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Fallingstorm

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Posts posted by Fallingstorm


  1. HI, we like your mod, go on its beautyful.

     

     have a question, when i start the Eden Editor with the Nimitz i become folowing error:

     

    Error in expression <_this setVariable ['AutosyncLoopSleep', parseNumber _value]; TTT_builtinSleep = >

    Error position: <parseNumber _value]; TTT_builtinSleep = >

    Error parsenumber: Typ Zahl, erwartet Bool,Zeichenfolge

     

    any Idear?

     

    With AutosyncLoop marked and without it.

     

    The mod is 

    publish ID: 1697731012 

    timestamp = 5248929951570384049;

     


  2. hallo Firewill nice work.

     

    but we have manny entries inside rpt with:

     

    18:53:12 Error in expression <ript\RFD\RFD_Chan.sqf"; }, _pilot] call TFAR_fnc_addEventHandler; 
    };
    switch (>
    18:53:12   Error position: <TFAR_fnc_addEventHandler; 
    };
    switch (>
    18:53:12   Error Nicht definierte Variable in Ausdruck: tfar_fnc_addeventhandler
    18:53:12 File FIR_A10C\sqs\init\init.sqf, line 72
    18:53:12 Error in expression <US\Script\RFD\RFD.sqf"; }, _pilot] call TFAR_fnc_addEventHandler; 
    };
     
    _f16 s>
    18:53:12   Error position: <TFAR_fnc_addEventHandler; 
    };
     
    _f16 s>
    18:53:12   Error Nicht definierte Variable in Ausdruck: tfar_fnc_addeventhandler
    18:53:12 File FIR_F16\sqs\init\init.sqf, line 179
    18:53:12 Error in expression <US\Script\RFD\RFD.sqf"; }, _pilot] call TFAR_fnc_addEventHandler; 
     
    and
     
    fir_f14\model\fir_f14a_acc.p3d: vehicle, config class missing
     
    and (what fill up 2 minutes in rpt)
     
    19:31:39 unable to create weapon for missile 'FIR_ALQ184_2_P_1rnd_M', check config entry'pylonWeapon'
    19:31:39 unable to create weapon for missile 'FIR_Litening_std_P_1rnd_M', check config entry'pylonWeapon'
    19:31:39 unable to create weapon for missile 'FIR_Empty_P_1rnd_M', check config entry'pylonWeapon'
    19:31:39 unable to create weapon for missile 'FIR_Empty_P_1rnd_M', check config entry'pylonWeapon'
    19:31:39 unable to create weapon for missile 'FIR_Empty_P_1rnd_M', check config entry'pylonWeapon'
    19:31:39 unable to create weapon for missile 'FIR_Empty_P_1rnd_M', check config entry'pylonWeapon'
    19:31:39 unable to create weapon for missile 'FIR_F15E_Fueltank_P_1rnd_M', check config entry'pylonWeapon'
    19:31:39 unable to create weapon for missile 'FIR_F15E_Fueltank_P_1rnd_M', check config entry'pylonWeapon'
    19:31:39 unable to create weapon for missile 'FIR_F15E_Fueltank_P_1rnd_M', check config entry'pylonWeapon'
    19:31:39 unable to create weapon for missile 'FIR_Empty_P_1rnd_M', check config entry'pylonWeapon'
    19:31:39 unable to create weapon for missile 'FIR_Empty_P_1rnd_M', check config entry'pylonWeapon'
    19:31:39 unable to create weapon for missile 'FIR_Empty_P_1rnd_M', check config entry'pylonWeapon'
    19:31:39 unable to create weapon for missile 'FIR_Empty_P_1rnd_M', check config entry'pylonWeapon'
     
     
    Have you any Idear ??

  3. On ‎09‎.‎04‎.‎2017 at 7:45 PM, franze said:

     

    That error does not exist in my version. Make sure you're using the latest version.

     

    Ok, i will check that.

     

    On ‎09‎.‎04‎.‎2017 at 7:45 PM, franze said:

     

    Sorry, but no. If someone wants to add XEH support to the open version, that can be done.

     

    Ah ok, so i understand it is not needed right and can be ignored?

     


  4. And can you take a look on this?

     

    [XEH]: fza_ah64base does not support Extended Event Handlers! Addon: @VH_AH64
    [XEH]: fza_ah64a_l does not support Extended Event Handlers! Addon: @VH_AH64

     

     

    i Found something at https://github.com/CBATeam/CBA_A3/wiki/Extended-Event-Handlers-(new) about this

     

    Compatibility without dependance

    Since CBA v2.3.0., you no longer have to make your addon dependant on CBA and can still fully support addons that require Extended Event Handlers.

    • Inheriting the EventHandlers class.
      If you inherit the EventHandlers class from an already Extended Event Handlers compatible object, your object will be compatible as well.
        class B_Soldier_base_F;
        class B_Soldier_F: B_Soldier_base_F {
            class EventHandlers;
        };
    
        class My_NATO_Retexture: B_Soldier_F {
            ...
    
            class EventHandlers: EventHandlers {
                init = "_this call My_randomizeHelmet";
            };
        };
    
    • Inheriting the DefaultEventhandlers class.
      If you inherit the DefaultEventhandlers class (required by vehicles to trigger some particle effects when exploding or firing a weapon), your vehicle already supports CBA Extended Event Handlers!
    class Plane {
    class MyAwesome_StealthFighter: Plane {
        ...
    
        class Eventhandlers: DefaultEventhandlers {};
    };
    
    • Adding the CBA_Extended_EventHandlers sub class
      You can also manually add the Extended Event Handlers class to your object by inheriting the base class called CBA_Extended_EventHandlers inside the EventHandlers class of your object. Note that this still does not require CBA to be loaded even though you are using this class.
    class CBA_Extended_EventHandlers_base;
    
    class CfgVehicles {
        class C_man_1;
        class MyAwesome_Civilian: C_man_1 {
            ...
    
            class EventHandlers {
                init = "_this call MyAwesome_fnc_addRandomEquipment";
                class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers_base {};
            };
        };
    };
    

    Should an object not support Extended Event Handlers, the event handlers might never be executed. Starting the game with CBA will print RPT warnings that mention every incompatible object: [XEH]: BWA3_Box_Gear does not support Extended Event Handlers! Addon: @bwa3 Using one of the three methods described above will make your objects compatible.

     

    Thank you


  5. Hi Nodunit and Franze

    can you look to this?

     

    File fza_ah64_controls\config.cpp, line 6753: '/CfgVehicles/fza_ah64d_b2e/Turrets/MainTurret.usePiP': Missing ';' at the end of line

     

    inside Code :

     discretedistance[] = {1, 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000, 2100, 2200, 2300, 2400, 2500, 2600, 2700, 2800, 2900, 3000};
        discretedistanceinitindex = 3;
        GunnerHasFlares = 1;
        isCopilot = 1;
        usePiP=1


  6. Hi @ all, i found following in our RPT-Log on Server.

    Do you now about this? and could you fix it?

     

    Conflicting addon SMA_Weapons_Accessories in 'SMA_BARSKA\', previous definition in 'SMA_AIMPOINT\'
    Conflicting addon SMA_Weapons_Accessories in 'SMA_CMORE\', previous definition in 'SMA_AIMPOINT\'
    Conflicting addon SMA_Weapons_Accessories_2 in 'SMA_EOTECH_552\', previous definition in 'SMA_EOTECH_33\'
    Conflicting addon SMA_Weapons_Accessories in 'SMA_weapons\accessories\', previous definition in 'SMA_AIMPOINT\'

     

    We use Version 2.7

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