Jump to content

major-stiffy

Member
  • Content Count

    932
  • Joined

  • Last visited

  • Medals

Everything posted by major-stiffy

  1. I think he means there is a module in the editor called gameLogic. The logic has an init field where code can be placed. Someone else should confirm.
  2. major-stiffy

    [SP] Pilgrimage

    Update on loss of particle effects. Dedmen replied to my ticket. Shame he won't look into it.
  3. major-stiffy

    Action Scroll Menu Colors

    What about MP? Would remoteExec be required? If so, how?
  4. major-stiffy

    Time skip screen

    In trigger OnAct: titleCut ["", "BLACK FADED", 999]; [] Spawn { titleText ["3 hours later.....","PLAIN DOWN"]; titleFadeOut 10; skipTime 3; titleCut ["", "BLACK IN", 5]; };
  5. major-stiffy

    Beginner question about addAction

    I'm not good giving the syntax info but you have to use https://community.bistudio.com/wiki/remoteExec
  6. major-stiffy

    [SP] Pilgrimage

    Tried it. Same issue as this guy commented on the workshop page. Nope. No saves shown to load in the UI. I think because no saves found in the mod folder.
  7. major-stiffy

    [SP] Pilgrimage

    😂 Known Issues: - Scripts running at the time of save cannot be re-initiated after. Also, full script environment cannot be re-initialised without starting the scripts at the beginning, which is likely to cause more trouble than it is worth. So I recommend loading mission progress whilst in the original mission. - Unit names not syncing globally. Will likely cause issue if scripts require a unit to have a specific name on clients. I guess it's worth a shot. Thanks.
  8. major-stiffy

    [SP] Pilgrimage

    SP for me isn't too bad, I'll typically have smoke between resuming. It's MP that's drives me crazy. I see the author of that mod says not MP compatible. Shit
  9. major-stiffy

    [SP] Pilgrimage

    I've tried both SP and MP without mods, still affects particles.
  10. major-stiffy

    [SP] Pilgrimage

    Same except I do get it back at some point on resume. SP only though. I can't confirm that myself yet.
  11. major-stiffy

    Pilgrimage - Ported

    What you describe has never been made completely doable by the author. Rydygier built it for SP then later did some modification to MP which helped a lot. My MP scripting skills are too limited to make it all work as we would like. The 3rd player should be able to make a box though.
  12. major-stiffy

    [SP] Pilgrimage

    So your saying particles work as usual now? Must be my 3090 then? Haven't heard a peep on my ticket for this. 😡 We were using ambient combat but found it took too much of our action away so we stopped. Umm didn't remember that was an option. Ah cool. thanks
  13. major-stiffy

    Helicopter damage

    In the init of the chopper: this allowDamage false;
  14. major-stiffy

    Make a boat swim straight?

    Try putting a loiter waypoint down as the first waypoint and within the waypoint countdown area below put how many seconds to loiter (wait). The next waypoint is MOVE. Don't add any other waypoints. Put this in the boats init field. objectName limitSpeed speed objectname is variable name of the boat and speed is a number. example 5. Info here
  15. major-stiffy

    Pilgrimage - Ported

    Ah..thanks
  16. major-stiffy

    Pilgrimage - Ported

    How do you do that please?
  17. major-stiffy

    Pilgrimage - Ported

    I’ve seen that too. IMO, it’s Jbad and I’ve also seen it in CUP mods. Doesn’t seem to affect the game though.
  18. major-stiffy

    Pilgrimage - Ported

    The opening was never updated on any ports. (it usually doesn't launch) If by chance it tries to load, I press spacebar to skip.
  19. major-stiffy

    Pilgrimage - Ported

    Hi, Good question. I haven't made and changes to this mission since February 2019. I get the same error in both SP and MP. I have played both multiply times and didn't see this issue. I'm using Steam version of Jbad and Lythium. I also used ZEC - Zeus and Eden Templates / Building Compositions dated 8/12/21 (non Steam version which isn't supposed to be a dependency). The Steam version says last updated Jul 26, 2019 @ 2:54am. Steam link I will fix when have time. Thanks.
  20. major-stiffy

    Pilgrimage - Ported

    You have to have civy’s enabled. I always turn them off to make things harder.
  21. major-stiffy

    Pilgrimage - Ported

    Does not work for server side player.
  22. If you check out his Youtube channel he did some coding on it about 6 months ago. Guess he got bored or busy. https://www.youtube.com/user/lDominicl/videos
  23. major-stiffy

    [SP] Pilgrimage

    Yes this seems to work for me too. It's when I shut down Arma and go back in to resume that it breaks. That Sucks. I don't have that problem. (yet) 😁 I've put a ticket into BI and Nvidia explaining how to reproduce it along with a bunch of info of system. Tried 3 different drivers. I'm suspecting it may be cursed on the 3090 because Doug has 3080 with no issues.
  24. major-stiffy

    [SP] Pilgrimage

    Reinstalled Arma no joy. Added feedback tracker. https://feedback.bistudio.com/T162349
  25. I have an issue where when I play a MPmission I no longer can see smoke grenades or particles when resuming a save game. I'm trying to determine if it's my computer, video card or drivers that is the cause or an Arma thing. Could others please try this test and let me know. In VR, placed one soldier and give him smokes. Save mission to MPmissions. (Mine was called MP_smoke_test.VR.pbo) Launched MP internet no mods. Load this mission. Threw 2 smokes and were visible. save&exit then resume the save without exiting Arma. (Smoke still visible to me). Exit Arma game, shut down and restart Steam. Launched Arma no mods. Start MP server again. Resume from your save. When I do this I can no longer see smokes. Thanks in advance. Edit: Verified game files in Steam to see if corrupt, nothing found.
×