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PabloDMA

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Posts posted by PabloDMA


  1. Hi!

    some people reported me that, some times, Contact DLC is required to play the mission. Of course, they have not bought it so the cannot play. The curious thing is that this issue is solved by closing arma 3 and launch it again, but this does not solve the issue permanently. 

    Also, I've noticed that the mission is not using the player's default face.

     

    Any ideas why this could be happening?

     

    Thanks!!


  2. 23 hours ago, TonyStarkBR said:

    My mission broke, a loop is creating all blufor vehicles. As vehicles already exist in position, they collide and explode, this continues infinitely.
    I thought about deleting them in the database, but how to do it?

    I think you need to log in as admin, and select "Database > Delete"  from ace interaction menu. 

    Otherwise, you'll have to delete database manually by cleaning up arma3profile.vars file... I think. 

    Hopefully, that could help.


  3. 7 hours ago, JD Wang said:

    We normally use ALiVE supports in our Hearts and Minds missions and don't have any issues. 

    Are you running VCOM by chance? If so make sure you disable it by using the code line in the support modules.

     

    Hmmm, that's weird...

    Nope, no VCOM, instead we use ASR, and I already set up 

    asr_ai3_main_factionskip_str

    with every "west" faction that we use for Hearts and Minds. 

    Gonna have to ask both Alive and ASR team I guess...


  4. Thanks! it worked.

     

    BTW, are you using Alive Support on your missions? We are having a lot of issues with Alive Transport and CAS.

    CAS helos don't engage any targets, Transport don't pick up any vehicle and every time I give them "Land" command, the HELO touches the ground but immediately takes off

    Have anyone of you experienced the same troubles?


  5. Hey! Back again with more annoying questions.

    I've noticed that every time the user connects to a slot, the default equipment of that unit (or modified in eden editor) is not preserved. I mean, if you have   "disabledAI = 0;"  on the description.ext file

    How do I disable that?

     

    The use case that I'm trying to cover, is that as mission maker, I want to have AI enabled for players, so if they get kicked from the server (due internet connection problems or whatever) the AI remains in the same position, with the same equipment and the user is able to rejoin the battle without having to re-equip

     

    Can you help me?

    Thanks!

     

     


  6. On 15/8/2018 at 8:05 PM, TheNightstalk3r said:

    Can confirm for at least 5 servers with the /userconfig/VCOM_AI/AISettingsV3.hpp in the root folder of the server, with the mod enabled on all clients and server, any change in the settings of the AISettingsV3.hpp file make absolutely no difference on the AI behaviour, e.g. disabling VCOM entirely with Vcm_ActivateAI = false; it is absolutely clear that VCOM is still influencing AI in activities such as calling in reinforcements, stealing vehicles etc. Additionally setting VCM_StealVeh = false; will not in any way prevent AI from stealing vehicles within their set radius.

     

     

    EDIT

    I've opened your mod, as found the VCM_CBASettings.sqf file. However I've also searched every file in the VCOM mod for reference to it and it has 1 result, in the config.hpp file. Even still, it seems the VCOM mod does use the VCM_CBASettings function but never does so succesfully, making the CBA settings obsolete. For example, leaving everything default except the debug setting (set to true) does not enable the debug mode.

     

    Same behavior here. 

    Despite, we've been trying to use cba_setting, but as you mentioned, we've seen no change on any configurable parameter


  7. Hello!

     

    I don't know why, but for some reason, I can't set up VCOM to just rule over EAST and IND. The only thing I see on .rpt file is this: 

     

    13:24:16 [CBA] (settings) WARNING: Invalid value [<null>,<null>] for setting VCM_SIDEENABLED. Fall back to default value. x\cba\addons\settings\fnc_init.sqf:168

    This is the way that I'm setting up VCM_SIDEENABLED on Userconfig

     

    VCM_SIDEENABLED = [resistance,east]; //Sides that will activate Vcom AI

     

    Also, I've edited the cba_settings (just in case) but VCOM still takes control over Blufor.

    We have tried also:

     

    VCM_SIDEENABLED = [resistance]; //Sides that will activate Vcom AI
    
    VCM_SIDEENABLED = [GUER]; //Sides that will activate Vcom AI

     

    No results!

     

    Any ideas? 

    Thanks in advance 


  8. Hi!

    For some reason, I'm not being able to use userconfig configuration (we have enabled "-filePatching" parameter).

    taking this into account, we've set up VCOM parameters via cba_settings.sqf, but i don't' know why, it's not working properly.

    This is what is currently configured on cba_settings:

    // VCOM SETTINGS
    force force Vcm_ActivateAI = true;
    force force VCM_ADVANCEDMOVEMENT = true;
    force force VCM_AIDISTANCEVEHPATH = 200;
    force force VCM_AIMagLimit = 5;
    force force VCM_ARTYDELAY = 300;
    force force VCM_ARTYENABLE = true;
    force force VCM_ARTYSPREAD = 300;
    force force VCM_Debug = false;
    force force VCM_FRMCHANGE = true;
    force force VCM_HEARINGDISTANCE = 2000;
    force force VCM_MINECHANCE = 75;
    force force VCM_RAGDOLL = true;
    force force VCM_RAGDOLLCHC = 50;
    force force VCM_SIDEENABLED = [GUER,EAST];
    force force VCM_SKILLCHANGE = true;
    force force VCM_STATICARMT = 200;
    force force VCM_StealVeh = true;
    force force VCM_WARNDELAY = 30;
    force force VCM_WARNDIST = 1500;

     

    Thing is that when i acces CBA addon options, it doesn't follow those parameters, and the are all forced to server.

    Any ideas?

    Thanks

     


  9. On 26/7/2018 at 7:38 AM, Flax said:

     

    Not sure what would have specifically caused it in this case as I can't replicate the issue. I've stopped all updates for V1 now as I'm on track for V2 firs version next in the next week. Take a look at the mods.cfg and see if any of the line look differently formatted from the others - it could be missing a timestamp or coma.

    Resolved. 

    A mod was deleted from SW. 

    I've deleted that line on mods.cfg

    @ownedarg

    • Like 1

  10. Hi everyone! 

     When i joined our server, I realized that the mission progress had not been loaded at all. I've start checking the .rpt but couldn't find any clue about what could happened.

    Is there a way to check on the .rpt if someone has deleted the database? I mean, i know that someone had to log in as admin first in order to delete it, but im trying to look something that helps me to understand what happened

    Maybe there's been an error loading mision data?? How do i check that?


  11. Hi @Vdauphin

    I want to split both Arsenal and Re-deploy actions in two different objects. Arsenal should be on a sparated ammobox, and re-deploy on a flag.

     

    //Re-deploy
    
    _action = ["fob_redeploy", localize "STR_BTC_HAM_ACTION_REDEPLOY_MAIN", "\A3\ui_f\data\igui\cfg\simpleTasks\types\run_ca.paa", {[] spawn btc_fnc_fob_redeploy}, {btc_p_redeploy}, {}, [], [0.4,0,0.4], 5] call ace_interact_menu_fnc_createAction;
    
    [btc_gear_object, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToObject;
    
    //Arsenal
    
    if (btc_p_arsenalType < 3) then {
    
    btc_gear_object addAction [localize "STR_BTC_HAM_ACTION_ARSENAL_OPEN_BIS", "['Open',true] spawn BIS_fnc_arsenal;"];
    
    };
    
    if (btc_p_arsenalType in [2, 4]) then {
    
    btc_gear_object addAction [localize "STR_BTC_HAM_ACTION_ARSENAL_OPEN_ACE", "[player, player, true] call ace_arsenal_fnc_openBox;"];
    
    };

    Should I change name a flag "btc_redeploy" and edit line 95 from "btc_gear_object" to "btc_redeploy" ?

    Thanks


  12. 20 hours ago, gokitty1199 said:

    checkout this thread

     

    alter boriz/sxp2high posts and combine it together with a variable and killed event handler like so and you have something like this

     

    
    player setVariable ["deathCount", 0, true];
    
    player addEventHandler ["Killed",
    {
    	params ["_unit"];
    	_count = _unit getVariable ["deathCount", 0];
    	_count = _count + 1;
    	_unit setVariable ["deathCount", _count, true];
    	if (_count == 2) then
    	{
    		call cantRespawnFnc;
    	};
    }];
    
    
    
    cantRespawnFnc =
    {
    	RscSpectator_allowFreeCam = true;
    	RscSpectator_hints = [true,true,true];
    	_spectatorLayer = ["specator_layer"] call BIS_fnc_rscLayer; 
    
        setPlayerRespawnTime 9999;
    
        _spectatorLayer cutRsc ["RscSpectator", "PLAIN"]; 
    };

     

     

    Thanks! Sorry, i'm not an expert on scripting. ..Where should i try this? Directly on the init.sqf?


  13. Hi everyone!

    Is there any way to have individual respawn tickets? I mean, as player if I die 2 times, i should not be able to re-join the battle no matter how many remaining tickets east or west factions have

     

    I tried with this on the init.sqf:

     

    if (isServer) then {
    [a1, 2] call BIS_fnc_respawnTickets;
    [a2, 2] call BIS_fnc_respawnTickets;
    [a3, 2] call BIS_fnc_respawnTickets;
    [a4, 2] call BIS_fnc_respawnTickets;
    [a5, 2] call BIS_fnc_respawnTickets;
    };

    a1 is unit name, 2 available tickets

     

    Im not having the expected results, since if a player joins the mission in progress, (suppose A6) is assigned with  10 respawn tickets

    Thanks!

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