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Vince_

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Everything posted by Vince_

  1. That is very odd. It comes back with the correct name "MHQ1" after it respawns when I do: hint str cursorObject; but after respawn, I am no longer able to teleport to it.
  2. It's: this addAction["Teleport MHQ1", "teleportMHQ.sqf", MHQ1];this addAction["Teleport MHQ2", "teleportMHQ.sqf", MHQ2];
  3. It looks just like that. I'm using a simple teleport command that requires the name on the vehicle to retain itself. It acts upon an object that calls to a script that has: _unit = _this select 0; _caller = _this select 1; _id = _this select 2; _teleporTo = _this select 3; if (alive _teleporTo) then { _caller moveInCargo _teleporTo; player vehicleChat format ["You have been deployed at %1", _teleportTo]; } else { player groupChat format ["Unable to deploy to %1 at this time.", _teleporTo]; }; It works fine, but as soon as the vehicle is destroyed and respawns, I get "Unable to deploy at <NULL -object< at this time." The only mods I use within the mission are IGI Load, ATM airdrop, and Outlaw Mag Repack.
  4. Ok, I did that. No errors, but still getting <NULL -object> when trying to teleport to it. So I assume it is still not renaming it after it respawns :unsure:
  5. Thank you for your response, davidoss. Could you please give me an example? I am getting errors with the vehicle module expression. Sorry, I'm very noob at most of this :P
  6. Vince_

    (SMA) Specialist Military Arms

    Having this issue as well. Gonna try your method with convmv. Edit: Thanks @Davenport, worked perfect :D :D :D
  7. Vince_

    Let us play 1.58!

    They are only about to update it to 1.58? Holy shit, that's it? lol. That sucks.
  8. Vince_

    (SMA) Specialist Military Arms

    The newest version is on Steam...
  9. Vince_

    (SMA) Specialist Military Arms

    Steam Workshop updated.
  10. Vince_

    (SMA) Specialist Military Arms

    I think the ASOR website was getting hammered by everyone trying to download :P still trying to download it, but getting a "ERROR 502 Connection timed out" still.
  11. Vince_

    Server Related Questions ( IMPORTANT )

    RC branch works on linux.
  12. Anyone get any results with this? I haven't yet, but I found the createUnit in eos\functions\infantry_fnc.sqf
  13. Thanks for your help guys. Been doing nothing but trial and error non-stop for the past few days here, trying to debug my many failed attempts at different things. I'm gonna give these a try though. If i find myself clueless (which chances are likely), I'll pop back in here, Thanks again!
  14. I'm having a weird issue where I'm using BIS_fnc_ambientAnim; on about 15 different AI I created in the editor. (Using RC candidate build 1.62.137126) When I preview in the editor, they are all perfect and in proper positions. (some sitting on sandbags, some sitting in chair, some leaning against walls etc). But whenever I load the mission onto a server, they are all not spawned except for one of them that's crooked, facing the wrong direction. I'm not sure what could be causing this. Every unit placed has a similar command as [this, "SIT_HIGH1","ASIS"] call BIS_fnc_ambientAnim; with their proper animations from the function viewer. I am using the cyan pointer to position some of them as well. Their damage is unchecked. I have tried multiple settings with damage on/off, simulation on/off, etc but still can't figure out why they are not showing up on the server. Would anyone have any input on this issue? EDIT: In case anyone else has this issue I seemed to have solved this after about 8 hours of trying and trying. My solution was to give the cyan pointer a name, (arrow1) and then include it in [this, "SIT_HIGH1","ASIS",arrow1] call BIS_fnc_ambientAnim; Thanks.
  15. I guess not. Sucks how bad servers lag when people go off and start activating more zones..........
  16. Do you know how to go about doing that?
  17. I am also looking for either this or somehow limiting how many markers can be active at once until one is cleared, another becomes active and so on.
  18. Does anyone know if there is any way to limit how many EOS zones can be activated at once? This would be a very good way to optimize missions so that there isn't so many AI spawned at once bogging down performance.
  19. The official API are out for Discord. Any chance we will see TFAR for Discord in the near future? :)
  20. Vince_

    Public Beta

    +1 I know a lot of people on Linux/Mac that would of pre-ordered Apex if only it was available to their platform.
  21. Vince_

    Are they going to update for Mac?

    Nobody knows yet. Still waiting myself to see if they do.
  22. Vince_

    [WIP] Female base model project

    A little late, but I support you and your work! Is looking great so far. Hopefully there will be some progress update soon :)
  23. Vince_

    Idea for official support funding!

    Just waiting for some update.....
  24. Vince_

    Empty 1.54 servers why?

    This is what I suspect and hope for as well.
  25. Vince_

    Empty 1.54 servers why?

    Check your server filters. Also, there aren't many public servers that are on 1.54.
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