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Everything posted by [GLT] Legislator
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Well I got some eager helicopter pilots in my team And I'm the badguy who creates a lot of air defense on each map. Sometimes the whole team is gonna fright up while getting transported to another island. My pilots hat me for doing a long time swim Meanwhile we're trying to combine one of your revival markers with an own script and a medevac chopper. The result will be a small supply post that can be created with the help of a soldierw/e/gminer and a medevac blackhawk. A respawn marker will be transfered there. The supply post can be reloaded into the chopper of course. We'll keep the revival more mobile this way because we have some missions that use the whole island of sahrani. 4 respawn markers aren't enough
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Bug report: AI Disabled 1.1 Well it is a good feature for SP. I've tested it in MP mode and it was annoying. Same mission on a dedicated server with some other players. The AI in charge ordered pilots to drop from their choppers so the players ejected whereever they were. The AI stole some mission important vehicles and drove them to the enemy risking our whole mission Somehow our player group (gw1=group this; ) was seperated after some revives. There wasn't any gw1 group at all at the end of the mission. Therefore some triggers weren't activated and Grouplink didn't work anymore One player respawned at the marker Respawn_west .. it was on an island far away. His revival marker still was on his dying position + his "fake corpse". The missing respawn buttons are still annoying Again there was a swimming session Edit: Maybe the whole group thing was screwed up because of the addional AI becomming leader of the player group. We killed them for their behaviour afterwards. Additional AI with AI Disabled was never a problem because the AI wasn't part of the revival script. Maybe it's better to disable this new function OR leave it to the mission creator to use it.
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No, no! It was a very good experience. Except for the anti-water code without respawn buttons the AI Disabled revival script is perfect by now.
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I've encountered no bugs so far! But something strange happened ... I was unconscious after dying on the water. Although AI was disabled I had some AI soldiers in my group that I've recruited via recruit script. Somehow there was a new groupleader ordering 2 of the AI soldiers getting into a repair truck. They took the truck to a damaged motorcycle and repaired it by themselves! I gave no order to do that?! Could this happen because of the groupleader recognition changes?
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Wow cool work! I'll have an update in my newest mission tomorrow!
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Ok last night we had some problems with an older version of AI Disabled. It's not one of my missions, but maybe you can use this message anyway, click me And some problems with 1.0k Again the NULL-Error, click me. This happened after I revived a player who crashed into the water. And now the strangest thing ever ... during the game, we got a clone of one of our players! We were 3 players. I don't know why and when this happended (maybe JIP?), but the player clone had the exact player name! It was treated like a civilian by the game (or maybe setcaptive?) Click me. The clone player could be observed in the camera, he fought along our side and respawned after a few seconds when he died. AI was disabled in the description.ext Our players (and I too) don't like current anti-water code. There should be an option to get the respawn buttons as soon as you'll hit the water. There's nothing more annoying than swimming hours to the coast line
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Bug report: AI Disabled 1.0k There are still some error messages when I'm reviving and getting both killed (reviver + revived) during the reviving progress. The error message was shown to the killed "revived" only. I had no error message. That's why there's no picture this time
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VFAI - AI Extension
[GLT] Legislator replied to VictorFarbau's topic in ARMA - ADDONS & MODS: COMPLETE
Oh my .. now I'm really confused - regarding to my post here. Equipment.AI = VFAI? -
Return terrain surface?
[GLT] Legislator replied to dmarkwick's topic in ARMA - MISSION EDITING & SCRIPTING
That's very interesting. I didn't know its possible to return the type of surface. Could it be possible having wheeled vehicles stuck in the mud during heavy rain? (like in video, minute 3) -
Hiho, I've tested the latest release of Equipment.AI during a very long convoy mission. I think Equipment.AI is a little bit to sensitive. A standard US squad with "standard full equipment" made me crazy this night. They killed one dshkm uaz and everybody stormed to the corpses, trying to get their weapons although their standard weapons were far from empty! There should be something like a class depended weapon pickup code inside the script. My snipers waste their M24 and leave them somewhere on the battlefield, no one found the M24 anymore My AI is always in combat mode, except the time ArmA changes itself. Anyway your work is great Having a group of unarmed prisoners take their weapons from dead people never was easier than now Edit: Oh my god, shame on me I totally forgot that on our server was running VFAI AI extension as well. I guess those scripts interfered with each other and caused the AI going crazy. Ah, I'll be back if I'll find any real trouble
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No, this mod does not work with any other vegetation/tree/bush mod except for Kegetys "lowplants". Even then, the instructions are quite specific about how to install them both. Well I think it works with the proper vegetation mod as well. At least I didn't get any error messages, the game doesn't crash etc.
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Bug report: AI Disabled 1.0k - 2 players on a linux dedicated server - 2, follow all still exists after some revives --> leader isn't identified correctly ... I still don't think that this is a revival script problem No further bugs founds right now. Wishes for next AI Enabled revival script: - an option to tell the AI to revive group leaders first = I'm always the group leader
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Ok I tried it this way. So far no error messages. Can you please create an example mission? I got the feeling it's working on my pc, but I have no 100% evidence
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Excellent, excellent, excellent I will upgrade a mission with it to see how it works.
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Heyho, very good modification! Let me get this right. In order to use the proper vegetation mod (something similiar like kegety's mod but with ofp trees) I'll have make a backup of the original ArmA plants.pbo. Then I'll have to patch the plants.pbo with the proper vegetation mod and afterwards the same plants.pbo with Durg's vegetation fix and it will work?
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DMSmokeEffects Beta 4
[GLT] Legislator replied to dmarkwick's topic in ARMA - ADDONS & MODS: COMPLETE
When I was playing alone online with the latest Smoke Effect release I had several entries in the action menu *getting wind infos* How can this happen? -
DMSmokeEffects Beta 4
[GLT] Legislator replied to dmarkwick's topic in ARMA - ADDONS & MODS: COMPLETE
Oh shit, double post -
DMSmokeEffects Beta 4
[GLT] Legislator replied to dmarkwick's topic in ARMA - ADDONS & MODS: COMPLETE
You mean the 1.1 fix has the problem or has fixed the problem? No, it also shows the same kind of error message. Nothing from the addon is placed on the map but after you started one mission with the activated AI sandbag fix 1.1 you had an entry in the mission.sqm. Therefore every other player had to install the sandbag fix too so they can play the mission. The problem was never solved -
DMSmokeEffects Beta 4
[GLT] Legislator replied to dmarkwick's topic in ARMA - ADDONS & MODS: COMPLETE
Do you know the AI Sandbag Fix 1.1? It has got a similar problem regarding the error message and the entry within the mission.sqm. -
DMSmokeEffects Beta 4
[GLT] Legislator replied to dmarkwick's topic in ARMA - ADDONS & MODS: COMPLETE
I've tested Smoke Effects 4.3b in MP now. I removed the files from the dedicated server so I was the only one who used them. Other players didn't receive any error message Well how anyway? But it's good news -
DMSmokeEffects Beta 4
[GLT] Legislator replied to dmarkwick's topic in ARMA - ADDONS & MODS: COMPLETE
Hiho Cool addon I'm using it for months now but there is a problem with your latest version: - I'm using Beta 4.3b of your Smoke Effects, nothing else - I put the 3 pbo files into a mod folder (DMSmokeEffects.pbo, extended_fired_eventhandlers.pbo, extended_init_eventhandlers.pbo) When I play a mission on our linux dedicated server I'll get the message that "this mission depends on downloadable content that has been deleted --> Click me. Everything was ok while I used the old version of your mod. The game doesn't crash, the mission doesn't abort. The smoke effects appear, but maybe the problem appears because of your viewblock!? By the way we're using queens gambit on the server and it was a queens gambit mission. I recognized the same problem with the error message during a normal arma mission as well. I uploaded the smoke effects to our server. No success -
High Detail Texture Project
[GLT] Legislator replied to Average Joe's topic in ARMA - ADDONS & MODS: COMPLETE
It's a very very good work This is definately one of the best islands for ArmA I've ever seen! Keep on this good work I'm only waiting for some more Iraqi units, maybe an aircraft carrier and then the missions can begin! -
Because of less time only a short bug report: AI Disabled 1.0h - some players couldn't be revived, only self-respawn and new revival helped 'em - the players want to stand up earlier after spawning at a spawn point - minor problem in AI Disabled: still have to say "1, ready" in order to have the others follow me I don't know if there are fixed in the new version. AI Enabled Beta 0.20 - still have to kill the AI that can't be revived in order to safe them and let them join the party again - major problem in AI Enabled: still have to say "1, ready" in order to have the others follow me I don't think its your fault, norrin. I guess it's a bug/feature of ArmA
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Norrin, do you have Queens Gambit? The mission I mentioned (UN soldiers) has got Queens Gambit content.
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A few minutes ago a found another bug but I think it is caused by plasmans UN soldiers. The animations work but neither I can revive someone nor I can be revived by teammates. I'm using AI Enabled beta 0.20 This messages occured: The UN soldiers are treated as RAC soldiers by ArmA. What do I have to do to fix this problem? Edit: One thing I might add ... since beta 0.20 of AI enabled I'll have to execute my comrates very often because they're stuck within the revival script. They're stuck in the animation and after one revival try there isn't the revival option anymore in the action menu. Seems like to happen after the revive timer is reached.