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Enders

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Everything posted by Enders

  1. 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.
  2. Quick question - should a server gamelogic be placed? It seems to end the mission straightaway when I do...
  3. 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
  4. Use the following command in the init line of the unit: this setVariable ["ACE_weapononback", "weaponclassnamehere"];
  5. I'd love it if you could include or adapt your own version of this: Cargo Load and Drop
  6. I presume that the issue with ACE means that mortar rounds from CSW's spawn by your feet?
  7. 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
  8. 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.
  9. 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.
  10. 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?).
  11. Is it possible to addaction the switching of the lights from red > green > off?
  12. Cool script - any chance of adding russian (ArmA2) unit types? EDIT Just found the classnames and variables in the parareinf.sqf. Sorted now ta.
  13. 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?
  14. Enders

    BAF Merlin

    Vote here for fixing please chaps!
  15. Enders

    BAF Merlin

    Has a ticket or bug report been submitted for this problem?
  16. This really needs to be put in a readme or in the wiki
  17. Yes, but the 1st cargo position is not in the cockpit on the Merlin, meaning the co-pilot is sat in the back.
  18. Enders

    Zeus AI Combat Skills

    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.
  19. Enders

    Zeus AI Combat Skills

    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.
  20. Enders

    Zeus AI Combat Skills

    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?
  21. Enders

    Zeus AI Combat Skills

    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?
  22. Enders

    Zeus AI Combat Skills

    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...
  23. Enders

    Zeus AI Combat Skills

    Actually, even with the mod enabled client side, the mission still won't work and dumps me back to the mp lobby...
  24. Enders

    Zeus AI Combat Skills

    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.
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