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Everything posted by Vince_

  1. Hello, I am using a teleport script that requires a specific variable name. When the vehicle respawns via the Vehicle Respawn module, it renames it something else so that the teleport script no longer works. I need a way for it to re-name the vehicle the same thing. I have tried this in the expressions of the vehicle respawn module: (_this select 0) setVehicleVarName "MHQ1"; As well as (_this select 0) execVM 'vehicleMHQ1.sqf'; With a bunch of different codes I put in the sqf that I found on here and other websites that have all not worked for me. Most of what I found is pretty dated. Anyone know how I can do this?
  2. :( Well, as it is, it works wonderful, thankfully :)
  3. Vince_

    (SMA) Specialist Military Arms

    V3.0 on the SMA website – F90\EF88 – – Custom AK – – SRS Sniper – – ACOG – – ARX 160 – F2000 – Mk3 minimi 5.56
  4. Thanks for your help again :) I'll take a look at these
  5. Thanks, but I mean a little more stricter than that. As in limiting the amount of AI that can be spawned at once. Example, if there are say, 80 AI spawned, and I don't want anymore to spawn until they start dying, is there a way to specifically set something like this up?
  6. Is there a way to make enemy AI AA tanks not attack infantry units on the ground and strictly only attack aerial vehicles?
  7. Anyone know how to limit the amount of zones that can be active and the amount of AI that can be spawned?
  8. I want to make it so enemy AI AA tanks do not attack us infantry units on the ground
  9. Vince_

    (SMA) Specialist Military Arms

    For Linux server, I usually just fix this by using convmv to convert all files in the addon to lowercase. Pretty quick and easy.
  10. I PM'd you it. There are no other scripts in it.
  11. Something now seems to be conflicting on the server side. Locally, it works fine with the PUID. When I run the mission on a server, all I get is a ping before and after respawning. Very strange.
  12. Yes, I did do that. But, the goal was to have a separate #adminLogged module work as I want only people with access to the admin password to access unlocked zeus. The PUID method seems to be the only working alternative though. So, I'll try that.
  13. Thanks for that. After testing on your mission, results are the same. Seems like the issue is related to #adminLogged. Using the PUID in the module works correctly after respawn though. I am testing locally, for it to be played on a server. I have tested on the server and results yield the same with #login password on the server for #adminLogged modules. So I guess the only route would to be using PUID. I noticed that you had two individual Zeus modules, not including the one synced to the costs and set attributes etc. Is it possible to have multiple PUID's in one Zeus module, or does each PUID need it's own Zeus module?
  14. The objective is for the #adminLogged module to work server side. I was not syncing the module to all the units, but I will give that a try and report back. Thanks for the help, guys. :) Edit: Still no luck. Syncing the #adminLogged Zeus module to units yields the same results. Zeus still only works until respawn, resulting in just being able to ping. Could someone send me their mission that they've got this working on?
  15. I'm using the Zeus method you posted and still having this issue. Locally, Zeus works with #adminLogged until I respawn, then it just pings it. On server side, it just pings it. Not sure what could be causing the issue.
  16. Looks like having two Zeus Game Master modules breaks the functionality after respawning. So, having only one works, I guess... Edit: Nvm, seems like the issue is something related within the mission/scripts itself. Can't seem to get an #adminLogged zeus module to work period in this mission
  17. Any ideas on what I could do to troubleshoot this?
  18. Thanks, found it. For some reason I'm having an issue where after my first respawn, Zeus no longer opens. Odd.
  19. Does anyone know of a solution to have a separate Zeus module or a way to keep the current Zeus system as is but also have a #adminLogged option that can place anything without the costs etc?
  20. Vince_

    (SMA) Specialist Military Arms

    Why your group is even considering removing this mod pack is beyond me. Of all the weapon mod packs I've used, none of them can begin to contest SMA, across the board.
  21. Yeah, I was getting strange issues where after 2-3 respawns later, the Teleport to MHQ would duplicate in the list and it would break. It seems to be working fine now after Larrow's fixes. Only issue is the vehicle chat, as you mentioned davidoss.
  22. Wow. It worked....Holy shit, thanks so much, davidoss.
  23. That gives me: Error alive: Type text, expected object When trying to use the teleport
  24. When I do this in debug: hint str [getModelInfo cursorObject, typeOf cursorObject]; It gives me this for both before and after respawn: [["heli_transport_03_f_p3d","a3\air_f_heli\heli_transport_03\heli_transport_03_f_p3d",true],"B_Heli_Transport_03_F"]