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johan614

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About johan614

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  1. johan614

    SFP: Wamako Standalone

    So does this mean that SFP_Islands (with Sturkö) is no more?
  2. There seems to be problem with the PWS release of this. If I install via steam workshop I can open the map in the editor (it complains about a mission texture (arma_home_01)) But with the PWS version I crash with the out of memory error
  3. Update the first Post aswell so that you directly see which version is the latest :)
  4. johan614

    TFAx - International Units

    The insignias seems broken now since 1.40. They dont show up in the arsenal. Also my .rpt file spams this: 22:50:45 Backpack with given name: [] not found 22:50:45 Inventory item with given name: [] not found 22:50:47 Backpack with given name: [] not found 22:50:47 Inventory item with given name: [] not found 22:50:48 Backpack with given name: [] not found 22:50:48 Inventory item with given name: [] not found 22:50:49 Backpack with given name: [] not found 22:50:49 Inventory item with given name: [] not found 22:50:52 Backpack with given name: [] not found 22:50:52 Inventory item with given name: [] not found 22:51:00 Backpack with given name: [] not found 22:51:00 Inventory item with given name: [] not found 22:51:01 Backpack with given name: [] not found 22:51:01 Inventory item with given name: [] not found 22:51:03 Backpack with given name: [] not found 22:51:03 Inventory item with given name: [] not found 22:51:04 Backpack with given name: [] not found 22:51:04 Inventory item with given name: [] not found 22:51:05 Backpack with given name: [] not found 22:51:05 Inventory item with given name: [] not found
  5. johan614

    ASCZ AiA TP Extensions and Fixes

    Wouldnt it be better to get this to be added to AiATp directly instead of having a separate addon? I mean if you contact .kju or whoever has access to that repo Im sure that you could get access to update it. That way people dont have to track 2 separate addons.
  6. So I made a mission back in october (v1.32 or 34?) I my mission I have a respawnposition placed and in my description.ext the following. // Respawn respawn = "BASE"; respawnDelay = 5; // Respawn templates from CfgRespawnTemplates. You can combine any number of them together. respawnTemplatesWest[] = {"Wave","MenuPosition"}; // Don't respawn on start respawnOnStart = 0; This worked perfect. I.e the respawnOnStart made sure that units started on their editor placed position. However this is no longer the case. respawnOnStart doesn't seem to work. Am I doing something wrong or is this a bug? Also if I have more than 1 respawnposition modules placed the units go to a random position.
  7. How about a Teleportsystem where you just click on the map where the unit should be teleported instead of having to play around with flagpoles?
  8. johan614

    RHS Escalation (AFRF and USAF)

    Sling-loading don't seem to work. I.e hover over an object and doubletapping R doesnt do anything.
  9. You really need to change the default "C" for interaction to something else or have an option to disable the feature (in init.sqf). These few days have been a real pain playing with MCC and since the MCC option is not always available you can't tell people to change the key once the mission is started
  10. johan614

    Curator Presets Mod

    Any chance of getting a nice GUI for the Teleport destination? E.g "click on map" or "click in the world". I kind of suck at getting good coordinates for it.
  11. Are these parameters recognized when using the script version of GAIA? MCC_AI_Skill MCC_AI_Aim MCC_AI_Spot MCC_AI_Command I.e I can just add them to init.sqf and all AI will behave accordingly? Is Headless Client supported? And If so how would I go about configuring GAIA to use it. Also. Regarding the Caching. It would be nice if there was a possibility to adjust the GAIA_CACHE_STAGE_2 in the init. So that I can for example have a very short spawn for the whole group but let the group leader be an active part from a greater distance. Or maybe even better an option to not spawn units when planes are flying over so that Pilots can fly about without risking the statbility of the server.
  12. So how does the access restriction work? I have added the module to the mission and synced it to the unit I want to be able to login to MCC. It works when I am hosting locally but when I use a remote dedicated server All users seem to be able to use MCC (as in login and use the mission editor) How can I prevent this. I can not define specific PIDs since it should be bound to the specific role/unit not an actual player.
  13. johan614

    ACRE2 Public Beta Release

    The alternate PTT-keys doesnt seem to work. I can transmit with CapsLock just fine and switch between radios with ctrl+alt+caps. But nothing happens when I use shift+caps or the other 2. Also if I quit Arma when Im dead I will be muted in TS. I'm running both TS and Arma in admin-mode on Windows 8.1
  14. But I realise this might be a consequens on how dialogs are created in the game? I.e the other scripts file is essentially identical. Could it be that the mission needs one global define file for everything?
  15. johan614

    Defuse the Bomb

    In the dialog file (common.hpp) you are using the base class names instead of your own. This causes conflict with other scripts doing the same thing. Please update :) Edit: But I realise this might be a consequens on how dialogs are created in the game?
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