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[kh]jman

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Posts posted by [kh]jman


  1. I implemented this script in my multiplayer mission and ran into the same script errors and issues that are listed in this thread so I re-wrote it.

    I'm not going to support it directly here in this thread but I will release it to you.

    1. Download here and copy 'scripts' to your mission's root folder

    2. In your mission init.sqf add the following line:

    [] execVM "scripts\transport\init.sqf";

    3. If you have a vehicle respawn script add the following line in it once the new vehicle is created:

    [[[[_unit]],"scripts\transport\classify.sqf"],"BIS_fnc_execVM",true,false] spawn BIS_fnc_MP;

    Thats pretty much it. This version also has the ability to lift ammoboxes, the object names are listed in scripts\transport\init.sqf at line 31 and they are classified in scripts\transport\classify.sqf below line 50.


  2. Todays dev update appears to break the Headless client. It will no longer connect. Please can someone who also runs one please verify.

    Type: Public

    Branch: Development

    Version: 1.03.110304

    *** PLEASE IGNORE *** It seems it was a steam ticket timeout issue on my HC preventing connection.


  3. It's been reported in the feedback tracker already here: http://feedback.arma3.com/view.php?id=12216

    I've had it even with no -world=empty so obviously will just depend on luck whether weapon or player models get initialized first by the client engine.

    A way to clear it is switch to an alternative client profile and then switch back to your original profile, that seems the clear the bug too.

    I believe this bug maybe fixed in todays beta dev update:

    08-08-2013

    No new EXE

    Size: ~141 MB

    * Animation skeleton is now loaded correctly when weapon is initialized before soldier


  4. It doesn't fix the error. You have to replace the variable with (_gear select6) as posted before. Check it because i'm on the phone ;)

    Amended my post. Apologies ;)

    You can ignore the No entry config.bin/CfgWeapons if you like it'll only appear the first time you respawn.


  5. @DaSkunck

    =BTC=_functions.sqf

    Line 156:

    if (count (BTC_back_pack_weap select 0) > 0) then 
    {
    	for "_i" from 0 to (count (BTC_back_pack_weap select 0) - 1) do
    	{
    		(unitBackpack _unit) addweaponCargoGlobal [(BTC_back_pack_weap select 0) select _i,(BTC_back_pack_weap select 1) select _i];
    	};			
    };
    

    Amend to:

    BTC_back_pack_weap = (_gear select 6);
    if (!isNil "BTC_back_pack_weap") then {
    	if (count (BTC_back_pack_weap select 0) > 0) then 
    	{
    		for "_i" from 0 to (count (BTC_back_pack_weap select 0) - 1) do
    		{
    			(unitBackpack _unit) addweaponCargoGlobal [(BTC_back_pack_weap select 0) select _i,(BTC_back_pack_weap select 1) select _i];
    		};			
    	};
    };
    


  6. I noticed that the sidechat of reports isn't working. Im trying this on Takistan but I can see the colors changing but no announcements when I run the mission. Any ideas?

    Late reply but I programmed that part so I'm probably best placed to help.

    Make sure that you are running the latest version of MSO: mso_develop_4.6RC.zip. This will be the final release version of MSO for Arma2 once BI finally release the A2 1.63 final patch.

    I would suggest that you run the latest A2 beta patch with this version of MSO.

    The town manager does have mission parameters for the HUMINT Reports so make sure that they are switched on:

    INTEL Reports (Towns)

    Update Map based on INTEL reports - This enables and updates the colours of the HUMINT trigger map markers.

    Civilian HUMINT Reports - This enables civilian detect trigger markers.

    HUMINT Reports - This enables side detect trigger markers.

    SIGINT Reports - This enables side seized trigger markers.

    Broadcast Reports to sideChat - This sends all trigger reports to the sidechat.


  7. Maybe so DayGlow but you have to respect the author's rights ;).

    Mission scripts do seem to be a grey area to me since in .sqf there tend to be only one or two ways to produce the same required result due to the fact that we all have to rely on the engine's internal commands/functions etc.

    I do respect script author rights in terms of publication and if a particular creator of a script does not want it published elsewhere then so be it.

    I for one have quite a few of my scripts (such as adminactions) contained in many of the latest A3 missions produced by other authors I see published to Armaholic. PersistentDB has been refactored by many scripters for use in 'Life' servers etc therefore in terms of mission scripts I have no problem with my work being used.

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