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oktane

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Everything posted by oktane

  1. Its ambiguous.. 'repair these vehicles' may mean repair these wrecks or damaged vehicles. Thats why I asked. (besides that, i forgot the mhq isn't ever a wreck) Anyways, the repair pad is x_reload.sqf. But there is nothing in there that removes the vehicle and would cause that kind of object variable loss. Are you sure it doesn't happen when the MHQ is destroyed and respawns? If you already found a way around it, then theres no sense in trying to track it down any further. :D
  2. Repair it with engineer or pad?
  3. oktane

    Random file deletion

    This is because the 1.05 patch does not seem to be on STEAM yet. So if you verify your files, it rolls back the game to 1.04. I just redownloaded the game tonight and noticed that the game was 1.04 for me too, had to run the patch from arma2.com. I think it will be on there soon when BIS sorts out the steam issues. But in the meantime there is the manual download 1.05 patch which is 100% steam compatible. Cheers
  4. It likely isn't xeno's scripts, my suggestion was referring to some 3rd party scripts that you may have added. If it only happens after you have saved/loaded then it would point to that.
  5. Indeed, this generation likes to find exploits in everything! (I think a good sign of genpop becoming more technologically adept) It's funny to see it in a non-competitive coop game though. Poor Benny has to worry about much worst exploits with warfare. This is off the top of my head: For example the server side hitch script suffers from a slight flaw of using nearest object, without doing the validity checks that the client side one does. This enables people to hitch tanks, other helicopters, etc if they park an 'allowed' vehicle next to it. Easily solved with some public vehicle variables, which I haven't gotten around to adding.. forcing synchronization between the client desired object and the actual hitched object but I suppose that if Xeno reads this, he'll beat me to it. I once was picking up wrecks and an AH1 was flying nearby, and it attached to him! We both were panicking and laughing quite a bit. I managed to detach him without incident. :D
  6. Yeah, I have found that people like to do this... :D I caved to pubber whining and disabled locks. Regardless, here is some handy functions I use for things like this: _side_strings = ["East", "West", "Guer", "Civ", "Unkn"]; getCfgSideStr = { private ["_obj_name"]; _obj_name = _this; _side_strings select getNumber(configFile >> "CfgVehicles" >> _obj_name >> "side"); }; Or you can also get the number (that is how it is stored in the cfg): getCfgSideNum = { private ["_obj_name"]; _obj_name = _this; getNumber(configFile >> "CfgVehicles" >> _obj_name >> "side") }; say you have a KA52 in an object variable, you would do if ((typeOf _vehicle) call getCfgSideStr == "East") then.. or if ((typeOf _vehicle) call getCfgSideStr == 0) then.. Heres something I just thought of, prehaps we could spawn a 'russian vehicle' ammo box at each town with a marker. (the marker only shows up when the town is done?) Those are the huge piles of boxes, eventually there would be a lot of those around the map, old stockpiles from past battles in main towns. Then disallow rearm at the US base, because it is indeed completely ridiculous. But so is teleporting, so where do you draw the line, lol.
  7. Thanks mate, I updated the first post.
  8. Nothing, I'll add that to the first post if you give me the steps. Was it called .pbo or pbo_autofile in the list? How did you remove it? The issue is that even after reinstalling the apps you used to use to handle pbo's arma still steals it and breaks right click options. Honestly I haven't gone into file associations section of Folder Options in about 10 years! And that doesn't exist on Windows 7/Vista, its somewhere else. The 'default programs' list of file associations doesnt allow you to delete types.. just change what they are associated with. Kinda limited.
  9. FYI, in the example: "mymission1.pbo", this wouldnt load.. if you decompressed it. it would normally be called "mymission1.islandName.pbo" if it doesnt have the island name in the depbo'd directory name, it wont show up. Here is a full path for a working mission, maybe it will help you figure out what is wrong. C:\Users\oktane\Documents\ArmA 2 Other Profiles\CW5%20oktane\MPMissions\co12_Hijack.utes\ and in that directory is mission.sqm That is the minimum you'd need to see a mission show up. On windowsxp, 'users' is called 'documents and settings'. and 'Documents' is called 'my documents' Also here is a little tutorial http://www.506th-pir.org/scripts/oktane/tutorials/simpleedit/
  10. Yep, cpbo works great here. win7 64 bit. I dont use UAC though. Move it (cpbo.exe) to a new location to break the associations and then just run cpbo.exe and it will ask you to associate. Do not assign cpbo as the assignment to pbo files with windows gui, this just makes a black cmd box come up and does nothing. You gotta let Cpbo make its own association by running cpbo.exe manually. ---------- Post added at 02:46 PM ---------- Previous post was at 02:44 PM ---------- A script must start with this: Windows Registry Editor Version 5.00 So to try the different methods: Windows Registry Editor Version 5.00 [-HKEY_CLASSES_ROOT\PBO_auto_file] [-HKEY_LOCAL_MACHINE\SOFTWARE\Classes\PBO_auto_file] [-HKEY_CLASSES_ROOT\.pbo] Hope that helps.
  11. Use 'find in files' search your text editor as noted a few times in this thread, allows you to find anything in the source code. in i_client.sqf // d_check_ammo_load_vecs // the only vehicles that can load an ammo box are the transport choppers and MHQs__ #ifdef __OWN_SIDE_WEST__ d_check_ammo_load_vecs = ["MH60S","LAV25","UH1Y","MV22","LAV25_HQ","ACE_MH6"]; #endif
  12. No sorry, nothing to do with that. This is just about arma 1.05 making something undesirable happen when you double click pbo files in windows. To edit custom missions, you need to depbo them and move the folder to your \my docs\arma 2 profiles\profilename\mpmissions or \missions directory. Cheers
  13. Yeah sorry, I was going to release it yesterday but haven't had the time yet. Basically nothing has changed, just use the shader file from the 'Beta' folder in the noblur mod and it works great. I was just going to re-release it with an updated readme to note that it works with 1.05. Cheers
  14. If it is indeed 0,0 then you have a problem.. MRR1 object has somehow been messed up. (and lost its assigned name) That reset wont work for that. You'll need to find out what is making the MRR1 object pointer become changed or corrupted. My guess is it got deleted somehow (the vehicle), maybe by a script you may have added such as a rearm script or something? (some of those delete the vehicle and recreate it) And yes that would have set its position to itself.. just an idea of a possible fix if it was some kind of odd 'surfaceIsWater' bug. (which we now know it is not)
  15. (position MRR1) is an array with 3 values, select 0 is x, select 1 is y, select 3 is z (altitude) I think that there may be an issue with surfaceiswater, possibly due to the streaming engine.. it may have incorrect information on the location. You should also echo out some debug text and make sure the location is valid.. if (surfaceIsWater [(position MRR1) select 0,(position MRR1) select 1]) then { _mr1text ctrlSetText "Mobile respawn one is currently in water..."; _mr1_available = false; diag_log format["------DEBUG: Is there really water at x%1 y%2??", (position MRR1) select 0,(position MRR1) select 1]; }; If it comes out in your arma.rpt as x0 y0 then there is potentially a problem with getting the location of MRR1. It can probably be fixed by doing this: MRR1 setpos (position MRR1); try it on a radio trigger or something?
  16. There are two options: Isle Defense Base Sabotage Both off? Keep in mind that if you are hand editing the param values, that 1 is normally off, and 0 is on, per Xeno's standard. Check out how these variables are used: d_no_sabotage, d_with_isledefense as well as this Infiltrate fsm: "fsms\Infilrate.fsm" (note mispelling, makes it hard to find with search) Use find in files to search for and change what you like.
  17. Okay, so something happened in 61974 and unfortunately it made it into 1.05. If you use a spectator console like in Domination (that's kegetys spectator script), escape no longer works to exit it. If this is known, does anyone know how I should recode the script for it to work again? Start a version of Domination that has the 'admin' spectator console, and enter it. You'll notice that you cannot exit it, nor can you even bring up the game pause menu. You can only alt-f4 or control-alt-delete. :(
  18. Ah yeah, what he did is added an event handler to the ESC key that exits the dialog. Still disconcerting that ESC doesnt exit the menu anymore though. (as it used to) It does work with Xeno's workaround but this kind of change will break alot of dialogs possibly, unless they are updated with this fix.
  19. Hmm I dont know why it's working for some but not all. And Binkowski, that's scary.. it shouldn't do anything like that. I also use Windows7 64 bit. If it doesn't work for someone, can you take a look at the registry and find out why like I did initially? (and post?) That way I can update it so it works better. I'd prefer just to remove the things that arma2 did to it, not nuke ALL the pbo file associations. And you should not associate pbo files with cpbo with windows. (maybe this is where the issues arise) Instead just run cpbo.exe and it will ask you if you want it associated, click yes. Also I just realized that the reg file could be a lot shorter, wasn't thinking.. [-HKEY_CLASSES_ROOT\PBO_auto_file] [-HKEY_LOCAL_MACHINE\SOFTWARE\Classes\PBO_auto_file] [HKEY_CLASSES_ROOT\.pbo] @=- [-HKEY_CLASSES_ROOT\.pbo\AppsTable] If you are stuck and can't get cpbo to work still, try this: [-HKEY_CLASSES_ROOT\PBO_auto_file] [-HKEY_LOCAL_MACHINE\SOFTWARE\Classes\PBO_auto_file] [-HKEY_CLASSES_ROOT\.pbo]
  20. Yep I'm aware of the CDF.. I just wouldn't make them enemy since they are kinda like guerrillas or the island's military.. It gets pretty confusing when you are east firing at guys with AK's. Consider that when you are west, all of your enemies use eastern bloc weapons/vehicles. You don't get CDF friendly AI or vehicles to use. Then you try out East Domi and suddenly CDF is involved, its a bit confusing for most players. That's all I meant.
  21. If you just want to affect the players score (or another player), you can use "player addscore -2" see here This will work fine if you are hosting locally which I am guessing you are. Cheers ---------- Post added at 06:40 PM ---------- Previous post was at 06:33 PM ---------- Hey Xeno I have a thread about that here.. do you think it is a side effect of 'disableuserinput' or that it is related to dialogs? It seems hard to reproduce.. I tried for 30 minutes once because I wanted to put it on the CIT.. if you have any more info maybe you could add to that thread. If there is already a CIT ticket, then never mind. Thanks ---------- Post added at 07:00 PM ---------- Previous post was at 06:40 PM ---------- If you notice, there isn't a ton of ACE stuff for the east side unfortunately.. check out the ACE Training Grounds map to see what I mean. If you're familiar with editing, it's possible for you to depbo the ace version and change it to east by editing x_setup.sqf and then running setupcopy.bat to populate the changes. Give it a go. I'd recommend adjusting some of the classnames for the enemy units (in i_server.sqf) though, it seems the east version has some ambiguity as far as the enemies go.. they don't all seem to be west. (last I checked was 1.17) ;) Xeno, great work on the Ace Domination. It's loads of fun and very popular!
  22. It already is separate, its Kegetys spectator script. It is found in many missions as well as Norrin's revive. To use it, you can just copy the spect folder and call specta.sqf. But I would not use this version or norrins, because they are both modified. You may be able to fix up the domination version because it isn't too heavily modified.. that way you could keep the bug fixes that xeno may have provided. Maybe the best thing to do is find a normal A2 mission that has it and take it from that, or look on armaholic/ofpec.
  23. I think you misunderstood, that mission doesn't have anything to do with MHQs, it has to do with planes having non stock loadouts. The 20ths scripts are not compatible with dominations dynamic respawning, or bonus vehicles etc, as you mentioned. This is exactly why I wrote the code that is in the example mission. It works, and its customizable by the mission maker, just edit o_custom_veh_loadout.sqf. You can add a c130 to that script, and it will spawn/rearm/wreckrepair/etc with the 50 LGB's. Once you are awarded a vehicle, if it has a custom loadout, it is assigned to that vehicle instance and it will always have them even if you rearm it, wreck and repair it, etc. To put it in your mission, use WinMerge to compare my demo mission to stock 1.22, and what i added/changed will be clear.
  24. I updated the custom loadout post with more detail in case it didn't make sense http://forums.bistudio.com/showpost.php?p=1513377&postcount=674
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