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Everything posted by Enders
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Multi-Session Operations v3.3 is released!
Enders replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Figured out what the problem was. Has anyone else set the Nomad reset lives to 'Never' in parameters? This ends the mission straight after loading for me. -
Multi-Session Operations v3.3 is released!
Enders replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Quick question - should a server gamelogic be placed? It seems to end the mission straightaway when I do... -
Trouble with ACE backpacks and server commands
Enders replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In the editor, units init box: this addweapon "ACE_Backpack"; nul = [this, "NVGoggles"] call ACE_fnc_PackWeapon; nul = [this, "SMOKESHELL", 1] call ACE_fnc_PackMagazine; This adds NV Goggles and a smoke grenade to the ruck. A list of classnames for the ACE backpacks is here A list of functions for the ruck system is here -
loadout questions
Enders replied to MirindoR's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Use the following command in the init line of the unit: this setVariable ["ACE_weapononback", "weaponclassnamehere"]; -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
Enders replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'd love it if you could include or adapt your own version of this: Cargo Load and Drop -
Conditions, reducing server load, IF/WaitUntil, etc
Enders replied to scajolly's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could try adding a sleep command? -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
Enders replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I presume that the issue with ACE means that mortar rounds from CSW's spawn by your feet? -
is chinook interior lights possible?
Enders replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Would it not be easier to add the action to the vehicle? Just tried this: nul = [this] execVM "scripts\jumplights\chinook.sqf"; this addaction [("<t color=""#f6314d"">" + ("Switch on Red Light") + "</t>"), "scripts\jumplights\redlight.sqf", [],1,false,false,"","EffectiveCommander _target == _this"]; And it doesn't seem to work in multiplayer, however it does if you remove the condition from the addaction -
is chinook interior lights possible?
Enders replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cheers Demonized, I got this working briefly last night with a couple of changes (only really needed one light), but I'll have a go at it again later, playing around with some settings for the C130 also. -
is chinook interior lights possible?
Enders replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah I've got the colours thanks, its the scripting I can't get my head around - can't seem to get anything to work. My level of scripting knowledge isn't great (still learning), but what I would like to do is restrict the addaction to specific unit types (i.e. pilot), and add/remove the actions from red/green/black to simulate jump protocol. I'm hoping this would add a big dollop of realism to paradrop missions. -
is chinook interior lights possible?
Enders replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Any clues as to how? I'm not quite sure how to go about doing this. I've worked out how to add the action to the vehicle but would like to restrict this to pilots, and can't get the lights to switch off (presume deletevehicle?). -
is chinook interior lights possible?
Enders replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is it possible to addaction the switching of the lights from red > green > off? -
spawn heli with paradrop group, deliver, go home, delete heli
Enders replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cool script - any chance of adding russian (ArmA2) unit types? EDIT Just found the classnames and variables in the parareinf.sqf. Sorted now ta. -
Does anyone know how to or if it's possible to have a seperate image from the main squad logo for certain members defined in the same xml file?
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Vote here for fixing please chaps!
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Has a ticket or bug report been submitted for this problem?
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UPSMON - Urban Patrol Script Mon
Enders replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This really needs to be put in a readme or in the wiki -
ARMA 2: Private Military Company (ARMA 2: PMC) DLC
Enders replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Yes, but the 1st cargo position is not in the cockpit on the Merlin, meaning the co-pilot is sat in the back. -
Pro, I'm using our custom unit modpack which includes CSM BAF sound pack, RKSL logistics, UKF weps and a few other bits and pieces plus @ACE;@ACEX;@ACEX_SM;@ACRE;@CBA;@JayArmA2Lib. Replace (or delete) all T55's in the mission and the error disappears.
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I *think* this error only crops up if a T-55 is in the mission somewhere. Doesn't seem to happen with other MBT's or armoured vehicles.
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Confirmed this now - just created a mission with 1 blufor and 1 t-55 and it gives the same error. Delete the T-55 and it works. Any ideas what is going on here?
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I'm also getting this 'bug' with a stock OA mission - Steel Panthers. Is there a problem with this, ACE2 and the tank FCS I wonder?
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No idea Pro. I do know however that none of the other missions on our server are affected, just these 2 in particular (both using the same template). The 2 missions that are affected both work with no errors when previewing in SP and when hosting in MP, but fet FUBAR when trying to run them on dedi. I have tried deleting most of the units from the map to try and see if it was hidden somewhere but can't seem to find where the problem is. The mystery goes on...
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Actually, even with the mod enabled client side, the mission still won't work and dumps me back to the mp lobby...
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Keep getting a dependency error when trying to start a mission with Zeus AI on my unit's server: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. zeu_oa_c_wep_dispersion I made the mission without Zeu_AI loaded in my command line, yet the server won't load the mission unless clients have it enabled. Equalmodrequired=0 and VerifySignatures=0 in server profile also, so I know it's not that.