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[GLT] Legislator

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Everything posted by [GLT] Legislator

  1. [GLT] Legislator

    Need formula - wind direction

    Hmm very interesting. This script only shows the wind strength, right? Is it possible to influence the wind strength depending on meteological data? I had the idea of influencing the behaviour of air vehicles during a huge storm and connecting it with mission.
  2. [GLT] Legislator

    SQF revive script

    Hmm yeah I think it only effects AI Enabled missions. Couldn't test the beta 0.20 with multiple players yet. In single tests there didn't occur any error message, but well ... it wasn't shot by the artillery also. I hope to have a huge test this evening. Then I can tell you if the problem is fixed or not fixed with the new version. Regarding Grouplink, maybe you can contact Snkman. He must be somewhere around this forum
  3. [GLT] Legislator

    Linux server beta

    Regarding to my post on page 10 of this thread I found the solution of the problem. It has nothing to do with any server version It's an error caused by an errornous addon of queens gambit. Just wanna know you that. Your linux server files run very good We haven't encounter any problems! Thanks to BIS and everyone who worked so hard on it.
  4. [GLT] Legislator

    QG and dedicated servers.

    Oh no Okay I'll tried it Thanks for the info Edit: By the allspark! You were right! After I changed the PK jeeps to Dshkm jeeps everything was ok! Thank you, thank you, thank you, KilJoy
  5. [GLT] Legislator

    QG and dedicated servers.

    Hi all, I don't know if it's that easy to install QG on a server We uploaded the QG content files including every new addon and every original ArmA addon that had been changed. The islands appear in the mission selection. The original QG missions start without problems. We've disabled every community addon in order to avoid incompatibilities - no success. I've placed some QG jeeps and soldiers lonely on Porto but the server is still denying every mission with QG content saying that dbe1 is not there anymore "The mission is depending on downloaded content that has been deleted: dbe1" We don't know for sure if it's a problem with the linux server or queens gambit. Here's how we start the linux arma and queens gambit Today I've installed QG on the windows dedicated server and tried to load QG just like any other mod via -mod=DBE1 Still no success I need help
  6. [GLT] Legislator

    Equipment AI

    This scripts sounds great! I'm eager to test it in my missions after your release.
  7. [GLT] Legislator

    SQF revive script

    Thank you! I'll update my benchmark mission with it As for the mission that I should send you .. it has to wait a little bit. There are some problems caused by Queens Gambit and the linux dedicated server. The mission won't start because of some addon missing bug. But that's another story Oh by the way ... the AI enabled revival script beta 0.19 works very well with Queens Gambit! I've tested it with the bluefor mercenaries and encountered no problems (except the usual until beta 0.19).
  8. [GLT] Legislator

    Linux server beta

    Are there any known issues concerning Queens Gambit and the latest linux dedicated server version? We uploaded the QG content files including every new addon and every original ArmA addon that had been changed. The islands appear in the mission selection. The original QG missions start without problems. We've disabled every community addon in order to avoid incompatibilities - no success. I've placed some QG jeeps and soldiers lonely on Porto but the server is still denying every mission with QG content saying that dbe1 is not there anymore We don't know for sure if it's a problem with the linux server or queens gambit. That's why I'm asking. Here's how we start the linux arma and queens gambit By the way: Every other problem except for Mr. Murrays aircreate script didn't work anymore on the linux server had been solved Thanks to whoever or whatever fixed it
  9. [GLT] Legislator

    SQF revive script

    And again a bug report I think its a known problem. Again this message Click me It happened when I tried to revive a teammate. Suddenly he died (respawn timer?) while I revived him. He "left" the revival script and stayed in captive mode.
  10. [GLT] Legislator

    Rahmadi Extended

    Have you tested Rahmadi Extended 1.0 on a linux dedicated server? We're getting error messages in watchdog. The mission won't start. Everything is fine in the editor, local hosted or on the windows dedicated server so far.
  11. [GLT] Legislator

    SQF revive script

    The mission uses 10 units to play with. I'm fixing some things right now. Might be finished this day. I suppose the revival script kills them via respawn at the place where they are. It was the first time I have experienced this - maybe because one player wasn't in the revival script anymore?
  12. [GLT] Legislator

    SQF revive script

    Hi Norrin, again we had a lot of bugs this evening AI Enabled Beta 0.19 ... It all began with the death of the whole team caused by the enemy's artillery. The stryker had been blown to pieces, the team as well. The well known error message in the left corner of the screen appeared. During the rest of the game one player had been kicked out of the revival script. He spawned after 4 seconds where he died. Some markers weren't removed. Another player was shown with a blue soldier symbol on a map (civillian / captive style). After he died everything was ok. The strange thing is that two of four players had huge lags everytime this player died. We used 4 respawn points because the combat terrain was the whole part of South Sahrani. Soon the team was scattered across the county. The AI always spawned at base point 1. This should be changed to the point that it closest to the group leader. It was no fun collecting AI soldiers all the time. We saw something strange too At the end of the game some players and all of the AI just died without any enemy influence. We left a trail of friendly corpses across the country. After the first artillery hits the game wasn't playable anymore. I don't know if it's possible to make a small invulnerability phase during within one of the revival script loops so the death of lots of players doesn't effect your script anymore.
  13. [GLT] Legislator

    SQF revive script

    Well .. lol .. that's exactly the same we're discussing here. But I think this can be fixed by forcing this 0-1 command via script, right?
  14. [GLT] Legislator

    SQF revive script

    And again the AI follows someone but not me AI Enabled Beta 0.19, 4 players, Linux Dedicated Server. Happened after some revivals. All follow group, all follow 4, all follow 6 ... but not All, return to formation
  15. [GLT] Legislator

    SQF revive script

    I've found a new (old?) problem. After getting hit by artillery this happened: Many players died at the same time. This message was shown until the end of the mission: One player had no animation anymore, but still could get revived I used AI Enabled beta 0.19, current Linux Dedicated Server.
  16. [GLT] Legislator

    Rahmadi Extended

    New version? Cool, I've nothing seen on any news blog. I think I'll have to change this
  17. [GLT] Legislator

    Rahmadi Extended

    Very nice! I had to add one by myself. Glad to here the work continues! Somehow the linux server files don't like your island. The server gets crashed all the time, most likely because the incompatibilities you mentioned. Would you like to have 3 missions I had done for Rahmadi Extended in order have some inspiration? I've added the bases on Rahmadi templates in the missions so rahmadi extended got a prison, two RAC bases, a RAC airport, a small hospital complex and a small command post.
  18. [GLT] Legislator

    Oil Rig for ArmA

    Very good work! I'm eager to see it in action
  19. [GLT] Legislator

    Oil Rig for ArmA

    Very good work! I'm eager to see it in action
  20. [GLT] Legislator

    SQF revive script

    I've tested the mission again this day with "the one who has corrupt troops on this tail" No bug to report anymore .. well at least today The revival points work very well! But maybe it's better to rename the revival buttons in your script. Many players have problems to decide what to click. They don't understand where they'll spawn by clicking Revive Point 1, 2, 3 or 4. Of course they can't until they'll see the mission in the editor. The visible name of the revival point should be the marker text that it used for the revival marker. example: West_spawn_1 --> US base West_spawn_2 --> fuel depot Not more than 10 to 15 letters so the text still fits on the button. What do you think? In one test I made a horrible mistake setting a wrong marker name for one the revival points having spawning me into deep water far from the island away. The server almost crashed and the other players couldn't play anymore. There should be a check within the script that checks the spelling and if not's correct showing a debug message or something like that. Edit: I got the feeling that the revival script somehow disables the grouplink feature of having the enemy AI calling for reinforcements. I don't know why but although grouplink is set very sensible the enemy units still patrol their waypoints. I'll contact Snkman as well and let him look into it.
  21. [GLT] Legislator

    SQF revive script

    Well it occurs in both missions (AI Enabled and AI Disabled) having only playable AI in your team. Of course the AI is disabled by default in the AI Disabled description.ext. I'll send you the missions via e-mail.
  22. [GLT] Legislator

    SQF revive script

    Hi norrin I've got an idea for additional features of your revive scripts. Just imagine the following mission I have created: - you are in the middle of nowhere, dropped by a blackhawk helicopter - you have no map - you only have your human team mates (up to 10, AI disabled) - you have to cross half of the nothern part of Sahrani The problem: You've got only 1 spawn point and that's the starting point. So that's not a good solution. Have you any idea of having a mobile respawn point (maybe without markers) around the human player group? So you can respawn (and lose 1 life) after 60 seconds maybe? Another situation ... you'll have to bring a convoi from Arcadia to Dolores. There are several enemy points that could be captured (a fuel depot, an enemy base, a bridge). Is it possible to enable revival points that can be captured? And last but not least a bug report: in AI Enabled beta 0.19 and AI Disabled 1.0h the other team members sometimes follow another person than the group leader. Here's the funny part of it: the AI follows the whole time the same person! The team member changed his player role, we changed the map/mission, we changed the script (AI enabled/disabled) - but the AI always follows him after some time and several revival sessions of myself as a group leader. It's very strange and we already make jokes of him having corrupt troops on his tail
  23. [GLT] Legislator

    Linux server beta

    Thanks for having a look into it. If it's not setpos, maybe it's another command. I will have a look into it the next days and if I find something I'll mail it to the designated address.
  24. [GLT] Legislator

    Galaxy at War returns for ArmA

    No way They will be completly made new. We want to place the basic things in ArmA 1 so we can easily import then into ArmA 2 as well. Of course it would be an option if this mod is going to slow down again.
  25. [GLT] Legislator

    Galaxy at War returns for ArmA

    We tried to contact Lucas Arts two times. No response. I think they won't blame us regarding so many Star Wars mods of so many games. And besides ... if Lucas Arts would create a game like OFP or ArmA in Star Wars style I would buy it
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