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J. Yssing

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About J. Yssing

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  1. J. Yssing

    [MP][CTI-COOP] Liberation (beta)

    It states Scalar Nan when i try and recycle it.
  2. J. Yssing

    [MP][CTI-COOP] Liberation (beta)

    The Issue is resolved, they were trying to recycle a vehicle they're not able to buy(no clue how they got it). The next issue at hand is the recycling of the captured ammo boxes, they also give a null value, I take it that is because there might be an incorrect class somewhere.
  3. J. Yssing

    [MP][CTI-COOP] Liberation (beta)

    Hi all I added some of the new vehicles from RHS, does anyone know where I can adjust the recycle values? when I try and recycle the vehicles the value is just nil.
  4. Hello Again, a bit of a brain fart there, the issues is that I transfer out on freq: 060.00500 but my receive is 060.00000. therefore nobody can hear me. Solved by changing RX to 060.00500
  5. I have an issue with ACRE in game, when I program the 117F to RX: 060.00000 & TX: 060.00500. When I try and transmit nobody receives it. Image Not sure if i programmed it wrong since im new to ACRE.
  6. J. Yssing

    [MP][CTI-COOP] Liberation (beta)

    Where exactly can I find those Parameters?
  7. J. Yssing

    [MP][CTI-COOP] Liberation (beta)

    Is there a version that uses ACEs medical system?
  8. I've been doing quite the amount of troubleshooting. and it looks like that if I order the client mods in the same order as the server/mission you can join. But as soon as a single mod not loaded in the same order as the server/mission you get the infinite loading screen. a very strange issue, but at least I found a workaround. I named all the assets used in the mission so the init of the AmmoBox looks like this: LoadoutBox addAction ["<t color='#FF7722'>Recruit</t>", "loadouts\Recruit.sqf"]; LoadoutBox addAction ["<t color='#FF7722'>Rifleman UCP</t>", "loadouts\RiflemanUCP.sqf"]; LoadoutBox addAction ["<t color='#FF7722'>Rifleman</t>", "loadouts\Rifleman.sqf"]; LoadoutBox addAction ["<t color='#FF7722'>Anti Tank</t>", "loadouts\AntiTank.sqf"]; LoadoutBox addAction ["<t color='#FF7722'>Combat Engineer</t>", "loadouts\CombatEngineer.sqf"]; LoadoutBox addAction ["<t color='#FF7722'>Combat Medic</t>", "loadouts\CombatMedic.sqf"]; LoadoutBox addAction ["<t color='#FF7722'>Fire Team Leader</t>", "loadouts\FireTeamLeader.sqf"]; LoadoutBox addAction ["<t color='#FF7722'>Squad Leader</t>", "loadouts\SquadLeader.sqf"]; LoadoutBox addAction ["<t color='#FF7722'>Platoon Leader / 2IC</t>", "loadouts\PlatoonLeader.sqf"]; LoadoutBox addAction ["<t color='#FF7722'>MG M249</t>", "loadouts\MGM249.sqf"]; LoadoutBox addAction ["<t color='#FF7722'>MG M240</t>", "loadouts\MGM240.sqf"]; LoadoutBox addAction ["<t color='#FF7722'>Marksman</t>", "loadouts\Marksman.sqf"]; LoadoutBox addAction ["<t color='#FF7722'>Flight Medic</t>", "loadouts\FlightMedic.sqf"]; LoadoutBox addAction ["<t color='#FF7722'>Heli Pilot</t>", "loadouts\Pilot.sqf"]; LoadoutBox addAction ["<t color='#FF7722'>Jet Pilot</t>", "loadouts\JetPilot.sqf"];
  9. Issue got partially fixed, instead of using "this" i named all the assets in my mission. that seems to have done the job. Now it looks like 25% of the players get a corrupt mission file.
  10. I already checked that. unfortunately, that does not seem to be the case, but thx anyway :)
  11. Squad name: 101st Airborne EU Timezone/location : GMT+0 Gamemode preference: Milsim Contact email: N/A Website address: http://www.cybernex-gaming.org Short description: The 101st Airborne Division is a realism unit based in Arma III. We emphasize on immersive and realistic gameplay, to provide a real sense of teamwork and structure. Language: English
  12. About Us: The 101st Airborne Division is a Realism unit based in Arma 3 that strives to provide a real sense of teamwork and structure. We can provide everything you are looking for in a milsim unit. We have active members and a committed command staff. Members can rise through the ranks if they are willing to take on roles involving leadership and training. We offer all the standard-issue roles within the branches of a milsim unit, be it an AT Rifleman, Automatic Rifleman, Combat Medic, Engineer, Pilot, Air Crew etc. Gameplay We conclude training on a weekly basis. This can include BCT, CQB, AIT and specially tailored training. The run time for our ops can range between 2-4 hours, and differentiate each OP and is made from scratch every week Next campaign start will be 5th of November. What we are looking for: - Mature, Respectful and good-humored individuals - People willing to make new friendships - People who are willing to show commitment and interest to our unit Requirements - 16 Years or older (Exceptions can be made) - Working microphone and Teamspeak - Maturity - Regular attendance - Any level of experience If you are interested in submitting your application please check go to our website: http://cybernex-gaming.org/ https://units.arma3.com/unit/101stabeu We look forward to hearing from you! 101st Airborne Division EU "To Rendezvous With Destiny"
  13. if i run the mission on the dedicated server without these two scripts there is no issue at all.
  14. It's works correctly in singleplayer, and if i test it as a multiplayer scenario through the 3D Editor. As soon as the mission is uploaded to a dedicated server it causes the infinite loading screen.
  15. Hi All Im making a script for a milsim unit i play with, and the script i made causes infinite loading screens, so far i havent been able to uncover the issue. So i hope someone here on A3 forum is able to help. Here is the ammobox init: this addAction ["<t color='#FF7722'>Recruit</t>", "loadouts\Recruit.sqf"]; this addAction ["<t color='#FF7722'>Rifleman UCP</t>", "loadouts\RiflemanUCP.sqf"]; this addAction ["<t color='#FF7722'>Rifleman</t>", "loadouts\Rifleman.sqf"]; this addAction ["<t color='#FF7722'>Anti Tank</t>", "loadouts\AntiTank.sqf"]; this addAction ["<t color='#FF7722'>Combat Engineer</t>", "loadouts\CombatEngineer.sqf"]; this addAction ["<t color='#FF7722'>Combat Medic</t>", "loadouts\CombatMedic.sqf"]; this addAction ["<t color='#FF7722'>Fire Team Leader</t>", "loadouts\FireTeamLeader.sqf"]; this addAction ["<t color='#FF7722'>Squad Leader</t>", "loadouts\SquadLeader.sqf"]; this addAction ["<t color='#FF7722'>Platoon Leader / 2IC</t>", "loadouts\PlatoonLeader.sqf"]; this addAction ["<t color='#FF7722'>MG M249</t>", "loadouts\MGM249.sqf"]; this addAction ["<t color='#FF7722'>MG M240</t>", "loadouts\MGM240.sqf"]; this addAction ["<t color='#FF7722'>Marksman</t>", "loadouts\Marksman.sqf"]; this addAction ["<t color='#FF7722'>Flight Medic</t>", "loadouts\FlightMedic.sqf"]; this addAction ["<t color='#FF7722'>Heli Pilot</t>", "loadouts\Pilot.sqf"]; this addAction ["<t color='#FF7722'>Jet Pilot</t>", "loadouts\JetPilot.sqf"]; The pupose is to make a box will all loadouts preset so a new player just have to mousewheel select class then boom all the required equipment to survive an operation. Here is the script for RiflemanUCP.sqf clearAllItemsFromBackpack player; clearBackpackCargo player; removeAllWeapons player; removeAllItems player; removeAllAssignedItems player; removeUniform player; removeVest player; removeBackpack player; removeHeadgear player; removeGoggles player; {player unassignItem _x;player removeItem _x} forEach assignedItems player; comment "Add containers"; player forceAddUniform "rhs_uniform_cu_ucp_101st"; for "_i" from 1 to 6 do {player addItemToUniform "ACE_fieldDressing";}; for "_i" from 1 to 6 do {player addItemToUniform "ACE_elasticBandage";}; for "_i" from 1 to 2 do {player addItemToUniform "ACE_CableTie";}; player addItemToUniform "ACE_EarPlugs"; for "_i" from 1 to 2 do {player addItemToUniform "ACE_epinephrine";}; player addItemToUniform "ACE_Flashlight_MX991"; player addItemToUniform "ItemcTabHCam"; player addItemToUniform "ACE_IR_Strobe_Item"; player addItemToUniform "ACE_MapTools"; for "_i" from 1 to 2 do {player addItemToUniform "ACE_morphine";}; for "_i" from 1 to 8 do {player addItemToUniform "ACE_packingBandage";}; for "_i" from 1 to 4 do {player addItemToUniform "ACE_tourniquet";}; player addVest "rhsusf_iotv_ucp_Rifleman"; for "_i" from 1 to 8 do {player addItemToVest "rhs_mag_30Rnd_556x45_Mk318_Stanag";}; for "_i" from 1 to 2 do {player addItemToVest "rhsusf_mag_15Rnd_9x19_JHP";}; for "_i" from 1 to 4 do {player addItemToVest "rhs_mag_an_m8hc";}; player addItemToVest "rhs_mag_m18_green"; player addItemToVest "rhs_mag_m18_red"; for "_i" from 1 to 2 do {player addItemToVest "rhs_mag_m67";}; for "_i" from 1 to 2 do {player addItemToVest "Chemlight_green";}; for "_i" from 1 to 2 do {player addItemToVest "ACE_Chemlight_HiRed";}; player addItemToVest "ACE_HandFlare_Green"; player addItemToVest "ACE_HandFlare_Red"; player addBackpack "rhsusf_assault_eagleaiii_ucp"; player addItemToBackpack "rhsusf_ANPVS_14"; player addItemToBackpack "Mask_M50"; player addItemToBackpack "murshun_cigs_cigpack"; player addItemToBackpack "murshun_cigs_matches"; player addHeadgear "rhsusf_ach_helmet_ucp"; player addGoggles "rhs_googles_clear"; comment "Add weapons"; player addWeapon "rhs_weap_m4a1_grip3"; player addPrimaryWeaponItem "rhsusf_acc_SF3P556"; player addPrimaryWeaponItem "rhsusf_acc_anpeq15_bk"; player addPrimaryWeaponItem "rhsusf_acc_ACOG"; player addPrimaryWeaponItem "rhsusf_acc_grip3"; player addWeapon "rhsusf_weap_m9"; player addWeapon "Binocular"; comment "Add items"; player linkItem "ItemMap"; player linkItem "ItemCompass"; player linkItem "ItemWatch"; player linkItem "tf_anprc152_3"; player linkItem "ItemAndroid"; comment "Set identity"; player setSpeaker "ACE_NoVoice"; Hope someone is able to find my error. Looking forward to your response.
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