Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

SD_BOB

Member
  • Content Count

    775
  • Joined

  • Last visited

  • Medals

Everything posted by SD_BOB

  1. Cheers mate, seems to work fine now, appreciate the help. | | PROBLEM SOLVED | |
  2. Hey guys, after searching around and looking at the wiki it seems that the correct code to make an AI throw a smoke grenade should be the following:- unitname fire ["SmokeShellMuzzle","SmokeShellMuzzle","SmokeShellGreen"] I cannot get this to work, either via trigger or waypoint activation. Setup: Pilot named downedpilot with Init: removeAllWeapons this; this addMagazine "SmokeShellRed"; 2 waypoints set, 2nd waypoint has the follwing in the On Act: downedpilot addMagazine "SmokeShellRed"; downedpilot fire ["SmokeShellMuzzle","SmokeShellMuzzle","SmokeShellRed"]; Has anyone got any ideas? Thanks
  3. Is a requirement to let the numbers in the zone run low? If not why not just a camp or number or camps connected to the zone, give each say 100 respawns. That way you get a pretty much continuous supply of enemy. Having a number of camps in different places around the main area would mean enemy reinforcing from different directions.
  4. Yes you can indeed fill water bottles at inland lakes/ponds. You just have to find somewhere deep enough to swim, then the option appears. Hopefully this will be changed so you can fill from the bank.
  5. Is there some kind of disable user input command on death? Because its really frustrating, getting stuck at the "You Are Dead" screen, have to alt-tab and dump my game. Which often then means you loose your space in a full server. Quite annoying.
  6. SD_BOB

    ACE for OA 1.13

    Is anyone else having some major issues with the Six Updater? Both on my system and on my server box, keep getting update errors when i start the program. On my server it wasnt updating the MOD's, they were displaying green even though they were outdated. I reinstalled the SU on both, now i cant get any of the default ACE presets to show up, just "Dynamic". Also cannot see anything on the "MODS" tab.
  7. kylania - Ive pretty much done what you have, with a custom pool. BAF_IED_v2 is maybe the only one that spawns funny (i think its just buried), the others appear on the ground normally. But yeah no luck with the variables either :( This is what my object zone looks like: nul = ["objZ1",300,0,0,10,0,[],"myIeds"] spawn DAC_Objects case 10: { _Object_Pool = [ [1,1], ["BAF_ied_v1",9,0,0,0,0,"",[0,"ColorGreen"]], ["BAF_ied_v2",9,0,0,0,0,"",[0,"ColorGreen"]], ["BAF_ied_v3",9,0,0,0,0,"",[0,"ColorGreen"]], ["BAF_ied_v4",9,0,0,0,0,"",[0,"ColorGreen"]] ]; }; Looks like i'm going to have to scrap this and find another way. Its just a pain to have to put them all in manually... Plus i'll know where they are, which is one of the main reasons for using DAC and other random tools, i want to be suprised aswell. Tankbuster - I'd say there would be a good amout of interest, the only problem i have is that i would like to create IED's in parts of the map not near a road. Mainly for use on sangin with foot patrols, the ACE IED's (BAF) are ideal because they can be used along side the metal detector.
  8. Hey guys, i'm currently looking at a way to create "random" IED's on the map in certain areas. Now the best solution for actually placing the IED objects, i have found, is by using DAC3 with the object generator function. The normal ACE IED's can be placed on the map, they can then be armed by putting the following into the init box: this setVariable ["direction", random 360];this setVariable ["length",3]; This works great for editor placed objects, but i cannot get it to work for the random IED's being placed via DAC. There is an option within DAC to run a script on the created objects... So my question is; Is there a way to create a script where whatever object the script is run on, would set the above variables for that object, just as you would put it in the init box? I would really appreciate any help on this matter, or any other solutions to the problem.
  9. I'm assuming Tankbusters script has not been released yet, and by the looks of it would require addons. This is one thing i want to avoid if possible. Kylania - I can get the IED's to spawn fine with the generator, dont really notice any at funny angles, unless i set it that way. I will try the little script posted by twirly and report back. Thanks for the help so far guys.
  10. Hey guys, does anyone know if its possible to enter something into the init of an object, if using the DAC object generation? I would like to use the ACE IED's as the object to be placed randomly, but then i need to add the tripwire variable to the init of each object to arm the device. I really hope this is possible as it would save me so much time.. Thanks in advance for any help.
  11. Is this new -beta perameter something we will HAVE to start using if we wish to run the beta? Or will it be ok run as normal once the new beta update comes out?
  12. SD_BOB

    Which patch 1.60 or 1.11 ?

    Assuming you have Arrowhead malau, its just a case of:- 1. ArmA2 Original Disk 2. Arrowhead Original Disk 3. 1.60 Patch Just three steps and your all up to date.
  13. Hey guys, i'm hoping for some input here to help me figure out if i've got a problem with my dedicated server. Now the 1.60 patch brought the game to version 1.60.87580, correct? Should the dedicated server be the same version? Or is there a difference in versions between the armaoa.exe & armaoaserver.exe? Currently my sever says it is running version 1.60.0.87548, which is obviously an earlier version than the full release patch. This version number was checked on the .RPT and through the Six Updater (Which tells me it is out of date, the current version should be 1.60.87580). I cant see version 1.60.0.87548 on the list of previous Beta's so this is what has me confused. Have i got a problem here? Or is this correct for the 1.60 release? Thankyou in advance for any help...
  14. Sounds good Code34, thanks.... Look forward to trying it.
  15. Mate i spent most of Friday night trying to understand what was going on with the versions ;) Going to give it another go with the Beta tommorow and see what happens.
  16. Jedra is the server version 1.60.87820? Again should be able to see this in your .RPT
  17. Have just finished a session with no crashes running the default 1.60 patch. Jedra can you confirm exactly which version number you have for the game itself and the server. Server version can be found in the .rpt Will report more on dev-heaven, see if i cant recreate the crash again with the beta.
  18. I have been seeing this alot aswell, something definatly isnt right. Been trying to source a problem i have with the MSO mission and starting to suspect more and more something is flawed with these beta's.
  19. Hello, could somebody please check the following version number against the standard 1.60 patch version? 1.60.87580 Is that correct for the released 1.60 patch? I have become a bit mixed up with the hotfix patches etc. I just need to make sure i'm running the 1.60 patched version with no hotfixes to test some problems.
  20. Hmm ok another report.... Have tried 2 different setups with MODS. The first i removed all my other missions and added the JSRS mod on the server (just to get rid of some errors on the previous .rpt i posted. After about 40/50 mins of gameplay the server crashed. As you can see in the .RPT below it says the crash mod was @JSRS this time not @ADDONS. So i then removed JSRS & ADDONS and just ran the ACE folders, CBA & ASRAI. I actually got a bit excited as we made it to 1hr55mins before it crashed this time, apparently it was the @ASR_AI that was the problem this time. Anyway here is the .RPT with the two crashes. LINKY Also friz mentioned above about getting dsync when people join, we seem to get quite alot of dysnc even when there is no activity with jip. This is really the only mission where we've had repeated crashes, it just doesnt make sense, as you say others are running it fine. Soooooo frustrating. The only other real thing i can try is running it without the latest Beta patch and see if it makes a difference, that will have to wait till tommorow though. After spending that last 1hr55mins building VCP's, then to see it red chain was disheartening. :p:p Server Specs (Just incase) Intel Xeon E31270 @ 3.40GHz 12GB Ram 64 Bit OS - Windows Server 2008
  21. Not quite default, i turned off the air and sea patrols, disabled the town destroyed fire thing. Apart from that nothing else that i can think of... Gonna keep testing over the weekend anway and see if i can compile something a bit more thorough.
  22. Yeah could be, very strange the only things in the @ADDONS are Sangin, Hot-Kazaar & Clafghan maps, McNools TierOne operators. Anyway will run more tests and try to narrow it down. Thankyou for the reply, i cant wait to get stuck into this properly....
  23. Tupolov would the above fixes prevent a server crash? I have just finished a running test of 4.02, as with the beta although the performance seems better it still crashes the server after rougly 1hr30mins. The test was mainly just staying around the base, called in a few CAS missions and just engaged enemy that came near the base. Here is the .RPT LINKY Currently running another test with 4.03, will update asap.
×