Riserburn504
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Dynamic-AI-Creator (DAC) V3.0 released
Riserburn504 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I think this is my issue! I had one way point zone for 8 groups. I wasn't deactivating the way point zone, but was deactivating/activating a group zone linked to it. I think that's what you are saying. Thanks so much for the reply! I'll test it out to make sure that was the problem. -
Dynamic-AI-Creator (DAC) V3.0 released
Riserburn504 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Disclaimer! I have searched and read several posts pertaining to my issue, I have tried many of those "fixes". -I prefer to use the dac intern as I get better performance with it. But i have tried everything with the extern as well. -I have been using dac for awhile now and love it, and i'm pretty familiar with it. That being said, I'm stepping up my mission building. For larger scope missions i need to be able to utilize the activate/deactivate functions. I am having a huge problem with the "call DAC_Activate". call dac_Deactivate works fine. -This mission is on Takistan, but I also have the same problem on Cherno. I have a zone : g1=["gue1",[2,0,0],[4,2,1,50],[],[],[1,1,50,0,100,50],[2,11,0,11,4]]spawn DAC_Zone; (i have custom configs, so dont get caught up in anything that looks out of place... unless it IS out of place! and A waypoint zone for it. and two triggers, one to deactivate, and one to activate using: :[gue1] call DAC_Deactivate; act: opfor present (the enemy in this case are resistance/gue) cond:this :[gue1] call DAC_Activate; same as above I initially tried to start the zone deactivated (with the 1 in the right place), and then activate it but no joy. Then i read about starting the zone activated, then deactivate with a trigger, and activate it with a trigger. No joy. I also tried Orcinus' suggestion with editing a config and the init (page 99). No joy. does anyone have the answer? -
Myself and 4 others playing on a dedicated server could not interact with each other for medical issues. When we removed the SThud from our presets, the medical interaction worked fine. We love the STHud and would love to know how to get it to work with this. For the record, there was no issue with the SThud and the ace interact before the update for us. We also tried with and without the arma beta.
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I can confirm this. I hosted a session today and using the SThud, we weren't able to interact with other players, ie to patch up or drag a wounded player. Once we relaunched without it, everything was fine. Also I noticed that the ace medical mods placed in the editor which make it so that only medics are allowed to use first aid kits and epi/morph dont seem to be working. I and everyone else could use all the medical supplies without limitation even when not playing a medic role. Maybe I have missed something but I swear it worked fine in 592. Is there something I need to do extra in the editor? And can anyone confirm?
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Question about "jump out". I have searched and can't seem to locate a similar issue.. although I'm positive it is addressed somewhere. I have made a trigger to teleport the player into the cargo of a flying aircraft. I use the moveInCargo and assignAsCargo just to cover the bases (I have tried both with and without assignascargo). The problem is that there is no "jump out" in the scroll menu when i teleport into the aircraft. I have also tried mapping the keys.. but still nothing. The funny thing is, if i am in the aircraft when it takes off the "jump out" remains in the scroll menu and i can jump out fine. Is there a solution? *Edit* I solved my issue by adding an action to the aircraft and I pathed it to the ace jump out script.
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Multi-Session Operations v4.5 released
Riserburn504 replied to highhead's topic in ARMA 2 & OA - USER MISSIONS
So you think I just had the wrong faction name? Would you happen to know the syntax for changing which units you can recruit? -
Multi-Session Operations v4.5 released
Riserburn504 replied to highhead's topic in ARMA 2 & OA - USER MISSIONS
I would like to alter the standard recruitment in a particular way to reflect my mission scenario. I play with only a small group of people and we use AI in these MSO missions. I would like to have the players in an "advisory" role. Therefore I would like for my American Army or USMC or whatever, to be able to recruit local soldiers for their squad. So far I have tried to alter this line from the main.sqf contained in rmm_recruitment: tup_recruit_classes = [0, faction player,"Man"] call mso_core_fnc_findVehicleType; I tried to replace faction player with "ID_AFR" in several different ways. "ID_AFR" is the west army faction from Isla Duala. I'm fairly sure by writing what I attempted to do, shows my ignorance on all of this, so please, a little mercy. Is it even possible to be able to get to what I would like? -
Multi-Session Operations v4.5 released
Riserburn504 replied to highhead's topic in ARMA 2 & OA - USER MISSIONS
I usually login as admin and call up missions. "/" #login password (your server admin pass) "/" #missions also, I have been playing these missions with 2 or 3 others. We use AI in our teams, is there anyway to allow the mobile mhq to have a recruitment option? -
Multi-Session Operations v4.5 released
Riserburn504 replied to highhead's topic in ARMA 2 & OA - USER MISSIONS
Thanks for the response! Questions are answered! And again, great work by the MSO team. -
Multi-Session Operations v4.5 released
Riserburn504 replied to highhead's topic in ARMA 2 & OA - USER MISSIONS
First, thank you for this mission. It is simply great! I have a few questions/problems however. I have set up a dedi server and the PDB with no problems. I use this as the target line: "C:\Steam\steamapps\common\arma 2 operation arrowhead\arma2oaserver.exe" -mod=@Arma2NET;@CBA;@CBA_A2;@CBA_OA;@ACE;@ACEX;@ACEX_PLA;@ACEX_USNAVY;@ACEX_RU;@esbekistan;@mb_objects;@opx_objects;@razmisc -config=server.cfg -I select a mission (stock MSO mission) and select the parameters for the mission. -I wait until initialization is completed before entering a mission (on map screen). -PDB loads up fine. (everything saves etc) -My problems are that some of the params I set don't seem to take. ie I have enemy no AA on, but I have seen enemies with AA launchers and I have seen and participated in them shooting helicopters. -Animals are disabled but I see dogs. -When I get hurt or AI, I can perform the ACE healing, but AI don't seem to get fixed up enough to ever walk again. The MASH tents don't allow for healing (no menu options), can't get my AI to heal there either... (not sure if the healing at a MASH is disabled with ACE). I'm wondering what I may have done wrong, or what I need to do to make the params work right. edit: Also, is there a way to launch my dedi through six updater? if so could someone post a "for dummies" set by set? thank you. -
Chopper/aerial taxi script
Riserburn504 replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
First, thanks for this script, I love it. Second, is there a way to make it so the group leader can call for an insertion at all times? The reason for this is to allow the group leader to be able to bring players that die/respawn back to the AO in MP of course. The extraction option doesn't work well for that purpose as the chopper when cleared for takeoff needs the group leader in the bird to select either RTB or new insertion point. I guess the other option would be just to set everyone as their own group. The only thing with that is, when I tried it, the options to call for the chopper weren't always there...and I couldn't quite pinpoint the reason or the frequency for it. any ideas? and thanks for your time on this script! my lame attempts at a taxi failed horribly. -
Problem with First Aid Module in Multiplayer Mission, need help!
Riserburn504 replied to ricnunes's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm digging up this old thread because so far it's the only thing that has resembled my issue. Can anyone confirm this still happens (bold underlined in quote)? It would answer one of my questions (I have tons) for issues with a mission I'm working on. If this was fixed any ideas as to why, after I die in my hosted multiplayer game, the AI ignore me? It's kind of a deal breaker. I was going to try an add rating on respawn... but that would be only a patch for this problem I think, and not even sure it would work:cool:. PS gonna try Bon's script btw -
init gone when respawning?
Riserburn504 replied to dematti's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have run into this issue as well, and I was wondering what I am doing wrong... Using a script from Norrin I am trying to add an init to each soldier that gets spawned as well. I understand strings inside of strings need either ' or "" but i can't seem to get it to work. the script: My latest attempt _guy setVehicleInit "addEventHandler [""killed"", {_this execVM 'f_removeBody.sqf'}]"; processInitCommands; I have tried several different things, but I'm just wondering if someone that actually knows how to script could help. thanks in advance! -
Mr Murray Editor Guide
Riserburn504 replied to Overwhelming's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
is stoked for this -
town generator editing
Riserburn504 replied to victim913's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
As far as wall amounts.. in my experiments, there seem to be less walls the higher the number. I used .01 and I get a ton of walls as opposed to 5 and didn't get many at all. It goes against all my reasoning so I'll test some more. All this is the exact opposite of the object coef. number... so don't take what happened in my town as the law :confused: I would also like to know.