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grollig

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About grollig

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  1. @RCA3 We just did a quick test with two players. Everything works as desired. Players with the corresponding ID become Zeus (from normal missionstart, JIP and rejoining after a disconnect). Thanks a lot! Btw: We also found out that the function only needs to be executed on the server side, not on all machines: [_playerUnit] remoteExecCall ["zen_common_fnc_createZeus", 2];
  2. Thank you very much for your effort! I can confirm that it works on our server. However, I have only been able to test it on my own so far. I will give a feedback when we could test it with more players.
  3. In the meantime I've also tried using addMissionEventHandler in initServer.cfg with no success: Code in initServer.sqf : FAS_Zeus_UIDs = [ "12312312312312312", // John "45645645645645645" // Mike ]; addMissionEventHandler ["PlayerConnected", { params ["_id", "_uid", "_name", "_jip", "_owner", "_idstr"]; _playerUnit = _uid call BIS_fnc_getUnitByUID; if (_uid in FAS_Zeus_UIDs) then { [_playerUnit] call zen_common_fnc_createZeus; [format ["%1",_playerUnit]] remoteExec ["hint", 0]; }; }]; _playerUnit gets correctly hinted as alpha1, but the createZeus function has no effect. I just don't understand why executing: [alpha1] call zen_common_fnc_createZeus; from the debug console on the server will work just fine.
  4. Thank you for pointing me there. Tried the following Code: --> initPlayerServer.sqf: // Make worthy players become zeus by their UID _worthyPlayersUIDs = [ "12312312312312312", // John "45645645645645645" // Mike ]; params ["_playerUnit", "_didJIP"]; _playerUID = getPlayerUID _playerUnit; if (_playerUID in _worthyPlayersUIDs) then { waitUntil { time > 0 }; [_playerUnit] call zen_common_fnc_createZeus; }; Unfortunately this will only work for JIP players, not for players present at missonstart.
  5. Hi there! Basically what I'm trying to do is to remoteExec a function on the server (dedicated) from the clients that uses the player (object) as parameter. To be more precise: I want to run the code below in initPlayerLocal.sqf to make certain players of our group become zeus when they join the mission. I am utilizing a function included in ZEN (Zeus Enhanced Mod) which handles curator module creation, etc. Problem is: The function has to be executed on the server and needs the player object as parameter. So this, executed on the server via debug-console, will work: [alpha1] call zen_common_fnc_createZeus; I am struggeling with how to handover the player object to the server from local script. This is my initPlayerLocal.sqf (not working code!): // Make worthy players become zeus by their UID _worthyPlayersUIDs = [ "12312312312312312", // John "45645645645645645" // Mike ]; _playerUID = getPlayerUID player; if (_playerUID in _worthyPlayersUIDs) then { [player] call zen_common_fnc_createZeus; }; I know that with the above code the player variable is not resolved on the server and that I have to resolve it on the client (see Example 5 in the BI Wiki: https://community.bistudio.com/wiki/remoteExec) However this code doesn't work: {[player] call zen_common_fnc_createZeus;} remoteExec ["call", 2]; Any help is appreciated. Thx in advance!
  6. The error I reported above is gone (RHS Blackhawk "hit glass" error message) since the last update. However a new error message shows up when an alternative CSAT unit is spawned for the first time: RPT Log: 12:13:47 Warning Message: Cannot load texture i:\csat modification project\csat_vests\data\azad\forcerecon_body_co.paa. 12:13:47 Warning Message: Cannot load texture i:\csat modification project\csat_vests\data\azad\forcerecon_body_co.paa. 12:13:47 soldier[TEC_O_Soldier_Semiarid_A_F]:Some of magazines weren't stored in soldier Vest or Uniform? 12:13:47 Ref to nonnetwork object 1530cf00# 1784455: ia_soldier_02.p3d
  7. Awesome! I assume you will release a fixed version in the Steam workshop when it's done? (Couldn't find an updated version higher than 1.6.0.2 so far).
  8. Glad to hear you are still working on this great mod as your time allows. Also like the idea of putting more versatility into the CSAT faction and their avatars. Maybe in between you can find a few minutes to investigate the error i described above. Meanwhile I found out that the CSAT_Keftar.pbo is directly related to the incompatibility and the error message. No entry 'bin\config.bin/CfgVehicles/RHS_UH60M_base/AnimationSources/HitGlass1.source'. If I remove the CSAT_Keftar.pbo the error msg will not show up. The RHS devs assume that your mod might be overwriting some base classes, leading to the described error message which forces us to reload the first mission including a RHS Blackhawk helicopter after rebooting our server. See here: http://feedback.rhsmods.org/view.php?id=628 Thank you, and please keep up the good work on your mod!
  9. Hello ! Right now we're really enjoying this mod in our small community. However there (still) seems to be a compatibility issue with RHS: Since we installed the CSAT Modification Project (latest version, 1.6.0.2, last updated 2018-02-10, download from armaholic) we get the following error on the first mission start after server reboot (dedicated): No entry 'bin\config.bin/CfgVehicles/RHS_UH60M_base/AnimationSources/HitGlass1.source'. This problem was reported back in 2015 by someone else on the RHS feedback tracker and was descibed as related to @tec_CSAT: http://feedback.rhsmods.org/view.php?id=628 Both mods run fine together however. We just have to restart the first mission once after server reboot to overcome the initial errormessage.
  10. Thank you for the quick reply, Wyqer. You're right, I totally missed that change! However, the german WIKI still says, that you have to conquer CITIES and FACTORIES for a considerable and constand supply, so this was a little misleading. The WIKI also says that each sector type has its own unique advantages. At the moment I don't see any unique advantage capturing a (small) city sector, other than I will find a few random crates there (and will have to get them to a FOB by a player driven truck or helicopter, to make use of them). Okay... there's also a gain in civilian reputation (given i don't kill too many of them while capturing the town) and the chance of a civilian informant spawning to get some intel points. But aside from that I don't see an advantage from small city sectors. Could you please confirm, that factories are the only sectors we can build storage areas and produce resources now? Just to make sure I correctly understand these new mission mechanics. Thank you! And by the way: You're doing a really great job at Liberation. We really appreciate the time and effort you put in this and we had so much fun playing these missions in the past four month!
  11. Hi there! I've just setup a new liberation mission on tanoa (v0.962). I ran into the following issue: I started the mission, built the first FOB and took over the first (small) city (all by myself using full Zeus for testing purposes). Everything went fine so far. However, after I'd taken over the small city (controlbar changed to blue, and the taken over message appeared), the addAction for building a storage area is not available. I tried again with another objective, but it seems that buildig storage areas is not possible. Rights are set properly. Wipe of savegames didn't help. The issue occurs both on dedicated server and locally hosted mission. Any ideas? Thanx!
  12. grollig

    Custom Combat Patrol

    @basstard: You were right. BIS_CP_enemyTroops was set to nil. Changed it to BIS_CP_enemyTroops = BIS_CP_enemyGrp_rifleSquad; and everything works fine now. Thanks for pointing me there.
  13. grollig

    Custom Combat Patrol

    @basstard: Sorry for the late response. I just did some testing with the new version (0.3.2) and it looks like the KI friendly fire issue (INDEPENDET vs OPFOR) is solved. Good job! I was also able to use arrays for the enemy units, to define sentry and fireteam. However I was NOT able to use an array to definie a rifle squad. This will still throw the scripterror I postet above. So for the variable BIS_CP_enemyGrp_rifleSquad this will work: BIS_CP_enemyGrp_rifleSquad = configfile >> "CfgGroups" >> "Indep" >> "IND_C_F" >> "Infantry" >> "ParaCombatGroup"; while this will not work: BIS_CP_enemyGrp_rifleSquad = ["I_C_Soldier_Para_1_F", "I_C_Soldier_Para_2_F", "I_C_Soldier_Para_3_F", "I_C_Soldier_Para_4_F", "I_C_Soldier_Para_5_F", "I_C_Soldier_Para_6_F"]; It seems that BIS_fnc_CPSpawnGarrisonGrp still expects a config entry instead of an array in this variable. Great work with the insertion radius paramter btw. Setting it to 2 or even 2.5 feels just right for my group! Thank you very much. For future updates you should consider having some of the enemy patrols goint counter-clockwise around the AO. At the moment they all seem to circle it clockwise, so players can always expect enemy patrols closing in from the right while moving towards the objective.
  14. grollig

    Custom Combat Patrol

    After using premade groups from the config I got syndikate units to spawn as enmies (see post above). Now I can confirm namrewob1's issue: Patrols are INDEPENDENT faction, garrison units are OPFOR faction (or vice versa). What makes this a real problem is, that OPFOR and INDEPENDENT are also hostile to each other (even when set to allied in Eden editor). So in a HVT mission the HVT instantly gets shot by opposing AI forces.
  15. grollig

    Custom Combat Patrol

    Nice Mod. We already had a lot of fun using it. Two things: 1.) I tried to edit the initServer.sqf to get syndcate units as enemies: BIS_CP_enemyGrp_sentry = ["I_C_Soldier_Para_1_F", "I_C_Soldier_Para_2_F"]; BIS_CP_enemyGrp_fireTeam = ["I_C_Soldier_Para_1_F", "I_C_Soldier_Para_2_F", "I_C_Soldier_Para_3_F", "I_C_Soldier_Para_4_F"]; BIS_CP_enemyGrp_rifleSquad = ["I_C_Soldier_Para_1_F", "I_C_Soldier_Para_2_F", "I_C_Soldier_Para_3_F", "I_C_Soldier_Para_4_F","I_C_Soldier_Para_5_F","I_C_Soldier_Para_6_F"]; Unfortunately this will throw the following scripterror during the initialisation screen: getText (_grpConfig |#| >> "_name"), _grp] call BIS_fnc_CPLog; Error >>: Type Array, expected Config Entry File A3\Functions_F_Patrol\CombatPatrol\fn_CPSpawnGarrisonGrp.sqf [BIS_fnc_CPSpawnGarrisonGrp], line 46 After that the mission gets stuck (black screen). It seems that it is not possible to use an array to define the enemy groups and I have to use predefined groups from the config instead. This is odd, since the comments in the initServer.sqf says arrays should work. 2.) Is there any way to define the radius for the entry point to the target? In my group we feel that the entry point is much too close to the target. Suggestion: Add a parameter to define the distance from entry point (spawn) to the area of operation.
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