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pellejones

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Posts posted by pellejones


  1. I would love to be able to run this addon as a script instead, since it only features anims and such, no actual models.

    How do I do this?

    /edit

    I've tested now and I can't spawn the enemies.

    Description.ext

    #include "EHJ_INF\config.cpp"

    init.sqf

    [logic1] execVM "EHJ_INF\functions\initInfection.sqf";

    In the editor I place a game logic and name it logic1. I put the functions module on the map. I have extracted the .pbo into the mission directory. I place a unit of each faction on the map just to make sure that the faction center/group is initialized at mission start.

    I place a marker named "spawn1" on the map.

    Then I spawn a unit via a trigger: veh = [] execVM "create.sqf";

    create.sqf

    if (isServer) then

    {

    _group1 = createGroup EAST;

    _unit1 = _group1 createUnit ["EHJ_INF_Citizen1", [(getMarkerPos "spawn1") select 0,(getMarkerPos "spawn1") select 1,1], [], 1, "NONE"];

    };

    Nothing happens...

    So I tried to edit the config.cpp file a bit. did a /* .. */ on the part that defines the "class EHJ_INF_Core_Logic". Line 614 to 629. Made no difference.

    I think that I fail in initializing the config. The unit classes are never defined. Please help.

    /edit 2

    Here is the mission: http://dl.dropbox.com/u/6004457/SSG%20Share/Uppdrag/zTest.utes.rar


  2. Use CBA for global actions:

    Add an action to the object via say, init.sqf:

    theObject addAction ["Do cool stuff!", "theScript.sqf"];

    //theScript.sqf

    _unit = _this select 0; //this is the object that has the action

    _caller = _this select 1; //this is the unit that executes the action

    (_this select 0) removeAction (_this select 2);

    [-2,{veh = [] execVM "moveStuff.sqf";} ,_caller] call CBA_fnc_globalExecute;

    sleep 30;

    [-2, {_this addAction ["Do cool stuff", "theScript.sqf"];}, _unit = _this select 0;] call CBA_fnc_globalExecute;};


  3. Thanks for reporting on it!

    1. I am not able to reproduce this :confused:

    I can not get them stuck in the cuffed animation, and I'm detaining/cuffing/releasing in all combos I can think off. Are you still having this issue? SP or MP? What other mods are you running, and does it still happen without them?

    2. The civilians do actually die, it just takes a while to show because the civilians play out the animation cycle before falling dead to the gound. If you wait a while they should die when the animation ends. I could fix this, but I dont think it is really a problem that justifies making the addon more heavy by checking damage on every cuffed unit. Then again it would probably just be a single loop so it would not be all that bad. What do you think?

    1. Single player, ACE2 with all extra stuff. ACRE, JayArma2Lib. ShacTac movement, a few extra islands and units.

    2. Let hem finish and then fall down :)

    SSG did a dedicated server test yesterday with EOD at the same time. CIM does not work as it should on dedicated. We had a look at your code and we think that "publicVariable" is the problem. That command does not translate well to dedicated servers.

    This is what does not happen:

    1) The handcuff anim does not work.

    2) They do not go inside, they just stop at the doors.

    The rest seems to work.

    You should use CBA for global commands, that should work. PublicVariable does not send to all clients I think.


  4. We stopped using Zeus to see if Zeus was the reason for Server Lag (it was not).

    After Update to 1.59 we are still not using Zeus and the AI do these things without Zeus:

    They do hand signals to each other.

    They are much more keen to take to rooftops.

    Work much more as a squad (there's no more single guys suicide running at players)

    They use cover much better, they peep/shoot/cover/peep/shoot.

    They now attack empty enemy vehicles.

    Just so you know :)


  5. ssg_text_svart.png

    Swedish Strategic Group (SSG) is a clan based in Sweden with only swedish speaking members. We focus on realism and dedication but we still have the humour and wits left intact.

    SSG is probably the biggest all-round Swedish based clans out there. We currently get 30-40 players playing every thursday and sunday. The best thing about that is that everyone has trained and follow the chain of command in game! We play as a team.

    We use ACRE, and ACE2 and have our own mission makers. Every sunday has a unique mission (!) and has been since the start of SSG in october 2009.

    SSG is quite simple. We want you to be atleast 18 years of age, with a mature mentality - this is not Counter Strike! We want you to have fun, and feel that you are a part of something big, even if you "only got to fire that single round" during last sundays OP. We expect you to respect our rules. In game we have a chain of command. Off game we are all equals. Of course there are a few members who run the clan that fiddle around with the stuff you never see.

    Our memebers (Mr Bravo (tobe), Nordin and Stiltman) are also the developers of SAM (Swedish army mod), and SSG as a clan has a close collaboration with the team.

    We do COOP, PvP and Joint-OPs. We use Arma 2 and Operation Arrowhead.

    If this sounds interesting, please have a go at our website and forum:

    http://www.ssg-clan.se

    Thank you for your time.

    We'll see you on the battlefield of ARMA2!

    - the SSG Team.

    40pers.jpg


  6. I am so confused. Is the issue with the

    You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. zeu_oa_c_wep_dispersion

    thing fixed? This problem causes error on a few missions which means that they are un-playable...

    Also, after reading through a few pages I can still not find any solid place for an updated version of Zeus? Please help.


  7. What? Where does it say that it doesn't work if they change it?

    And toggle radio + ptt is not realistic. To talk into a radio you just push the button and speak, you don't have to toggle the thing ON then Speak and then toggle OFF.

    Another solution would be to have a button on the keyboard push to talk. What I mean is this: take running for example, just pressing shift makes you walk, but 2xshift toggles walk. The radio should be pressed down and while you hold the button you are broadcasting, but as soon as you let go of the button you stop the broadcast. This would be superb, even if you still have PTT in TS3 this would be an easier way to use the radio.

    So it would be:

    Push button (broadcast start) >> Speak on TS (ptt or voice) >> release button (broadcast stop)

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