Rastavovich
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Posts posted by Rastavovich
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It isn't working at mine either... I have the new files and just these files in my OFP-folder
I like these pics, but if I can not play this pack, it is and was just a dream

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.
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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.
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The RSC provided in the pack is the latest. I used pbo compression this time, that's why it is a bit smaller.
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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.
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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.
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Use UnPbo 1.3. The results of it are not perfect, but you can work with them.
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Sounds to me as if you have an pld biz_merc.pbo in another addonfolder which overwrites your settings and searches for old textures.
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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}}";
};
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Well, the exact error message might be usefull.
Ctd are often caused by wrong path references.
(you config becomes more and more unreadable, maybe you should upload it somewhere so I can look at it without all lines starting at the left border)
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Missing "," in magazines[] line of class BIZ_MercGLAW
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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
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Sounds more like a model issue to me then..
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hmm, can't see any error in it at the moment...
what do you mean with invisible? is the model invisible or is the whole gun not there (cannot fire nor does it show up in gear screen)?
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could you c&p the config of it?
Sounds kinda your unit doesn't have a place to store the pistol.
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Your cfgvehicles is defined inside cfgweapons, thats why it doesnt work. Make one more }; directly before CfgVehicles and take one more }; away at the end.
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it doesn't load fp it sayQuote[/b] ]trrapier\config: some input at endoffilethen you have or more "};" to much in config.
check carefully and look which } belongs to what {.
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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.
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Player != vehicle Player will return true when the player is in a vehicle.
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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.
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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}}";
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ya, you check in your condition if the player is the vehicle.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (player == _this select 2)...
should solve it
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Afaik the suspend command (~) needs less cpu intensive, since the @ condition checks every cycle, while the suspend simply waits untill it is time to work further.
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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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Little correction, if DKM/VIT is written:
VIT, aka AKM74 is ment. The guy with the APC-Pack (VITAPC.pbo).
BTW (btw = by the way): .pbo = extension for addonfiles ;)



Vitapc pack 1.1 finale
in ADDONS & MODS: COMPLETE
Posted
@killagee, delete old vitapc.pbos out of modfolders should solve your issue. As I wrote allready before