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FunkDooBiesT

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Everything posted by FunkDooBiesT

  1. FunkDooBiesT

    Mapfact releases DAC 2.0 for ArmA

    Howdy Gents, Sorry if this has been covered in a post before but i'm just not finding it. I'm rather new to the scripting thing and changing things ingame with it. I have run into a problem with the DAC Camps. First let me explain the camps: case 11: { _campBasic   = ["FlagCarrierSouth",["Fire",5,10,0],["CampEmpty",10,0,0],[&a mp;a mp;q uot;Logic",0,15,0],1]; _campAmmo    = [["vil_AmmoBoxisraelwest",16,10,0],["vil_AmmoBoxisraelwest",16,8,0],[& amp; amp; quot;vil_AmmoBoxisraelwest",16,6,0],["vil_AmmoBoxisraelwest",16,4,0],[&quot ; ; ;vil_AmmoBoxisraelwest",16,2,0],["vil_AmmoBoxisraelwest",16,0,0],["Amm oBoxWest",20,10,0],["WeaponBoxWest",20,5,0],["SpecialBoxWest",20, 0,0]]; _campStatic   = []; _campAddUnit  = []; _campUserObj  = [["Test",-25,-25,0],["HeliH",-25,-25,0],["Test ",-20,-25,0],["Truck5tOpen",-10,-25,0],["Truck5tOpen",-5,-25,0],[ "Truck5tRepair",0,-25,0],["Truck5tRepair",5,-25,0],["Truck5tRefue l",10,-25,0],["Truck5tRefuel",15,-25,0],["Truck5tReammo",20,-25,0 ],["Truck5tReammo",25,-25,0]]; _campRandomObj = []; _campWall    = []; _campObjInit  = [[],["[_x] exec ""WeaponsWest.sqs"";"],[],[],["_x respawnVehicle [10]"],[],[]]; }; //------------------------------------------------------------------------------------------ ------------------------------- case 12: { _campBasic   = ["FlagCarrierNorth",["Fire",5,10,0],["CampEast",10,0,0],[&am p;am p;qu ot;Logic",0,15,0],1]; _campAmmo    = [["vil_AmmoBoxisraelwest",16,10,0],["vil_AmmoBoxisraelwest",16,8,0],[& amp; amp; quot;vil_AmmoBoxisraelwest",16,6,0],["vil_AmmoBoxisraelwest",16,4,0],[&quot ; ; ;vil_AmmoBoxisraelwest",16,2,0],["vil_AmmoBoxisraelwest",16,0,0],["Amm oBoxEast",20,10,0],["WeaponBoxEast",20,5,0],["SpecialBoxEast",20, 0,0]]; _campStatic   = []; _campAddUnit  = []; _campUserObj  = [["test",-25,-25,0],["HeliH",-25,-25,0],["UAZ",- 20,-25,0],["UAZ",-15,-25,0],["UralOpen",-10,-25,0],["UralOpen&amp ; ;quo t;,-5,-25,0],["UralRepair",0,-25,0],["UralRepair",5,-25,0],["Ural Refuel",10,-25,0],["UralRefuel",15,-25,0],["UralReammo",20,-25,0] ,["UralReammo",25,-25,0]]; _campRandomObj = []; _campWall    = []; _campObjInit  = [[],["[_x] exec ""WeaponsEast.sqs"";"],[],[],["_x respawnVehicle [10]"],[],[]]; }; //------------------------------------------------------------------------------------------ ------------------------------- I have made two new cases for the Camps. But the parts that are giving me trouble is the _campObjInit. The script is running fine for the server but the clients do not see the modified content. I also have no idea if the Vehicles will respawn using _x respawnVehicle [10] in there. I've been told that the problem is most likely the fact the the variables are private and not public. So want variables do i need to make public if it is indeed the only problem? Any help on the matter would be great. Edit: On the Respawn of vehicles at the camp. I have found a way to get this too work. On the Crates in the Camp, I just still can't find a way to get the content of the crates to be the same on all clients
  2. FunkDooBiesT

    ArmA Warfare 1.1

    Indeed RL stats would be nice, however in my experiance in game I have found the 7VR more effective than the 7V. But regardless of that it's missing from the availible gear and I'd like it to be there.
  3. FunkDooBiesT

    ArmA Warfare 1.1

    What I'd like to see in a future version is the RPG-7VR for OPFOR on the gear menu ATM they are very weak againts armor since one hit might if they are very lucky get the crew out but the AT guy will get shot by them. Only way I know how to get these baby's atm is from trucks, that makes them rather expencive. Well worth it tho.
  4. FunkDooBiesT

    AI doesn't use Helicopters in Warefare,

    On this subject, entrusting equipment like that to the AI is a waste of resources. Here are my reasons for it. The Air factory is build in a spot that might have the take off be very tricky. AI will simply crash and burn or leave it disabled. After take off there is always the off chance of the AI crashing into the factory's tower or other high object IE power lines ect. Combat most of the time leads to them crashing any way or being shot down. I have only used em for extraction and insertion after I've parked the chopper in a place that I know he won't crash it at take off. In flight disembark now works very well with the chopper about 1 meter high while the units jump out. If you manage to get the chopper to hover very still, you can eject one by one or you have the off chance that the AI will get hurt hitting each other after ejecting. I only give my AI the MG MI or the MG BH the rest is not worth the resources to have them loose it.
  5. FunkDooBiesT

    Warfare Updated! v1.5

    Warfare V1.0m: On the MHQ repack bug as some call it. This is purely to the commander getting crushed with it going into mobile mode, or the MHQ hitting a stucture when it goes to mobile mode. From your screen shot I see the walls that cuased your game to end. if you were some how inside there and repacked it the commander and or the MHQ was killed and the games ends. I have moved bases more than 12 times having bases all over the map. I have had 12 main island bases and then moved the MHQ to a safe location and possibly another base, but this was not needed. Now if you get caught inside the MHQ and it is destroyed by the enemy game ends. So employ your team when moving the MHQ don't just go hansolo if your taking Arty on the base or believe that they know where your base is. A very nice tactic i've see and employed myself is to send a scout with Arty support availible to find the base after it has been found we call in the arty and the enemy plan to move the base at that point when the commander jumps in the MHQ we hit it with AT and we win. This is a objective of the mission and a win condition, so don't cry about it learn from it!
  6. FunkDooBiesT

    Next Target command

    I assigned a button on my joystick via the normal menu's and it works fine. I have not removed the default "Tab" button as I drive with the WSAD keys and use my Arrow key's for foot controls. But I think you are experiancing the problem as you have red markers on your radar but you can not target them this is due to the targeting system that needs the target in direct view. If your red marked target moves into some cover even behind a building before you switch to it the marker stay's there at the last tracked location. How-ever the target can not be targeted untill it comes into view again. The same problem exists for the normal call out, target and attack commands. If the target moves into cover behind some tree's you can some times not have your squad target him as you can not direcly see it, but you know he is there and you are forced to use the target menu for the target. This is my experiance with the game, but you can do a simple test in the editor to see if you have the same effect as I am. Just place some targets around a city try to be on there side and plan your route that you would fly or drive. After you have made say 5 targets and you have put some into cover from your route and left some out in the open. you know there positions when you do your run but only recon them so fly over and check how you can target them you should most probably find that the out in the open targets were easy but the ones you put into cover you will have to find a clear angle to fly in with to target and engadge them. You might also be able to target them behind you as you pass over but they will be back into cover soon as the buildings and trees close your direct view of the target. If you do this test and find that you can not target the targets even the out in the open ones then switch gun type and try again. Air to ground are normally guns and missile. So that should not be a problem to target them. I hope this helps you identify your problem.
  7. FunkDooBiesT

    (EVO)CTI Release  Full Release of EVO CTI

    I see the mission file is still called: "EVOCTI39SM.Sara.pbo" Must it not be "EVOCTI40SM.Sara.pbo" ? :P
  8. FunkDooBiesT

    Sahrani Life

    How critical is it that the server has to be beta?
  9. FunkDooBiesT

    PVP 2 Sided Evolution

    Here are a few quicky's noted on 3.9c: Commander East side. Score 40 1st: MG UAZ does not drop from menu, only the parashoot. 2nd: Gren UAZ Spawns a Gren Soldier on fire but he seems to survive it and land just standing there. 3rd: Lots and I mean LOTS! of empty parashoots over Corazol west capture point. Some have units but allot have nothing. 4th: Air strikes seem two come twice for every one marked on the map. 5th: We took Corazol West but the inner circle remained blue and the west kept attacking Corazol East with Air strikes. 6th: low level chopper insertion, I got the following error: '...itions "Gunner" > 0)THEN{ (units_guard |#|select 3) assignAsGunner _heli;(units _g...' Error Zero divisor File mpmissions\CUR_MP.Sara\chris\patrolx2.sqf, line 80 7th: basic chopper insertion, gave the following error: (sommin sommin sommin) Error Zero divisor File mpmissions\__CUR_MP.Sara\chris\patrolx.sqf, line 85 8th: Menu's close button fires the weapon held some times. 9th: Ai recruites take possitions of existing units and makes it unstable, you can't drop unit's from your squad. IE: Let's say no 2 dies now you have 3 and 4 left so you call for a soldier to replace 2, when the new 2 spawns in his parashoot, he takes 3's possition in the parashoot and when he lands is assigned to 2 and 3 is just missing but still alive and following me. 10th: Had a friend join the server and sellected Spectate, he then could not move after exiting spectating and only got to move as a civilian. but on west and east sides he just goes into spectate mode and can't exit it. 11th: I went to lobby and stayed as commander and rejoined to try and fix my squad, Then I had 6 units in my squad on rejoining and they all reported dead but then I noticed the capture points had disapeard and I was left with only Corazol East and west for my side, and the west side had also only two. Right thats as far as we tested and now the server is getting players so I had to switch the mission to something playable.
  10. FunkDooBiesT

    Evolution (Red+Blue)

    To whom it concernes: Evo Spin offs. Do you have a thread for your version? It's rather mixed up in here and to give feed back on missions is a problem. I would advice that if you have a spin off of the Evo mission you release, create a thread about it. Would help address issues with it, if any.
  11. FunkDooBiesT

    PVP 2 Sided Evolution

    @mazza, Turn off Stats it helps a bit.
  12. FunkDooBiesT

    PVP 2 Sided Evolution

    Ok we managed to get one of your versions onto our server for testing, this was V3.6 Any way here they are for that version cuz they most prob are still there. I was playing as Commander and my squady was a Engineer. 1st: West side get's Kamov and shilka instead of Cobra and Vulcan. This leads to massive losses on the East side untill the Friendly Vechile is Recognized as Hostile And then if there are still any thing to kill em they might just get it right. 2nd: Players in my squad did not get equiped when I equiped them. 3rd: Menu's need to be closed with Esc instead of clicking on the close button since the gun some times Fires as well. Esc just safer. 4th: Player Squad member don't give Points to Squad leader, Strange since AI units under the SL do :P 5th: Then there is a hudge bug with points when there are two players in a squad. When the squad mamber dies and spawns at base the Squad leader will get 1 point repeatedly for a while I got about 60 points from this happening twice. 6th: The Recruit Soldier menu's MG guy will not work, and the SMP MG's decription is given when selecting him, Also when calling a SMP MG I get a MG guy but he dies in air after spawning. 7th: Engineers can't get there hands on Repair trucks, This was reported to me so if there are Repair trucks some where sorry I hope this helps you to find the bug's and fix em. Will try to get V3.3 onto our server as that seemed the most stable one I've tested to date.
  13. FunkDooBiesT

    PVP 2 Sided Evolution

    It takes some time to test every thing in the mission with out a way to instantly be able to check all the "Purchase Vechiles" and other menu's. Possible to release a testing version or add it as a option at startup? That way we can report more things we find quicker.
  14. FunkDooBiesT

    PVP 2 Sided Evolution

    I can concur the Bug's about the vechiles. Haven't had mush time to test any thing else.
  15. FunkDooBiesT

    PVP 2 Sided Evolution

    Wicked thanks for the PSO and Ammo crates times. Does that mean the AI in my squad or the units that are battling for Sahrani?
  16. FunkDooBiesT

    PVP 2 Sided Evolution

    K so by now you should know i like to play Opfor :P Anyway I got an issue with the ammo crate you can call in the field any specific reason why it despawns so quick? Blufor do take a few flags rather quick in the start. But hey I don't mind that. Then for some reason I cant find the AK PSO in the equip menu Then I noticed that people can jump into the base vechiles ( choppers ) and transport them to the field :P Don't know if this is a good thing tbh. I'll Let ya know if I find any thing else.
  17. FunkDooBiesT

    PVP 2 Sided Evolution

    Sweetness, will check it out tonight
  18. FunkDooBiesT

    PVP 2 Sided Evolution

    EVO CTI 3.0 on 1.08 Opfor side: Played as commander, Any way moved my MHQ to Corazol East got killed by some AT soldier. Traveled again to Corazol East, saw that the MHQ has not respawned to repair After about 3 hours play and East leading with 27 to 15 city's. I went back to check on my MHQ and found the thing still a wreck now are these repairable at all? Or do you need to be very carefull with it? I also see that you still pay for AI when you have reached your ranks amount and cannot have any more. Now is there any way to check that people don't waste money in this way? 42 city's is nice and all but will most prob have the PVP players decide on a city and just keep fighting there instead of acually going for city's. With less city's the chance of running into other players will be more won't it? Money is a bit heavy in the sence of how do you run around with 13k cash on ya? Why not make each city owned by your side gives you 2 bucks? ie if you have 5 city's you get 10 bucks? That way the loosing side will acually feel it and the winning side too, I was on about 78 bucks with 27 city's captured. 0.o thats allot at the rate you get it. But hey it's more of a personal thing. Again the parashoot won't dissapear on the MG UAZ but I found that if you turn the gun full 360 degrees any direction the shoot let's go :P I like the new menu was not so nice with all those actions you had to scroll through. The equip menu is cool and all, but you loose 4 side arm slots for ammo as well as 2 primary and secondary slots for ammo any way to fix that other than having to grab the extra ammo after spawning? Now do you have another big change planed or can we test this one and gather some things to address? So far I've had no problem with the transport on opfor side. Keep up the great work man and if you need any thing specific tested just shout.
  19. FunkDooBiesT

    PVP 2 Sided Evolution

    Well tested 2.2 out checking the Transport options out and a funny thing happend to me when i droped a MG UAZ the parashoot did not disapear after it hit the ground still works but the uaz gets stuck on the parashoot slowing it down completely. Then I noticed if you buy a soldier but your rank is full you still get charged for the soldier but you don't get him :/ Other than that I did not have an issue with the travel system emploid since 2.0 allot better then teleporting :P So just to try and get some info from the testers are you using 1.08 or 1.11 for testing?
  20. FunkDooBiesT

    PVP 2 Sided Evolution

    My two cent's on the mission features: First and formost GREAT WORK! Love the idea of PVP and Coop peeps playing to gether on one server. Now I'm kind of a realist so the whole teleport thing is kinda over the hill for me, but non the less, I can see the demand for it, however can it be disabled some how? Kinda like the fact it drops people in the osean btw :P But really now you have chopper insertions availible to you at 5 point cost and in worst case the halo jump not sure never used it in your mission yet. Why not just make these cost money instead of score? Since there will be a few towns captured from the start, you would have money to spend on transport in a more real (chopper) fantacy (halo) but at least it's not teleport :P Other than my issue with the teleport thing every thing else is great to have in one mission. I like the fact that the side missions are now in enemy territory and not driving distance from base. Makes for a real mission! Thanks again for this great mission and keep up the great work.
  21. FunkDooBiesT

    Mapfact releases DAC 2.0 for ArmA

    Thank you Silola, If I understand you correctly it's not possible to make RACS enamy to all and have them as the 3 Group that can capture Sectors. IE. East vs RACS - Attacking from north defeating RACS to take there city's. West vs RACS - Attacking from south defeating RACS to take there city's. East vs West - Once the Racs are out of the way the battle wil be between these two. From what I can see there is only 3 states Friendly, Enemy and Empty where I would need 4 namely: Friendly, Enemy, Empty and RACS. :'(
  22. FunkDooBiesT

    Mapfact releases DAC 2.0 for ArmA

    Good day, First of all, I'd like to thank the creators and every one who helped with this addon. Let me explain the mission I have in mind: 3 sides, Opfor, Blufor and Racs. The mission is simple capture the city's from the Racs gaurding them and defeat the enemy.(CTI MP hopefully if the mission load is not that great.) Now let's take Paraiso city, One zone with 4 Sector's inside. the zone is activated with Racs by default. But once a side has eleminated the Racs force and have all sectors at 100% I'd like the Zone to Deactivate and Activate as the side that has all the Zones. So the defending force do not respawn and only once they have been defeated will the zone deactivate and once the sector's are all at 100% will the zone reactivate with the relavant side that holds the Sectors. Than on to a simple query: Help with the DAC sector scripts? I looked at the example mission Sector fight and tried to mimic the Triggers for the sectors altho they don't work. In the example mission the init file send's the triggers to the Sector script. I have my sectors there but they don't show up in game. Also in the example mission the side that has 6 Sectors wins, are there other logic that can be aplied to them ie. Sector_count?. Thanks, Funk.
  23. FunkDooBiesT

    Confirmed shoot out of non-gunner positions

    What about reloading your weapon while in a back seat, surely this can be done. Allong with fire'n from it With out reload you better be a hell of a marks men :P
  24. FunkDooBiesT

    Sahrani Life

    On the marker issue: Yeah I really think the teleport script sould be repaced with marker options. First off lemme say this about markers They create lots of action as it pull's Cop's toward you, this is nice to have trust me, and the bouncing around of it really gets em going lol. Now what I don't understand is why only Civ's have markers? Cops can view you on camera, look for your marker on map, have access to guns and vechiles from the start 1k away from where all the civ's start with nothing but a car licence and a car. But the markers are blazing. One thing I can tell you now is that every time a cop has come after me the surprize was not so big with my marker all of a sudden starting up where I know it shouldn't be bouncing around like that out side the city I say along with the jammer you should maybe also be able to buy a Cop revealer maybe also timed but for the duration you see the cops on the map too On to the next subject that for now I would say can be a nice to have. Some one mentioned a truck heading to the terror camp just like the cop base, I like this idea allot! Other than that there could still be tons of stuff to add to this mission but I recon that to do small things and fix bugs are really the way to go until the mission is really stable and running, then start work on Real additions to the mission. So make the suggestions they will most prob make a note of it and put it in or leave it out when they are ready to do so. keep up the good work guys this mission rocks!
  25. FunkDooBiesT

    Sahrani Life

    Great news and thanks for putting time into fixing bugs.
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