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Everything posted by vengeance1
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Has anyone done a P85 Warfare?
- 69 replies
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Nice job can't wait to try it.
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Anyone Know? Couple of Errors I can't get rid of: 1. I have FFN in client Addons but don't have FFN in the Dedi Server Addons and join then I get "deleted content TR_obj.pbo" If I do add it to the Dedi Server Addons then I get same error on the Server Rpt continually. 2. Also if I have FFN in client and not Dedi Server then Server Rprt gets continuos errors like this for all features, Warning Message: No entry 'bin\config.bin/CfgWeapons.TR_FirstBlood'. Warning Message: No entry '.scope'. Warning Message: '/' is not a value Warning Message: Error: creating weapon TR_FirstBlood with scope=private Warning Message: No entry '.displayName'. Warning Message: '/' is not a value Warning Message: No entry '.nameSound'. Warning Message: '/' is not a value Warning Message: No entry '.type'. Warning Message: '/' is not a value Warning Message: No entry '.picture'. Warning Message: '/' is not a value Warning Message: No entry '.Library'. Warning Message: No entry '.libTextDesc'. Warning Message: '/' is not a value Warning Message: No entry '.model'. Warning Message: '/' is not a value Warning Message: No entry '.fireLightDuration'. Warning Message: '/' is not a value Warning Message: No entry '.fireLightIntensity'. Warning Message: '/' is not a value Warning Message: No entry '.muzzles'. Warning Message: Size: '/' not an array TR_DMG,TR_CQB,TR_FirstBlood etc. Eventually Server will CRASH, Help much appreciated,
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I have found the same thing, unfortunately on the Dedi Server I can not keep it (ACE Version) running eventually it will lockup AI Teams and Server will crash. It is not just zWarefare it is ACE too. Most of the ACE versions seem to have this issue although I didn't know it was local MP as well. That said zGuba's Non-ACE version is solid, runs great AI teams respond excellently when AI is Commander.
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zGuba, not to ask a dumb question but what do you mean by STANDALONE? ALSO you said you were having issues with your Dedi Server here is my Dedi Server if it helps a shortened Display(after all Updating) of the ArmaServer.rpt file these errors just continue to repeat. (hope this helps, runing nothing but zWarefare and ACE). Warning: no idc entry inside class RscDisplayStart/controls/Progress2 Server error: Player without identity Vengeance (id 744586352) Client: Nonnetwork object 6ab9400. String (0) ace_sys_network_opc - Player Connected: Vengeance, UID: 1, IDX: 0 not found Server: Object 3:2 not found (message UpdateDamageObject) Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, GUER 1-1-C:1: Getting out while IsMoveOutInProgress Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, ca\voice\dan\rearmat.wss: sSize 0 Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22. GUER 1-1-L:2 (Insurgent, Basic): Unknown action Eject, target GUER 1-1-L:2 ca\voice\dan\rearmat.wss: sSize 0 Error: selection end missing in memory LOD of model ca\cti_buildings\cti_factory_heavy_east.p3d Cannot create non-ai vehicle ACE_BMP2D, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, WestSlot8: Getting out while IsMoveOutInProgress Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22. Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22. Cannot create non-ai vehicle ACE_M1A1, Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22. Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22. Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22. Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22. Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22. Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22. Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22. Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22. Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot create non-ai vehicle ACE_SoldierG_IEDMED, Cannot search path - no algorithm Cannot search path - no algorithm
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Some Help Please: Very Nice Shelters, can you tell me the animation script to shut the doors via a Trigger on the Iraq_Has and the War_Has? Thanks NEVER MIND! I figured it out, for others: Open the Config.bin and use the Condition and the Statement in your Trigger.
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Sorry zGuba but I have not used this before so stupid question; 1. Does the DTA1.16 folder contents go into the ARMA default DTA folder or does it go into the @zCf1.16 folder as a subdirectory DTA1.16? Thanks
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Understood (ACE Version), I have tested on my Dedi Server most all of the ACE Warfare Mods out there and have not found 1 that does not eventually lockup AI, show same Vehicle issue, drive FPS to 1 or Crash ARMA and the Server Report file is filled with errors. Question: Do you think Compact Fix would work with your Non-Warfare version?
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Ah, good idea I will pack the Mission file and try that. Dedi Server: I am finding that the Non-ACE version runs better than any I have tried, the AI actually do something, current Warfare has been running for 48 hours on one session. However ACE version had errors after awhile, AI stopped moving, Helo when purchased and M1A2 would appear then disappear taking your money! :(
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zGuba, being that you keep the Warfare mission in your PBO how do I enter the path for the Template on the Server so it starts with your mission? class Missions { class Mission0 { template=????????????????; param1=1; param2=2; cadetMode=1; }; };
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Thanks zGuba, can't wait to give it a try tonight. Not sure but Mission Template Link doesn't seem to work for me? Says 404 HTML error.
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Very good info!
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Your help please, I have deleted the file you listed but ArmAlib is still launching with Arma.exe. ArmAlib is activated by a "proxy" DSOUND.DLL file which is installed into the ArmA directory. If you have some serious problems (Such as the game not starting) removing this file will disable ArmAlib permantently. '-noarmalib' parameter can also be used with arma.exe to disable ArmAlib loading. How do I get it off of my computer? Thanks
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Can you tell us what Vilas Weapon Addons (or others), that should be deleted when combining Project 85 and your RACS AddOns? Thanks
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As Always we appreciate your hard work, thanks for keeping us all updated. Vengeance
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If I us the MP Replacement will it replace default Soldiers in Warfare?
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Manzilla, Do you know if there is a conflict using FFN with SLX Full Mod and No ACE? Didn't see one but don't want to affect the AI advantages of FFN. Thanks
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I have searched the thread on this so if I missed it then my apoligize. I am only a few hours into using this with ACE and I have certainly noticed a difference in reactions of AI. My questions is: This Set Defense and Set Roadblock that gets added to my Add Actions I have a question: 1. You set it up can you not take it down? It seems to go away after setting it up? So, you can't do it again? or Reuse it?
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HiFi Novus Aevum - modular sound conversion
vengeance1 replied to Mark XIII (DayZ)'s topic in ARMA - ADDONS & MODS: COMPLETE
Excited about trying your Sound Mod, is there anything special that has to be done to work with ACE? Other than this: /* ACE_OVERRIDE_BIS_SOUNDS When defined, ACE sounds are used for default arma classes When undefined (commented out), Default ArmA sounds are used for default arma classes, meaning they can be freely overriden by soundmods */ //#define ACE_OVERRIDE_BIS_SOUNDS -
Perfecto! :bounce3:
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Hi, Maybe someone could help me with this, i am trying to respawn a Non-RKSL vehicle with the ability to Transport Cargo again. This is what I have written but it crashes to Desktop? _vehicle SetVehicleInit "[This,16] Call RKSL_TransportAdd;this animate [""lcuramp"", 1];"; processInitCommands; Thanks in Advance!
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MP Testing on Dedi Server Some of my Results, please let me know if someone else finds something different: First there is again a large difference to how the mod reacts in Local MP vs Dedi MP. My comments are on Dedi Server as Player. 1. Can command AI to move just fine 2. None of the Add Actions Commands like Surface, Down 10 etc. seem to work as player (this is show stopper) damn. 3. Torpedo launches, if launched with no target then no message "No Target" appear, but does launch Torpedo unlike Local MP mode where if no target then Torpedo resets to max and says "No Target" seems to explode a few meters away from sub. 4. Harpoon Missile Launches Horizontal does not go up, same for other missiles on other subs. 5. Can switch positions in sub just fine. 6. AI sub only do submerge when Enemy approches 7. Sonobouy works fine from Helo Drop and picks up Subs (lots of fun) 8. Sub moves fine in water no issues 9. Tested with and without ACE no difference 10. Tested with Mando Script Only and Mando Addon separately no difference 11. All subs seem to react the same 12. Subs do follow way points, pause then go again after long delay Campaign, SP Missions 1. All seem to work fine. @vengeance1 Thanks mate. Yeh, I suspected they'd be better than the Frigates. When you say "immediately" do you mean like "teleport" or do you mean "in just a second" ? Subs Dive way to fast, takes just a sec., but surface at a good speed. Any help I can offer in testing on Dedi Server to get all your ships working let me know.
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Mapfact releases DAC 2.0 for ArmA
vengeance1 replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
You might want to look at what XENO has done already making DAC work with ACE in Domination, I have used his structured ACE-DAC several times. Just a thought- 376 replies
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- dac
- dynamic ai creator
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MP Compatibility Gnat, I have been testing the Subs on Dedi Server and gathering up the details. FIRST unlike the Ships the Subs do not bounce into orbit. :) So you must have figured that out, nice job. I am having some issues with the sub submerging immediately. I will put together a list if you want the feedback.
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Mapfact releases DAC 2.0 for ArmA
vengeance1 replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
I second that I use DAC 2 for most all my missions. Great suggestion Matt- 376 replies
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- dac
- dynamic ai creator
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(and 2 more)
Tagged with: