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Rastavovich

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Posts posted by Rastavovich


  1. @killagee, delete old vitapc.pbos out of modfolders should solve your issue. As I wrote allready before

    Quote[/b] ]
    I get P3D errors with this, and a CTD. Any idea's?

    Make sure you dont have an old version of vitapc.p3d in any modfolder. Then the errors should be gone.


  2. It isn't working at mine either... I have the new files and just these files in my OFP-folder rock.gif

    I like these pics, but if I can not play this pack, it is and was just a dream sad_o.gif

    Then check Res\addons and any modfolder you might use if there is an vitapc.pbo in. If so, delete it. then it should work.


  3. First off all, you should define the second griffon over the first one that will save quite some space. Would look like that then:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    class CAF_Griffon : CAF_Griffonamb

    {

    displayName="CH-146 Griffon";

           model="\CAF_Griffon\CAF_Griffon.p3d";

    attendant = false;

    transportSoldier = 7;

    typicalcargo[]={};

    hasgunner = true;

    gunnerAction = ManActUH60Gunner;

    weapons[]={"CAF_Griffon_C6"};

           magazines[]={"CAF_Griffon_C6","CAF_Griffon_C6","CAF_Griffon_C6","CAF_Griffon_C6",

                "CAF_Griffon_C6","CAF_Griffon_C6","CAF_Griffon_C6","CAF_Griffon_C6"};

    threat[]={0.3, 1, 0.4};

           transportMaxMagazines = 150;

           transportMaxWeapons = 30;

    class Turret

           {

            gunAxis = "OsaHlavne";

              turretAxis = "OsaVeze";

    gunBeg = "usti hlavne";

              gunEnd = "konec hlavne";

    minElev=-45; maxElev=+30;

                minTurn=-170; maxTurn=-25;

                soundServo[]={,db-40,1.0};

    body = "OtocVez";

              gun = "OtocHlaven";

           };

    class TransportMagazines

           {

            class CAF_Griffon_C8

                {

                    magazine = CAF_C8mag;

                    count = 40;

                };

    };

    class TransportWeapons

           {

            class CAF_Griffon_C8

                {

                    weapon = CAF_C8;

                    count = 3;

                };

    };

    };

    BTW, sure your pilot has to reload the gun? Cause normally that gun should reload automaticly without any person in chopper.

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">autoReload=false; into the gun definition should force the gunner to reload.


  4. Well, maybe the "#define Biz_Mercs_WOUNDS ..." is an invalid definition. Not sure about that.

    But I am pretty sure you don't need that definition at all, since you define all your soldiers over the BIZ_MercGB. So you could simply place the wound[] = ...; into class BIZ_MercGB.

    That should fix that error.

    I still dunno what happened to the texture pathes.. But I assume it is in the model itself, doesn't seem to be a config error.


  5. It is allways helpfull if you can limit the possible causes.

    So could you try to find out which unit causes the ctd (you do so by only placing one by one and test untill it crashes).

    modelspecial is an entry in the config. This error occurs, if someone defined his weapon over a basic class and didn't give the modelspecial a new value (so most likely it is a bug in one of the weapons you use).

    If you want the Jam eh back in, your code should look like this:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class EventHandlers

    {

          Init="[_this select 0] exec {\BIZ_Mercs\scripts\init.sqs}";

          fired = "if ( (_this select 1 in [{Throw},{JAM_AT4Launcher},{JAM_RPG7Launcher},{JAM_M72LAWLauncher}]) or ((_this select 4) in [{JAM_MarkerGrenadeammo}]) ) then {_this exec {\JAM_Magazines\FX\firedEH.sqs}}";

    };


  6. german:

    Kommando (sprengstoff) = Kommando (Sprengstoff)

    Kamikaze (zivilisten) = Selbstmordattentäter (Zivilist)

    AK47 (ladehämmungen) = AK47 (Ladehemmung)

    STR_FIA_YPERITEACTION = Senfgas freisetzen

    STR_FIA_GRP_ASSASSINATION = Attentäter-Team

    STR_FIA_FEIGNDEATH = tot stellen


  7. This will work:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    _a = _this select 0

    _b = _this select 1

    ?!( Alive _a )&& ! (Alive _b): gd = true

    RED

    Would surprise me RED, since you pass 2 arrays..

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_ar = (_this select 0) + (_this select 1)

    #loop

    _i = 0

    #loop2

    _unit = _ar select _i

    ?!alive _unit : _ar set [_i, _ar select ((count _ar)-1)], _ar resize (count _ar - 1)

    ? _i < (count _ar - 1): _i = _i + 1, goto "loop2"

    ~10

    ?count _ar > 0 : goto "loop"

    gd = true

    exit

    this script runs continuous and checks every 10 seconds if the condition is met.


  8. ahhh, there is the problem. The Getin EH only works for vehicles in which soldiers getin, like trucks and such. So we have here the issue that noones will ever getin the soldier (except some bullets.. but those don't count).

    You might do it over a surveillance script, which checks every 10 or so seconds if the player is in a vehicle or not.


  9. Oh I just noted some more issue.

    Try:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">GetIn= "if (player == _this select 2) then {[_this] exec {\ukf_infantry\scripts\getin.sqs}}";


  10. Hmm, I just remember how I started scripting because I died all the time when ejecting out of Su-25 at low altitudes (in that times you were simply set beside the plane). Result was the first ejection seat...damn I was proud about that one...

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