Riserburn504
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Posts posted by Riserburn504
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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?
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I'm using STHud with the latest version of ace and have no interaction issues. STHud uses it's own cba menu so I don't see how it could effect the ace oneMyself 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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Just tested works fine will all other mods. Clashes with STHUD....(AKA shacktac hud)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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I am pretty sure the faction name is AFR_ArmySo you think I just had the wrong faction name? Would you happen to know the syntax for changing which units you can recruit?
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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?
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When I start the mission with my dedicated server then join with client it just hangs at "waiting for host". Any other mission works fine.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?
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Thanks for the response! Questions are answered! And again, great work by the MSO team.
Hi Riser!First: Im happy you got PDB running, that proves our instructions are correct!
Second: You did nothing wrong :)
-AA: The param in mission is for additional AA camps that makes it even more tricky. To have no AA Infantry spawned is not as easy as it would look like, since it would break the dynamically creation of enemies (we would have to use static configs for AI, what is against the dynamic nature of MSO). So if a faction you selected has AA infantry they will also spawn!
- CRB_Dogs are a seperate module and not directly related to "Animals". You can switch it off by commenting out the lines in ambience\modules\modules.hpp (//#define crb_dogs)
- You can change the ACE_SYS_Wounds Parameter in init-mods.sqf
Not tryed running it thru six, but i guess its possible! So maybe someone else can help here!
Enjoy Mate!
HH
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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.
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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.
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I'm digging up this old thread because so far it's the only thing that has resembled my issue.
I have another Problem with the First AId Module, tried creating a coop mission with respawn, and it seems if I die in someway while in agony and respawn the ai completely ignore me, Finally figured it out after taking out First Aid Simulation module, Frustrating Hope it gets fixedCan 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
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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:
if (!isServer) exitWith {};
_unit = _this select 0;
_lives = _this select 1;
_delay = _this select 2;
_respawn_point = _this select 3;
_move_script = _this select 4;
_group = _this select 5;
_side = _this select 6;
_AI_unitArray = _this select 7;
_AI_magArray = _this select 8;
_AI_wepArray = _this select 9;
_unitsGroup = units (group _unit);
while {(count _unitsGroup) > 0} do
{
_remainingUnits = [];
{if (alive _x) then {_remainingUnits = _remainingUnits + [_x]}} forEach _unitsGroup;
_unitsGroup = _remainingUnits;
sleep 1;
};
deleteGroup _group;
if (_lives == 0) exitWith {};
_lives = _lives - 1;
_wait = Time + _delay;
waitUntil {Time > _wait};
_group = createGroup _side;
{_x createUnit [(getMarkerPos _respawn_point), _group];} forEach _AI_unitArray;
sleep 2;
//hint "AI respawn";
_unitsGroup = units _group;
{_x disableAI "MOVE"} forEach _unitsGroup;
for [{ _loop = 0 },{ _loop < count _unitsGroup},{ _loop = _loop + 1}] do
{
_guy = _unitsGroup select _loop;
removeAllWeapons _guy;
{_guy removeMagazine _x} forEach magazines _guy;
removeAllItems _guy;
{_guy addMagazine _x} forEach (_AI_magArray select _loop);
{_guy addWeapon _x} forEach (_AI_wepArray select _loop);
_guy selectWeapon (primaryWeapon _guy);
_guy setSkill (_AI_skillArray select _loop);
sleep 0.1;
};
{_x enableAI "MOVE"} forEach _unitsGroup;
_leader = leader _group;
[_leader, _lives, _delay, _respawn_point, _move_script, _group, _side, _AI_unitArray,_AI_magArray, _AI_wepArray]
execVM "AI_respawn\AI_respawn.sqf";
[_leader] execVM _move_script;
if (true) exitWith {};
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!
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is stoked for this
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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:
-How can we add more space in between buildings?I tried using the diamater at different values but nothing changed. want a small city but don't want the buildings all 4 or 5 feet away from each other. I wan't buildings about 10-20 meters away.I would also like to know.
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that did it.. thx
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I tried to use this script with both an invisible H and a trigger but with no luck.
I have the code saved as "door.sqf" and saved it in the init file. in the init (for the H) and/or in the on act (for the trigger) i put "null = [this] execVM "doors.sqf"; no dice, I also took the "[]" off "this", no dice. Its going to be something really stupid I'm sure, as I'm all thumbs with this stuff.
Any help would be greatly appreciated!
Its on the Zargabad map if that makes a difference.
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here is an update on this:
First you need a 'Killed' EventHandler on each player unit.Something like this (init.sqf):
Code:
player addEventHandler ["Killed", {_this execVM "playerRespawn.sqf"}];
And your respawnRespawn.sqf should look like this:
Code:
_unit = _this select 0;
_pos = [0,0,5000];
WaitUntil {alive _unit};
_unit setPosATL _pos;
_nul = [_unit, _pos select 2] spawn BIS_fnc_halo;
If you are using a KEH already for weapon respawn then add my code to your script.
And don't forget to change the position! I don't know your position
And this is multiplayer compatible.
Hope I could help you
Okay so I can't get it to work right now... I say it like that because it has probably nothing to do with your answer, but with me trying to figure out where to put the sqf. let me give details as to what i have done.first i did just like you said, made the sqf (with correct position) named it and added the line to the init of the player.
didn't work.
So i figure maybe it has something to do with the F2 framework stuff i'm using.
so i pasted it in the init_onPlayerRespawn.sqf that came with the F2 stuff.
nada.
so i guess i don't really know where to put your code using the F2 framework stuff.
I'm not sure what you meant by KEH... killed event handler maybe? so I'll keep trying different stuff within F2 and see if i can find a place for it.
if you have any ideas, lemmie know!
again thanks for your time.
KEH = Killed EventHandler rightErr ... I don't know the F2 framework. :/
You should post in the forum. Maybe someone other can help you?
Basically I have a multiplayer mission with up to 6 players in which i would love to use cyborg's halo method (the one from the mission he posted in this thread) in multiplayer upon each respawn. I can get the bluefor to spawn in the correct spot, but when i run out the ramp there is no halo action. It works great for the initial jump, but not anymore after.
If anyone has any ideas for this I would appreciate the help.
I have tried using some triggers, but i just don't know how to set the trigger action for only one unit. Otherwise it causes problems for any bluefor in the trigger. The trigger method isn't preferred, but i'll use whatever it takes to get it working right.
in my mind (take that for what it's worth) the preferred method would be to implement Cyborg's suggested method above (quoted in this post).
Thanks in advance for anyone with help and ideas!
once again thanks to cyborg for his time.
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@ Cyborg (or anyone with a solution)
Thanks for showing me how to add the C 130 drop to my missions.
But I am banging my head against the wall trying to figure out how to keep using the HALO on respawn. I have spent half a day searching and trying various things, but with no luck. I don't really follow scripting so I wouldn't know where to begin with the information contained in the init and other sqf files to have them repeat or whatever they need to do.
I have been able to respawn in the static object just like when the mission starts (by setting the marker height etc), but there is no HALO action for when I go out the back for the second jump. Ideally I would love to use the C 130 for the respawn/ bluefor insertion point.
I could use a trigger for it I guess but I was having some trouble getting it to work as smooth as the initial jump. And for that matter getting the trigger to repeat.
Is there anyway that you (or anyone else) can think of to keep it going during the entire mission and not just on the initial jump?
I'm no scriptor but I can handle small things in the editor. So I guess a step by step for 7 year olds would be great if there is a solution.
Thanks in advance for any ideas.
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thanks for the reply beta.
I'll have a go with this when i get home!
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Hello,
I would like to have player scores reset to zero after they die. Sort of a way to include a new soldier feel after each death. Is this even possible? I did a search and didn't find anything that I could make heads or tails of to help me with this. Any help would be great!
-Riser
Dynamic-AI-Creator (DAC) V3.0 released
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
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.