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Ry4nD

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Posts posted by Ry4nD


  1. 5 minutes ago, Evil Organ said:

    There's no Discord i'm afraid, the main source of problem solving is usually right here.

    I've just read your edited post regarding it being a dedicated server.....the last time i ran a dedicated server, loot spawn was all good, that was a few months ago mind you, maybe something has changed since then, maybe someone else who has access to a dedi could try the loot module....

    Still strange that you can't spawn loot even in the Editor. :sad_o:

    Yea, there must be something with the module, is there a force sqf I can run in my initServer.sqf to get it to run?


  2. Well i'll keep searching for answers, it's a shame as the mission concept is wicked, and my community loves the idea, and it's a lot of fun, super creepy especially at night. I wish I could find a remedy for the loot spawn, I didn't really think it would be as easy as just a module placement. I wish it was. Just to be sure, i'm using Ravage v0144 i'm assuming that's the latest?

     


  3. 15 minutes ago, Evil Organ said:

    @RCANTEC.RyanD

     

    Can't comment on the code you pasted, however I just tested the loot module on Altis, both in the Editor and hosting MP locally.....loot spawns successfully in both....And as i write this i'm watching a glorious weather transition while hosting locally in MP using Ravage dynamic weather. 

    Sounds like your running into a lot of issues that i'm not seeing......are you running current versions of Ravage, CBA etc?

    I used some old codes from my insurgency missions, but since removed everything except ravage modules, still no loot spawn, i'v checked all over altis, random locations, nothing. BTW this mission is on my dedicated server. Keep in mind I am familiar with dedicated servers as I have 6, 3 Exile servers, and also a Milsim server all public. The mission I am designing the ravage fits perfectly, if I can get the loot to work

     


  4. I am running the current version of ravage, I just removed all my own scripts, everything is vanilla, except the ravage modules, a playable unit, LOOT does not spawn in multiplayer, but it did spawn a min ago in the editor. Yes I am using the latest CBA, my description is now bare, and below that my init

    respawn = 3;
    respawndelay = 3;
    respawnOnStart = 0;
    respawnTemplates[] = {"MenuPosition"};
    
    class cfgNotifications
    {
    	// Notification Template
    	class Template
    	{
    		title = "Escape V2c"; // Tile displayed as text on black background. Filled by arguments.
    		iconPicture = ""; // Small icon displayed in left part. Colored by "color", filled by arguments.
    		iconText = ""; // Short text displayed over the icon. Colored by "color", filled by arguments.
    		description = "A deadly virus has spread in Altis, get out alive!"; // Brief description displayed as structured text. Colored by "color", filled by arguments.
    		color[] = {1,1,1,1}; // Icon and text color
    		duration = 5; // How many seconds will the notification be displayed
    		priority = 0; // Priority; higher number = more important; tasks in queue are selected by priority
    		difficulty[] = {}; // Required difficulty settings. All listed difficulties has to be enabled
    	};
    
    
    };
    
    class CfgDebriefing
    {  
    	class End1
    	{
    		title = "Mission Completed";
    		subtitle = "";
    		description = "You successfully rescued our forces and neutralized the infected!";
    		pictureBackground = "";
    		picture = "b_inf";
    		pictureColor[] = {0.0,0.3,0.6,1};
    	};
    };

     init

    enableSaving [false, false];
    {_x setSpeaker "NoVoice"} forEach playableUnits;

    initServer

    setTimeMultiplier 6;

    100% vanilla Altis mission, has only a few triggers. Vehicles and burning wrecks do work, 

     

    Also Walkers, Infected spawn all wearing the same thing. Is there a way to fix the multiplayer loot, and what the zombies wear.


  5. I have tried both dynamic weather and also the module on and off, also tried a custom weather function, weather always stays the same. Loot spawns, do'n work in the eden editor, or, in multiplayer, I have the loot module in the editor.  I've waited upto 1 hour, in game editor, and in multiplayer, weather stays the same, even as time changes. Even login in as admin, trying to change weather via parameters has no effect.  With loot module placed in Altis, no loot spawns in editor or in multiplayer

    	class f_param_weather
    	{
    		title = "$STR_f_param_weather";
    		values[] = {0,1,2,3,4,5,6,7,8,9};
    		texts[] = {$STR_f_param_weather_Option0,$STR_f_param_weather_Option1,$STR_f_param_weather_Option2,$STR_f_param_weather_Option3,$STR_f_param_weather_Option4,$STR_f_param_weather_Option5,$STR_f_param_weather_Option6,$STR_f_param_weather_Option7,$STR_f_param_weather_Option8,$STR_f_param_weather_Option11};
    		default = 8;
    	};
    
    	class f_param_fog
    	{
    		title = "Override Fog";
    		values[] = {0,1,2,4};
    		texts[] = {"No Fog","Light Fog","Heavy Fog","Use default"};
    		default = 2;
    	};
    
    	class f_param_wind
    	{
    		title = "Override Wind";
    		values[] = {0,1,2,4};
    		texts[] = {"No Wind","Light Wind","Heavy Wind","Use default"};
    		default = 1;
    	};
    
      class f_param_timeOfDay
    	{
    		title = "$STR_f_param_timeOfDay";
    		values[] = {0,1,2,3,4,5,6,7,8};
    		texts[] = {$STR_f_param_timeOfDay_Option0,$STR_f_param_timeOfDay_Option1,$STR_f_param_timeOfDay_Option2,$STR_f_param_timeOfDay_Option3,$STR_f_param_timeOfDay_Option4,$STR_f_param_timeOfDay_Option5,$STR_f_param_timeOfDay_Option6,$STR_f_param_timeOfDay_Option7,$STR_f_param_timeOfDay_Option8};
    		default = 3;
    		function = "f_fnc_setTime"; // This function is called to apply the values
     		isGlobal = 0; // Execute this only on the server
    	};

     


  6. Hey, guys. I fixed my AI spawn buy creating a script and using triggers, works great for the random AI camps. Only 2 issues left to work out, Multiplayer mission I am creating, 1. Dynamic weather dos not change, I've tried a few methods to pre-set weather, nothing. LOOT, does loot spawn work in multiplayer? Any help appreciated 


  7. 12 hours ago, RCANTEC.RyanD said:

    Hey guys quick question, having an issue with EOS spawning into pre-defined zones, does it conflict with ravage? It does work in the editor, however server side, nothing happens. I do use EOS on other servers and other missions, with no problem. Any ideas? I have roughly 25 zones defined, 4-5 units. A side not, really loving the mod, starting to create some interesting missions with it.

    So I changed some parameters, and also the faction of the spawned group from EAST, to IND and same thing, works in editor, not in multiplayer, is there a spawn disable built into ravage mod? 


  8. Hey guys quick question, having an issue with EOS spawning into pre-defined zones, does it conflict with ravage? It does work in the editor, however server side, nothing happens. I do use EOS on other servers and other missions, with no problem. Any ideas? I have roughly 25 zones defined, 4-5 units. A side not, really loving the mod, starting to create some interesting missions with it.


  9. On 8/21/2017 at 5:14 PM, Rich_R said:

    I also have a Warthog Hotas and while I haven't plugged in for the last few weeks, did use it quite a bit after the Jets DLC. Did you remap your Hotas? Jets DLC changed this process slightly. A search on these forums can walk you through it.

    I remapped, and adjusted the sensitivity a lil, but I literally flipped upside down and danced across the runway in it lmao


  10. I have a Thrustmaster Hotas Worthog, many hours flying with no issue, since the Jets DLC I cannot fly the Blackfish period. Solutions?  Regardless of the settings or sensitivity it is ether 0% or flat out 100%, trying to slow down mid flight and land is impossible, just stalls and does a nose dive and you crash? 


  11. On 6/16/2017 at 1:19 PM, Robalo said:

     

    In version 1.1 you can now set this option: "Stamina system on AI in player's group" to "No change".

     

     

    If you happen to pinpoint which setting/feature is causing this I'd be glad to know.

    I will try again soon as I have some time, thank you for the reply!


  12. On 5/4/2017 at 4:11 AM, kauppapekka said:

    The spoiler part was just an alternative way of doing 1. part. As the function only does this:
     

      Hide contents
    
    
    /*
    	Author: Josef Zemanek
    
    	Description:
    	Adds support types during a mission.
    
    	Parameter(s):
    	_this select 0: OBJECT - Requester unit
    	_this select 1: OBJECT - Requester module
    	_this select 2: OBJECT - Provider module
    
    	Returns:
    	nothing
    */
    
    _reqUnit = _this param [0, objNull, [objNull]];
    _requester = _this param [1, objNull, [objNull]];
    _provider = _this param [2, objNull, [objNull]];
    
    if (!((_reqUnit in synchronizedObjects _requester) && (_requester in synchronizedObjects _reqUnit))) then {
    	_requester synchronizeObjectsAdd [_reqUnit];
    	_reqUnit synchronizeObjectsAdd [_requester];
    };
    
    if (!((_provider in synchronizedObjects _requester) && (_requester in synchronizedObjects _provider))) then {
    	_provider synchronizeObjectsAdd [_requester];
    	_requester synchronizeObjectsAdd [_provider];
    };
    
    BIS_supp_refresh = TRUE; publicVariable "BIS_supp_refresh";
    
    TRUE;

     

     

    Ok, after some dicking around I got it to work correctly, here is what I came up with 

    _this select 0 synchronizeObjectsAdd [SupportRequester];
    SupportRequester synchronizeObjectsAdd [_this select 0];
    BIS_supp_refresh = TRUE;
    publicVariable "BIS_supp_refresh";
    if (typeOf (_this select 0) isEqualTo "B_recon_M_F") then {
    [_this select 0, ArtilleryRequester, ArtilleryProvider] call BIS_fnc_addSupportLink;
    [_this select 0, CasRequester, CasProvider] call BIS_fnc_addSupportLink;
    [_this select 0, TransportRequester, TransportProvider] call BIS_fnc_addSupportLink;
    [_this select 0, AmmoRequester, AmmoProvider] call BIS_fnc_addSupportLink;
    [_this select 0, HelicasRequester, HelicasProvider] call BIS_fnc_addSupportLink;
    };

    So I placed 1 support requester module named SupportRequester

    Then I place a support requester module named ArtilleryRequester and linked it to a Virtual Artillery Requester and named it ArtilleryProvider, then placed and actual M109 and synced the m109 to the module named ArtilleryProvider, then syned that to the module named ArtilleryRequester and then synced that to the support module named Support Requester and it works, don't ask me how and now I feel dirty ;-)

     

    SupportRequester -> ArtilleryRequester -> ArtilleryProvider -> M109 unit  

     

    Basically for it to work correctly there are 3 modules required for each support. 

     

    I will assume that now I can replicate the process for each unit that will have access to support and it should work, or I can just duplicate the process for each unit group that will have support abilities. 

     

    Thank you again. 


  13. 10 hours ago, kauppapekka said:

    Well it works for the first one but as the first player of the slot disconnects that unit is also deleted and when the slot is used the second time it's a copy of the unit and the copy isn't perfect, or that's how I reason it.

     

     

    Tweaking the module settings?

     

    Otherwise I got two ideas:


    1. Use the code you have and put for example ArtilleryRequester on every addSuportLink so there won't be multiple requesters linked to a unit.

      Hide contents


    Or in the editor synchronize the providers to a single requester and then synchronize the requester to the units in initPlayerLocal.sqf with:

    
    
    _this select 0 synchronizeObjectsAdd [YourRequester];
    YourRequester synchronizeObjectsAdd [_this select 0];

     

    2. You need to create an individual requester for each unit that wants to call supports.

     

     

    It's either related to the first part or you should lose support everytime you respawn, then you'd need to run the code also in onPlayerRespawn.sqf.

    Ok, so I guess it would be something like 

    _this select 0 synchronizeObjectsAdd [Requester1];
    Requester1 synchronizeObjectsAdd [_this select 0];
    
    if (typeOf (_this select 0) isEqualTo "rhsusf_usmc_marpat_d_squadleader") then {
    [_this select 0, Requester1, ArtilleryProvider] call BIS_fnc_addSupportLink;
    [_this select 0, Requester1, CasProvider] call BIS_fnc_addSupportLink;
    [_this select 0, Requester1, TransportProvider] call BIS_fnc_addSupportLink;
    [_this select 0, Requester1, AmmoProvider] call BIS_fnc_addSupportLink;
    [_this select 0, Requester1, HelicasProvider] call BIS_fnc_addSupportLink;
    };

    ? not sure, feel lost now

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