t get it :( i see the line but thats it Forgive me Share this post Link to post Share on other sites
Richard Bruce Cheney 10 Posted January 13, 2010 thks for helping me out m but i don`t get it :(i see the line but thats it Forgive me The variable for class name is set from the menu of the AI_HUT. These classnames are defined in x_scripts\x_setupplayer.sqf around line #790 %1 represents the side you are on - such as USMC: %1_Soldier = USMC_Soldier Also, there are different soldiers if you are running the ACE version. This recruit script is only available if you are running the AI version Share this post Link to post Share on other sites
tobmic 10 Posted January 13, 2010 Is there a DOMI ACE version for Opfor side ? Share this post Link to post Share on other sites
oktane 0 Posted January 13, 2010 I use Beyond Compare to see what Xeno changes with new versions. I can then see if I can compare his changes with mine and port them over. It's not as big a job as I thought. Also, I document all my changes so it's not too hard to remake them for a new version. Me too. There is a free version called WinMerge if you don't want to buy Beyond Compare. But I love BC. With the G15 keyboard, i have some custom F keys that run the frequently used commands such as merge line left-> right, merge section left-> right, merge whole file left-right, prev/next difference, prev/next different file, etc. Makes merging changes take about 10 mins max. It was cool when Xeno was checking things into SVN but since he hasn't been lately, I have just been using the latest release file and diffing that. ---------- Post added at 03:57 PM ---------- Previous post was at 03:55 PM ---------- do you know if you can put a graphic up with the hint command? I know you can adjust font size and color like Xeno did, but I don't know if you can stick a graphic there or not... Yes. Please use the wiki to answer syntax questions, most everything is very well documented at this point. http://community.bistudio.com/wiki/hint _starL = "<img image='\ca\ui\data\debr_star.paa' align='left'/>"; _starL = _starL + _starL + _starL; _starR = "<img image='\ca\ui\data\debr_star.paa' align='right'/>"; _starR = _starR + _starR + _starR; _title = "<t color='#ff0000' size='1.2' shadow='1' shadowColor='#000000' align='center'>TITLE</t><br/><br/>"; _text = "Bla bla bla bla bla..."; hint parseText (_starL + _starR + _title + _text); Share this post Link to post Share on other sites
Richard Bruce Cheney 10 Posted January 13, 2010 (edited) Sorry, my bad. I was looking at OFPREC ComRef instead... I will bookmark the wiki. Thanks for the info! RTFM BRUCE! Edited January 13, 2010 by Richard Bruce Cheney Share this post Link to post Share on other sites
Sneaker-78- 0 Posted January 16, 2010 Is it possible to put a other artillery script in it ? or is that impossible to do ? Share this post Link to post Share on other sites
kalxen 10 Posted January 20, 2010 My guys and I have managed to fix the broken side missions. (stuff removed) If anyone wants these files, I've uploaded them here. They originate from 1.27 Chernarus West. The go in mission root/ x_missions/common. http://teamspaff.ukgame.co.uk/x_sideevac.sqf and http://teamspaff.ukgame.co.uk/x_sidearrest.sqf ***edit*** Ooopsie. Uploaded a broken version. new fixed, please redownload. :) Tankbuster - on line 68 of the x_sidearrest.sqf, I think you are missing a closing semi-colon. Appears that Xeno may have left it out in earlier versions as far back as 1.12. if (_winner == 1) then { ["d_sm_p_pos", position EFLAG_BASE] call XSendNetVarClient; } else { ["d_sm_p_pos", position WFLAG_BASE] call XSendNetVarClient; }[b][color="Red"];[/color][/b] Share this post Link to post Share on other sites
Tankbuster 1746 Posted January 20, 2010 Oh thanks. It's possible we've already fixed that but not updated the uploaded version. I'll check when I at home later and post again here. Share this post Link to post Share on other sites
Hud Dorph 22 Posted January 27, 2010 Hey all I just converted my server to ACE2 and are running the ver 1.31 of Domi AI. The AdminSpectate seems to be stuck in fullmap view? Is it broke in the ACE version or is there some configs that needs to be changed to make it work? Share this post Link to post Share on other sites
Tankbuster 1746 Posted January 27, 2010 Tankbuster - on line 68 of the x_sidearrest.sqf, I think you are missing a closing semi-colon. Appears that Xeno may have left it out in earlier versions as far back as 1.12. if (_winner == 1) then { ["d_sm_p_pos", position EFLAG_BASE] call XSendNetVarClient; } else { ["d_sm_p_pos", position WFLAG_BASE] call XSendNetVarClient; }[b][color="Red"];[/color][/b] You were right, the semicolon has been missing for ages. Replacing it broke the script -or at least made for unexpected results, so it's been fixed again and reuploaded. Please download again. Many thanks Kalxen, much appreciated. ---------- Post added at 11:34 AM ---------- Previous post was at 10:22 AM ---------- And here's another one for you script wizards more qualified than me. :) I can heal in the West, non ai, nonrevive, one team version at the Blackhawks and the ambulances, but I'd like to be able to heal at the MHQ too. I've been search the scripts, but not found anything that looks like it yet. Any guidance, please? Share this post Link to post Share on other sites
lynxwolf 10 Posted January 31, 2010 how do i make vehicles that i put on the map have wreck markers what they have wrecks i try the script in the post in this thread but it didnt owkr Share this post Link to post Share on other sites