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pazuzu

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Everything posted by pazuzu

  1. I tried to use the Tanoa Trawler ( C_Boat_Civil_04_F ) in a water mission I modified, using this code: _wreck = createVehicle ["C_Boat_Civil_04_F",[(_position select 0), (_position select 1), 0],[],10,"CAN_COLLIDE"]; _wreck setPosASL [(getposasl _wreck select 0), (getposasl _wreck select 1), 0]; The trawler doesn't spawn. But in another mission I use Submarine_01_F and that spawns fine. I've found I can spawn the trawler using Zeus. I'm guessing the trawler isn't an ordinary object/structure. I just thought someone here might know more about the trawler. BTW, I'm running an Epoch server using WAI mission system. Thank you. Edit: I just noticed in Arma_3_CfgVehicles_Structures it shows the trawler as an Altis structure. I never noticed it on Altis but there is one in dry dock on Tanoa.
  2. pazuzu

    LASER guided artillery shells

    I've tested the arty (Scorcher) on my server. I used the Darter UAV to paint targets for another player and he hit the target every time. I also tried it while sitting in the Scorcher and painting my own targets with the Darter and it worked every time. It's been a while since I tried it so maybe an update messed it up? I'll give another try and get back to confirm...
  3. Hello. Yesterday (about the time we got the A3 update) I started having problem joining my server. When I try to join I spawn in next to my character (near the ground) and eventually get the "Authentication Failed, Disconnect and try again" message. Other players can join and play the server no problem. I tried verifying my game and deleting my profile to make a new one but this didn't work. I also tried reinstalling A3. Here is my Client and Server rpt: https://www.dropbox.com/s/2yfll135a4mexx4/Client.rpt?dl=0 https://www.dropbox.com/s/lkooqg32n5oa77p/Server.rpt?dl=0 BTW, I'm running Epoch and several other mods. Thank you. Edit: Working now. I removed most of my mods and was able to join. Then I added the mods back one by one and it seems to be fine now...no idea...
  4. I was wondering if there is a way to stop the antennae animation on the Frigate? Thank you.
  5. pazuzu

    Best Survival Mod?

    You may enjoy Epoch mod.
  6. pazuzu

    Custom sounds

    I was fooling around with the audio sound modules in Zeus and was wondering if it's possible to create my own custom sounds to add to it? Thank you.
  7. pazuzu

    Custom sounds

    Thank you.
  8. I'm getting this error now: Warning Message: No entry 'bin\config.bin/cfgGroupIcons.'. I wasn't getting this at first. Just lately.
  9. There's a thread for CUP terrains.
  10. I placed the [] execVM "scripts\QS_icons.sqf"; higher up in the init.sqf and now it seems to work ok. Great script BTW...much better than having nametags enabled for server. Reminds me of a script I used back in the OFP days (The good old days)) Thanks for your replies.
  11. I tried calling it from initPlayerLocal.sqf and init.sqf Once it's showing up it's a very nice script. Thanks for the reply.
  12. I'm trying this script on my server but It doesn't seem to work until a player dies then he can see the map icons. I'm calling the script form the init.sqf Any suggestions? Or is this not meant for servers? Thank you.
  13. Then I'll make this my last post. But I thank you and appreciate you giving me help. But it should be the right path if the scripts folder is in my mission root. In any case I'll try to figure out what I'm doing wrong with out pestering you guys any more... Thank you, Grumpy Old Man for the nice script. I look forward to using it.
  14. Now I get: ErrorMessage: Include file scripts\GOM\functions\GOM_fnc_functions.hpp not found.
  15. That's the path to the CfgFunctions.hpp file. That's where it's defined. The scripts folder is in my Epoch mission root.
  16. Thanks but I get this error when i try it that way: ErrorMessage: Include file mpmissions\__cur_mp.Tanoa\epoch_config\Configs\scripts\GOM\functions\GOM_fnc_functions.hpp not found.
  17. I'm not quite sure what you mean. I should make a blank file in my mission root and place the code from GOM_fnc_functions.hpp in it? Thanks for the reply.
  18. I can't seem to get this installed. I'm having a problem with the: class CfgFunctions { #include "scripts\GOM\functions\GOM_fnc_functions.hpp" }; I can't place this in my description.ext as it's already defined in my CfgFunctions.hpp in my Epoch mission folder (I'm running an Epoch server). Here is my CfgFunctions.hpp: Can I place the line in here? If so, how? Thank you.
  19. Works great roy86 I appreciate the work you've done.
  20. I have the same problem. No catapult option and no defense weapons. I'm running an Epoch server and also using Infistar.
  21. I used this and it works perfect. Thanks again, roy86
  22. Thank you. Hopefully tomorrow I'll be able to add it. )
  23. Thank you, roy86 Would this work running it from my mission init.sqf file? I already have: if(hasInterface) then{ [] execVM "addons\service_point\service_point.sqf"; }; in my init.sqf I guess I could just add the carrier line to that. I also have a script running serverside that has code like this: _pos = [11898.6,13059.9,0]; _object = createVehicle ["Land_cargo_addon02_V2_F", _pos, [], 0, "CAN_COLLIDE"]; _object setDir 0.0; _object setPosATL _pos; _pos = [11876.1,13074.5,0]; _object = createVehicle ["Land_HelipadCivil_F", _pos, [], 0, "CAN_COLLIDE"]; _object setDir 0.0; _object setPosATL _pos; _pos = [11905,13059.7,0]; _object = createVehicle ["MetalBarrel_burning_F", _pos, [], 0, "CAN_COLLIDE"]; _object setDir 0.0; _object setPosATL _pos; Could I add the line to this as an alternative? The reason I ask is because I'd like the carrier to spawn in as early as possible so vehicles don't fall into the water at restart. What would you suggest? Thanks again.
  24. So I could use: private _carrier = createVehicle ["Land_Carrier_01_base_F",<position>,[],0,"None"]; In an sqf file to spawn the carrier in my server? I assume with the position it would look like this: private _carrier = createVehicle ["Land_Carrier_01_base_F",507.486,14504.5,0,[],0,"None"]; Thank you.
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