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Aurora152

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Everything posted by Aurora152

  1. Hello All, Having problems getting the Prairie Fire DLC onto my dedicated server (remote). When I try run a mission on the Cam Lao Nam map with only a NATO rifleman on it, I can load into the server roles list but It doesn't go any further than that. When I click Ok it just sends me to a different mission. I have the DLC purchased and Installed. The server has the vn folder installed and I've used the Creator DLC downloader to install it. Here is what happens in the console when I try start the mission: 22:09:38 Mission VietnamZeus2.Cam_Lao_Nam: Number of roles (8) is different from 'description.ext::Header::maxPlayer' (20) 22:09:38 Mission VietnamZeus2.Cam_Lao_Nam: Missing 'description.ext::Header::minPlayer' 22:09:41 Starting mission: 22:09:41 Mission file: VietnamZeus2 (__cur_mp) 22:09:41 Mission world: Cam_Lao_Nam 22:09:41 Mission directory: mpmissions\__cur_mp.Cam_Lao_Nam\ 22:09:42 Warning Message: No entry 'bin\config.bin/CfgWorlds.Cam_Lao_Nam'. 22:09:43 Warning Message: No entry 'bin\config.bin/CfgWorlds.Cam_Lao_Nam'. 22:09:43 Warning Message: No entry '.gridNumbersOverLines'. 22:09:43 Warning Message: '/' is not a value 22:09:43 Warning Message: No entry '.centerPosition'. 22:09:43 Warning Message: []: '/' not an array 22:09:43 Cannot evaluate '' - no file 22:09:43 Warning Message: []: '/' not an array 22:09:43 Cannot evaluate '' - no file 22:09:43 Warning Message: No entry 'bin\config.bin/CfgWorlds.Cam_Lao_Nam'. 22:09:43 Warning Message: No entry '.gridNumbersOverLines'. 22:09:43 Warning Message: '/' is not a value 22:09:43 Warning Message: No entry '.centerPosition'. 22:09:43 Warning Message: []: '/' not an array 22:09:43 Cannot evaluate '' - no file 22:09:43 Warning Message: []: '/' not an array 22:09:43 Cannot evaluate '' - no file 22:09:43 EPE manager release (0|1|0) 22:09:44 Starting mission: 22:09:44 Mission file: MP_Marksmen_01 Also, none of the DLC co-op missions appear? Any help would be greatly appreciated. TIA, Aurora
  2. Hello all, Does anyone know where the prairie fire missions are located? Want to add tfar and ace to them. TIA, Aurora
  3. Aurora152

    Load Prairie Fire onto Dedicated Server

    May be best to ask your tech support for your server if they can help you? You should have a startup parameters box somewhere that you can edit.
  4. @oldbear I'm not looking to change anything about the mission. I only wish to add ACE for it's medical system, so the medic has more to do, and TFAR for the better radios. I need the mission so I can load my ACE options preset and the likes.
  5. Aurora152

    Load Prairie Fire onto Dedicated Server

    There should be an option on your Nitrado server management page. Have a look under configuration file? If the launcher is for your client game, you only need to tick the DLC in the DLC tab.
  6. Aurora152

    Load Prairie Fire onto Dedicated Server

    I think you would just add -servermod=vn; In your startup parameters.
  7. Aurora152

    Load Prairie Fire onto Dedicated Server

    @paulipauli120 Just managed to get it working on my server. So I needed to add vn; to the start.bat under -servermods=. Heres what the server tech support guy said.
  8. Aurora152

    Load Prairie Fire onto Dedicated Server

    I feel like even after downloading and installing the DLC to the server, it hasn't activated or enabled it. I keep getting this error: 10:15:54 Warning Message: No entry 'bin\config.bin/CfgWorlds.Cam_Lao_Nam'.
  9. Aurora152

    Load Prairie Fire onto Dedicated Server

    Do you know whether I need anything specific in the start-up parameters to enable the DLC?
  10. Aurora152

    Load Prairie Fire onto Dedicated Server

    I am using GtxGaming as the provider. Its their server management page.
  11. Aurora152

    Load Prairie Fire onto Dedicated Server

    No, I used the Creator DLC installer on the server management page to install it. It seemed to have downloaded the "vn" folder.
  12. Aurora152

    New rented server with creator DLC

    Following
  13. Aurora152

    Load Prairie Fire onto Dedicated Server

    When I changed the max players to 8 I got this: 22:36:32 Starting mission: 22:36:32 Mission file: VietnamZeus2 (__cur_mp) 22:36:32 Mission world: Cam_Lao_Nam 22:36:32 Mission directory: mpmissions\__cur_mp.Cam_Lao_Nam\ 22:36:34 Warning Message: No entry 'bin\config.bin/CfgWorlds.Cam_Lao_Nam'. 22:36:34 Warning Message: No entry 'bin\config.bin/CfgWorlds.Cam_Lao_Nam'. 22:36:34 Warning Message: No entry '.gridNumbersOverLines'. 22:36:34 Warning Message: '/' is not a value 22:36:34 Warning Message: No entry '.centerPosition'. 22:36:34 Warning Message: []: '/' not an array 22:36:34 Cannot evaluate '' - no file 22:36:34 Warning Message: []: '/' not an array 22:36:34 Cannot evaluate '' - no file 22:36:34 Warning Message: No entry 'bin\config.bin/CfgWorlds.Cam_Lao_Nam'. 22:36:34 Warning Message: No entry '.gridNumbersOverLines'. 22:36:34 Warning Message: '/' is not a value 22:36:34 Warning Message: No entry '.centerPosition'. 22:36:34 Warning Message: []: '/' not an array 22:36:34 Cannot evaluate '' - no file 22:36:34 Warning Message: []: '/' not an array 22:36:34 Cannot evaluate '' - no file 22:36:35 EPE manager release (0|1|0) 22:36:36 Starting mission: 22:36:36 Mission file: MP_Marksmen_01 Still no luck.
  14. Hello All, Currently, I have a mission where unlimited waves are spawned with this : 0 = [] spawn { while {true} do { _ambush10 = [getMarkerPos "ambush10", east, (configfile >> "CfgGroups" >> "East" >> "UK3CB_TKM_O" >> "Infantry" >> "UK3CB_TKM_O_AR_Squad")] call BIS_fnc_spawnGroup; _wpt1 = _ambush10 addWaypoint [position player, 25]; _wpt1 setWaypointBehaviour "COMBAT"; _wpt1 setWaypointSpeed "FULL"; _ambush11 = [getMarkerPos "ambush11", east, (configfile >> "CfgGroups" >> "East" >> "UK3CB_TKM_O" >> "Mechanized" >> "UK3CB_TKM_O_BMP1_Mechanized_MG_Squad")] call BIS_fnc_spawnGroup; _wpt2 = _ambush11 addWaypoint [position player, 25]; _wpt2 setWaypointBehaviour "COMBAT"; _wpt2 setWaypointSpeed "FULL"; sleep 10; _ambush12 = [getMarkerPos "ambush12", east, (configfile >> "CfgGroups" >> "East" >> "UK3CB_TKM_O" >> "Infantry" >> "UK3CB_TKM_O_AR_Squad")] call BIS_fnc_spawnGroup; _wpt3 = _ambush12 addWaypoint [position player, 25]; _wpt3 setWaypointBehaviour "COMBAT"; _wpt3 setWaypointSpeed "FULL"; _ambush13 = [getMarkerPos "ambush13", east, (configfile >> "CfgGroups" >> "East" >> "UK3CB_TKM_O" >> "Infantry" >> "UK3CB_TKM_O_AR_Squad")] call BIS_fnc_spawnGroup; _wpt4 = _ambush13 addWaypoint [position player, 25]; _wpt4 setWaypointBehaviour "COMBAT"; _wpt4 setWaypointSpeed "FULL"; sleep 10; _ambush14 = [getMarkerPos "ambush14", east, (configfile >> "CfgGroups" >> "East" >> "UK3CB_TKM_O" >> "Mechanized" >> "UK3CB_TKM_O_BMP1_Mechanized_MG_Squad")] call BIS_fnc_spawnGroup; _wpt5 = _ambush14 addWaypoint [position player, 25]; _wpt5 setWaypointBehaviour "COMBAT"; _wpt5 setWaypointSpeed "FULL"; _ambush15 = [getMarkerPos "ambush15", east, (cconfigfile >> "CfgGroups" >> "East" >> "UK3CB_TKM_O" >> "Infantry" >> "UK3CB_TKM_O_AR_Squad")] call BIS_fnc_spawnGroup; _wpt6 = _ambush15 addWaypoint [position player, 25]; _wpt6 setWaypointBehaviour "COMBAT"; _wpt6 setWaypointSpeed "FULL"; _ambush16 = [getMarkerPos "ambush16", east, (configfile >> "CfgGroups" >> "East" >> "UK3CB_TKM_O" >> "Mechanized" >> "UK3CB_TKM_O_BMP1_Mechanized_MG_Squad")] call BIS_fnc_spawnGroup; _wpt7 = _ambush16 addWaypoint [position player, 25]; _wpt7 setWaypointBehaviour "COMBAT"; _wpt7 setWaypointSpeed "FULL"; sleep 300; }; }; But I'm wanting to limit the total amount of enemies spawned on the map to reduce lag. Hoping to have the loop stop when 60-70 are present from the wave spawner, then restart when the loop when there are less than the designated amount. Hope this makes sense. TIA, Aurora
  15. I have just tested this. It stopped spawning groups when it got to 44 east units. Then, when I deleted about 20 units, it didn't start the loop again. This is what I have: 0 = [] spawn { while {true} do { { if(count (units east) < 50 ) then { _ambush10 = [getMarkerPos "ambush10", east, (configfile >> "CfgGroups" >> "East" >> "UK3CB_TKM_O" >> "Infantry" >> "UK3CB_TKM_O_AR_Squad")] call BIS_fnc_spawnGroup; _wpt1 = _ambush10 addWaypoint [position player, 25]; _wpt1 setWaypointBehaviour "COMBAT"; _wpt1 setWaypointSpeed "FULL"; _ambush11 = [getMarkerPos "ambush11", east, (configfile >> "CfgGroups" >> "East" >> "UK3CB_TKM_O" >> "Mechanized" >> "UK3CB_TKM_O_BMP1_Mechanized_MG_Squad")] call BIS_fnc_spawnGroup; _wpt2 = _ambush11 addWaypoint [position player, 25]; _wpt2 setWaypointBehaviour "COMBAT"; _wpt2 setWaypointSpeed "FULL"; sleep 10; _ambush12 = [getMarkerPos "ambush12", east, (configfile >> "CfgGroups" >> "East" >> "UK3CB_TKM_O" >> "Infantry" >> "UK3CB_TKM_O_AR_Squad")] call BIS_fnc_spawnGroup; _wpt3 = _ambush12 addWaypoint [position player, 25]; _wpt3 setWaypointBehaviour "COMBAT"; _wpt3 setWaypointSpeed "FULL"; _ambush13 = [getMarkerPos "ambush13", east, (configfile >> "CfgGroups" >> "East" >> "UK3CB_TKM_O" >> "Infantry" >> "UK3CB_TKM_O_AR_Squad")] call BIS_fnc_spawnGroup; _wpt4 = _ambush13 addWaypoint [position player, 25]; _wpt4 setWaypointBehaviour "COMBAT"; _wpt4 setWaypointSpeed "FULL"; sleep 10; _ambush14 = [getMarkerPos "ambush14", east, (configfile >> "CfgGroups" >> "East" >> "UK3CB_TKM_O" >> "Mechanized" >> "UK3CB_TKM_O_BMP1_Mechanized_MG_Squad")] call BIS_fnc_spawnGroup; _wpt5 = _ambush14 addWaypoint [position player, 25]; _wpt5 setWaypointBehaviour "COMBAT"; _wpt5 setWaypointSpeed "FULL"; _ambush15 = [getMarkerPos "ambush15", east, (cconfigfile >> "CfgGroups" >> "East" >> "UK3CB_TKM_O" >> "Infantry" >> "UK3CB_TKM_O_AR_Squad")] call BIS_fnc_spawnGroup; _wpt6 = _ambush15 addWaypoint [position player, 25]; _wpt6 setWaypointBehaviour "COMBAT"; _wpt6 setWaypointSpeed "FULL"; _ambush16 = [getMarkerPos "ambush16", east, (configfile >> "CfgGroups" >> "East" >> "UK3CB_TKM_O" >> "Mechanized" >> "UK3CB_TKM_O_BMP1_Mechanized_MG_Squad")] call BIS_fnc_spawnGroup; _wpt7 = _ambush16 addWaypoint [position player, 25]; _wpt7 setWaypointBehaviour "COMBAT"; _wpt7 setWaypointSpeed "FULL"; sleep 300; }; }; }; }; Unfortunately, It has to be done via script as I am running it on a server and they don't like to add new mods... 😞 TIA, Aurora
  16. @gc8 As easy as that... I have started to overthink and overcomplicate things... I need to take a break 🙂 Thanks!
  17. Hello All, Wanting to add the Apex Respawn to my mission however, I only want to be able to respawn on the group leader. To make sure that the respawn point is always on the group leader, it'd need to be in a loop constantly returning the leader of the group? So I have this, doesn't work, but you can see what i'm going for: 0 = [] spawn { while {true} do { [west, {leader group Blue}] call BIS_fnc_addRespawnPosition; [west, {leader group Red}] call BIS_fnc_addRespawnPosition; [west, {leader group Reserve}] call BIS_fnc_addRespawnPosition; sleep 1; }; }; Any help would be appreciated. TIA, Aurora
  18. Hello all, I have just had a problem arise, and I have no idea why it is happening... Everything inside SFCutscene.sqf after the ExecVM "Scripts\SFInteraction.sqf" is working fine. On trigger activation is this: null = [] spawn { ["Scripts\ArriveBackAtLocation2.sqf"] remoteExec ["ExecVM"]; SF disableAI "ALL"; G1 lookAt player; G2 lookAt player; SF switchMove "Acts_ComingInSpeakingWalkingOut_1"; sleep 6.600; SF playMove "Acts_ComingInSpeakingWalkingOut_2"; sleep 2.532; SF enablesimulation false; sleep 0.001; ["Scripts\SFcutscene.sqf"] remoteExec ["execVM", 0, false]; }; SFCutscene.sqf has this inside: [west, ["Talk to the soldier"], ["Talk to the soldier", "Talk to the soldier", ""], [SF] ,true, 1, true, "", true] call BIS_fnc_taskCreate; [ SF, "Talk to Soldier", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "_this distance _target < 5", "_caller distance _target < 5", {}, {}, { SF enablesimulation true; player attachTo [SF, [0, 5, 0]]; detach player; player setDir 172; private _camera = "camera" camCreate [0, 0, 0]; _camera cameraEffect ["internal", "back"]; _camera camPrepareTarget SF; _camera camPreparePos [5316.65, 5834, 1.6]; _camera camPrepareFOV 0.75; _camera camCommitPrepared 0; [0,0,true,false] spawn BIS_fnc_cinemaBorder; execVM "Scripts\SFInteraction.sqf"; SF switchMove "Acts_ComingInSpeakingWalkingOut_2"; sleep 2.532; SF playMove "Acts_ComingInSpeakingWalkingOut_2"; sleep 2.532; SF playMove "Acts_ComingInSpeakingWalkingOut_3"; sleep 9.532; SF playMove "Acts_ComingInSpeakingWalkingOut_4"; sleep 12.836; SF playMove "Acts_ComingInSpeakingWalkingOut_5"; sleep 2.267; SF playMove "Acts_ComingInSpeakingWalkingOut_6"; sleep 10.905; SF playMove "Acts_ComingInSpeakingWalkingOut_7"; sleep 6.666; SF playMove "Acts_ComingInSpeakingWalkingOut_8"; sleep 3.400; SF playMove "Acts_ComingInSpeakingWalkingOut_9"; sleep 4.899; SF playMove "Acts_ComingInSpeakingWalkingOut_10"; sleep 2.666; SF playMove "Acts_ComingInSpeakingWalkingOut_11"; sleep 7; cutText ["", "BLACK OUT", 7, false, false]; sleep 3; playMusic "LeadTrack01_F"; cutText ["", "BLACK FADED", 15, false, false]; [ [ ["Operation Green Zone", "<br/ <t valign = 'top', <t align = 'Left' shadow = '1' size = '1.0'>%1</t>", 15], ["To be continued...", "<br/ <t valign = 'center', <t align = 'Left' shadow = '1' size = '1.0'>%1</t>", 15] ] ] spawn BIS_fnc_typeText; sleep 20; endMission "END1"; }, {}, [], 3, 0, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, SF]; The problem I am facing is that the: execVM "Scripts\SFInteraction.sqf"; just isn't running... It was working fine earlier but now just magically stopped working. Inside SFInteraction.sqf is: null = [] spawn { ["Maj. Briggs", "You Sgt. Richardson?"] spawn BIS_fnc_showSubtitle; sleep 2; ["Sgt. Richardson", "Yes, sir. Whats the problem?"] spawn BIS_fnc_showSubtitle; sleep 2.1; ["Maj. Briggs", "Sergeant, these captives are mine now. I need any intel you’ve acquired from them."] spawn BIS_fnc_showSubtitle; sleep 4; ["Sgt. Richardson", "What? No, I am half way through an..."] spawn BIS_fnc_showSubtitle; sleep 1.5; ["Maj. Briggs", "Did you not hear me Sergeant? They are mine now. Hand over any intel."] spawn BIS_fnc_showSubtitle; sleep 4; ["Sgt. Richardson", "I don't have any physical intel."] spawn BIS_fnc_showSubtitle; sleep 4; ["Maj. Briggs", "Are you sure?"] spawn BIS_fnc_showSubtitle; sleep 4; ["Sgt. Richardson", "Yeah, of course im sure I dont have any intel! What do you want with them?"] spawn BIS_fnc_showSubtitle; sleep 4; ["Maj. Briggs", "Need to know basis. this goes way higher than you Sergeant."] spawn BIS_fnc_showSubtitle; sleep 6; ["Maj. Briggs", "Now back down. Am I clear?"] spawn BIS_fnc_showSubtitle; sleep 4; ["Maj. Briggs", "I said am I clear, Sergeant?"] spawn BIS_fnc_showSubtitle; sleep 2.5; ["Sgt. Richardson", "Yes, sir."] spawn BIS_fnc_showSubtitle; sleep 4; ["Maj. Briggs", "Excellent."] spawn BIS_fnc_showSubtitle; sleep 10; ["Maj. Briggs", "The guy is talking about a book, do you have it?"] spawn BIS_fnc_showSubtitle; sleep 2.2; ["Sgt. Richardson", "A book? No, I dont have a book."] spawn BIS_fnc_showSubtitle; sleep 1.75; ["Maj. Briggs", "Well... I hope you're not lying to me sergeant, or else you'll be fucked."] spawn BIS_fnc_showSubtitle; }; Any Ideas? TIA, Aurora
  19. Aurora152

    execVM not running?

    Still having problems... Are you able to have a quick check whether i've got everything set up correctly. In SFCutscene.sqf I have the publicVariable in like this: ... SF_1 setPos [5318.653, 5829.094, 0]; boy1 setPos [5318.653, 5829.094, 0]; SF_1 switchMove "Acts_Abuse_abusing"; Boy1 switchMove "Acts_Abuse_abuser"; SF_1 setDir 90; boy1 setDir 90; letsHaveTalk = TRUE; publicVariable "letsHaveTalk"; SF switchMove "Acts_ComingInSpeakingWalkingOut_2"; sleep 2.532; SF playMove "Acts_ComingInSpeakingWalkingOut_2"; sleep 2.532; SF playMove "Acts_ComingInSpeakingWalkingOut_3"; sleep 9.532; SF playMove "Acts_ComingInSpeakingWalkingOut_4"; ... Then in the fn_SFInteraction.sqf I have this: [] spawn { waitUntil {sleep 1; !isNil "letsHaveTalk"}; ["Maj. Briggs", "You Sgt. Richardson?"] spawn BIS_fnc_showSubtitle; sleep 2; ["Sgt. Richardson", "Yes, sir. Whats the problem?"] spawn BIS_fnc_showSubtitle; sleep 2.1; ... In the description.ext I have this: class CfgFunctions { class AURA { class SFHolyCaterory { class SFInteraction { file = "Scripts\fn_SFInteraction.sqf";}; }; }; }; And lastly, in the Init.sqf I have this: [] spawn AURA_fnc_SFInteraction; Still no subtitles showing...
  20. Aurora152

    execVM not running?

    Okay, so from what I can gather, I need to put: letsHaveTalk = TRUE; publicVariable "letsHaveTalk"; instead of my: remoteExec ["AURA_fnc_SFInteraction"]; in the SFCutscene.sqf. Then, I put: [] spawn AURA_fnc_SFInteraction; in my Init.sqf. Lastly, at the top of fn_SFInteraction.sqf, I put: waitUntil {sleep 1; !isNil "letsHaveTalk"}; for a start condition for the script? I'm a little confused about the first point with the publicVariable but I think I understand the reasoning behind the other points. As I understand it, the second point initialises at the start, but will wait until the condition in the waitUntil is true before triggering? Then, the waitUntil is just a loop with a condition, which waits until "LetsHaveTalk" is true before continuing? I really appreciate you going through this with me, I can't thank you enough. 🙂
  21. Aurora152

    execVM not running?

    This is running on a dedicated server, and the cutscene needs to be for everyone. Just wanted to make sure that everyone can see it 🙂
  22. Aurora152

    execVM not running?

    @pierremgi I've put down what you've written but i'm getting an error when I try to execute it. The error comes from SFcutscene.sqf and I believe its how I am calling the function: [] call AURA_fnc_SFInteraction; I have renames my SFInteraction.sqf to fn_SFInteraction.sqf. I have also put this in the description.ext: class CfgFunctions { class AURA { class SFHolyCaterory { class SFInteraction { file = "Scripts\fn_SFInteraction.sqf";}; }; }; }; Also, this needs to be exectued for everyone in the mission so needs to be remoteExec... I have given it a go but no subtitles show... ["Scripts\fn_SFInteraction.sqf"] remoteExec ["call"]; Also I get an error from ["call"];
  23. Aurora152

    execVM not running?

    I see. Thank you for explaining that. I'll give it a go when I get home 🙂
  24. Aurora152

    execVM not running?

    Unfortunately, this didn't work. My first time ever doing this, so I may need a little bit of guidance. So far I have this in my description.ext class CfgFunctions { class SFInteraction { class SFInteraction { class myFunction {file = "Scripts\SFInteraction.sqf";}; }; }; }; And I am calling it like this, inside an SQF. [] call SFInteraction_fnc_myFunction; But its not working, any advice? TIA, Aurora
  25. Hello All, I am wanting to put a virtual arsenal into my mission but don't want to have anything in it except patches... The group I play with can't be trusted to sort their loadout out in less than 24 hours... Let alone stick to the mission's theme ;D Is there a way to do this? I am calling the arsenal with this: this addaction ["Open Virtual Arsenal", { ["Open",true] call BIS_fnc_arsenal; }]; TIA, Aurora
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