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Everything posted by Nutzgo

  1. Nutzgo

    Prarie Fire discussion

    We have this bug in MikeForce that some enemies just wont die. 3-4 guys shooting 1-2 mags at the VC, and he simply wont fall. Edit: Someone was running ace. Turned it off, ai can again be killed.
  2. Hi, I'm trying to set up a mission with a custom respawn loadout. For some reason, when I try to respawn, I can only choose one kind - and that is the rifleman. I've made multiple classes, but they wont show up. Can anybody help me? Thanks Description.ext LoadoutClasses.hpp onPlayerRespawn initserver.sqf Loadouts https://www.dropbox.com/sh/f34n6uds2zm29yr/AABXmmVXATR_QP8bAJpzfzTba?dl=0
  3. Making a convoi-mission, where the players drive vehicles. I've removed the inventory from the vehicle in Eden, and made some custom inventory in them. I've also removed 50% of fuel and ammo. And third, I've added 10 spare tires with ace3 in each vehicle. I've made checkpoints, so when the players reach a defined destination, a new respawn appears there. Thing is, I want the vehicles to retain the loadout and settings when they respawn. If say vehicle 1 is destroyed mid-mission; I want it to a) respawn at the defined respawn location, and b) have the same loadout which it had at mission start. I also dont want to trigger the new respawn locations before the players enter that specific area. When using the Vehicle Respawn Module, it respawns at my location, but the vehicle inventory is the standard inventory for that vehicle (as if I had placed it in Zeus, e.g.). The vehicle also has 100% fuel, 100% ammo, and no spare tires. I've tried using the Light Advanced Vehicle Respawn, but the vehicle only respawns at positon of death. I'm not that good with coding to add a function to define respawn locations. Anyone know how?
  4. pierremgi: It works almost perfectly. Tested in SP editor now. I took out some bandages, epis, morphine and blood bags (Ace3 medical), and destroyed the vehicle a third time. All bandages, epis, morphine and blood were gone, but weapons and ammo still was there. Vehicle init is not kept. I have flags attached to the vehicles, these does not respawn (not a big problem really) Ace cargo is not kept. Vehicles have 10 spare tires from mission start. When vehicle respawns, cargo is reset, so the vehicles have the standard 2 spare tires.
  5. Allright, I'll give this a shot. Help me break this down, as I am not very skilled in this matter. I want to use your second script. I'll copy/paste the script into initServer.sqf. I understand that the bottom line in the script is parameters, right? Here is how I understand it: I have five cars, named "car1", "car2", "car3", "car4" and "car5". They all have the same respawn location (a marker called "vehicle_respawn"), that moves to a new location when a trigger is fired I want the respawn time to be 10 seconds I dont want the vehicle to respawn if disabled and abandoned (so that the players can jump out and repair it) I dont want other empty vehicles to respawn 0 = [[car1, car2, car3, car4, car5],["vehicle_respawn"],10,false,false] spawn MGI_fnc_VehicleRespawn; Is this the correct setup?
  6. Thought of that. Could also use hide/show with triggers that fire if the specific vehicle dies. But I have five cars, and three check points. So if I want to give the boys one car per check point, I have to place 15 cars.. 😛 I dunno, it could work, but could also be a bit demanding for the server? I could also just deep copy with zeus and teleport cars if need be.
  7. I'm trying to add flags to some CUP vehicles, more specific the Ridgeback and the Mastiff using the force forceflagtexture. In the init I have this forceFlagTexture "\A3\Data_F\Flags\Flag_red_CO.paa"; I get no error code, but also no flag.
  8. For anyone wondering in the future, this is solved. Solution is that most CUP Vehicles doesn't support flags. Works with vanilla vehicles and RHS vehicles.
  9. Hello. I'm trying to make a PvP/COOP-mission, where some of the players play a blufor-team, and some players play the Opfor-resistance with a bit of roleplay in it. Thing is, I want the OpFor players to be able to use the Ace 3 Switch Units-funciton (or something similiar). When a opfor-soldier dies, or the BluFor-team moves another direction, I want the opfor players to be able to immediately change to another pre-placed AI. I want the BluFor-team only to be able to respawn "as usual". I have activated the Ace3 settings that enable SwitchUnits. I've placed 2 civilians to test it with. Both of the civilians have the following in their init: "this setVariable ["ACE_CanSwitchUnits", true];" as instructed here But, when I start the game as one of the pre-placed civilians, and check my map (as the instructions say here), nothing appears, I can't see the other unit. Anyone got experience with this or something similiar that could help me out? I know I could just give the OpFor-guys Zeus Control, and control it with that - but I want to test this out first.
  10. Looks like an typo in your description.ext, as it says: a symbol instead of = at line 28.
  11. To be able to understand what doesn't work, you'll have to provide more information. What doesnt work, what shows up? What have you tried? Is there an error message?
  12. So I'm trying to make a zone restriciton area with this script: https://www.tacticalgamer.com/forum/simulation/armed-assault/arma-development/script-bin/1797607-zone-restriction-version-2 zoneRestrictor.sqf: I have a trigger with conditon and on activation It works perfectly for infantry. But whenever I drive a vehicle or a helicopter in the zone, it wont activate. I've tried changing the condition to "this && (vehicle player) in thislist" but that didn't to the trick at all.
  13. Solved this with taking the code in quote, and placing it in a seperate trigger. Condition on trigger: !alive (name of intel) On Activation, code in quote. Worked perfectly.
  14. Hi I have an intel based on https://community.bistudio.com/wiki/BIS_fnc_initIntelObject Works perfectly, until launched on the server. Now nothing happens at all, nothing from the scripted events will fire. How to make this happen on all clients?
  15. When launched in LAN, it creates the markers, delete the respawns for OpFor, and deletes the respawn for BluFor, and each side gets a sideChat msg from HQ. But, when uploaded to our rented server, the only thing that happens is that the map opens, the intel appears in the Diary - but nothing more.
  16. Hey, thanks. That worked perfectly! Now, I'm trying to keep my initplayerlocal clean, so I thought I could execute that in a separate script from InitPlayerLocal. So I copy/pasted into a seperate script, and called it zoneRestrictor.sqf. In Initplayerlocal, I added the line But now, nothing happens. 😅 If I keep the whole text in initplayerlocal, it works though.
  17. Trying to set up TFAR on my mission. I have had no issues with it in the past. Suddenly, I get this error message: "No task force radio deployed on server!". Still, I get put in the TFAR-channel in TeamSpeak, but nothing happens in game. What am I doing wrong?
  18. Should not matter. TFAR should launch without the module present in the mission itself. I've contacted the developer of TFAR, he had trouble finding errors in the RPT. I'm trying to reinstall the server form scratch now.
  19. Managed to clean up the server load. Still get the same error. Serverlog:
  20. It's a rented server service, cant change that. Tried without having it in server mod, makes no difference
  21. I solved it, it was an error in onPlayerRespawn.sqf. Wrong code: switch (_playerRole) do { case "Rifleman"; // Should be a colon, not a semicolon { _loadoutPlayer = [player] execVM "loadouts\Rifleman.sqf"; player setUnitTrait ["medic",false,false"]; // The quote after false" is a quote too much. }; Correct code: switch (_playerRole) do { case "Rifleman": { _loadoutPlayer = [player] execVM "loadouts\Rifleman.sqf"; player setUnitTrait ["medic",false,false]; }; And now it works perfectly!
  22. The "3" is a limit for the selected class. It means you can only have 3 players playing that role at the same time. I'll check out the extra commas, and try without the limit anyway. Thanks!
  23. Hi, So I'm making a setup for a MP campaign. I have an idea that the players could select their loadout when they respawn. I'm using ACE, so I want my classes to have the ACE trait for their class. E.g. the Engineer gets ACE Engineer, the medic gets ACE Medic, and the AT, rifleman and so on doesn't get these traits. I've made this LoadoutClasses.hpp: Now, how can I make the onPlayerRespawn.sqf? I though of something like this: But I'm not sure it would work, I'm not sure the code is correct. Could you guys help a poor fellow out? :)
  24. Tried another method! Stuck on another issue now.
  25. I have a beginner question about headless clients. I've tried reading the HC-guide by Monsoon, but I still have some questions. My clan and I are renting an online server where we play out or missions, so the server itself is per se considered headless. And I understand that a headless client is just a computer that connects to the server, but itself is not a player. Is it necessary with headless clients on an rented online server? If so, is it possible then to use the online renting service as headless clients? I've noticed that some server rental sites rents out additional "headless clients", but is this necessary? Or is it easier (or even possible) to I set up a headless client on the same computer I use for playing arma 3, and make it connect to the online server as an HC? Thanks in advance.