Jump to content

Stuntman

Member
  • Content Count

    290
  • Joined

  • Last visited

  • Medals

Everything posted by Stuntman

  1. Going to test it out. Btw, I forgot to tell you that I have both the custom script for empty vehicles (target practise) and the built in arma vehicle respawn script for some other tanks spread around. in the description.ext I have "respawnVehicleDelay = 180;" So I wonder if that built in script for some odd reason conflicts with the custom script?
  2. The script works, but after intense respawn tests, its starting to bug out after 3 mins. I will try to say it as clear as possible: they respawn in order again and again. But after 3 minutes of respawning right after each other, they suddenly start to respawn at a random time. Its respawning multiple vehciles at the same time....but one at the correct time and the rest at a random time. This continues to happen; if we blow one tank up, one will respawn at correct time....and one will do it in random time afterwards. In the end we got like 4 tanks at one respawn point, and if we destroy on of those 4 tanks, they stack up etc. Is this an ArmA limitation?
  3. Thanks a lot pal! I will give you a message if it does or does not work.
  4. Sadly it did not work. The vehicles still respawn more than once. I hope you can help me here, I will write how its set up- This is how I have set the script to work: in the init file of every empty vehicle, I write <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this, xxx] exec "vehciles.sqs" xxx is the amount of time in seconds before they respawn. "vehicles.sqs" is the respawn script file located in the mission folder. Some of the vehicles respawn at 10, some at 300, some at 180 etc. This is how the script looks like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?!isserver:exit ~2 _vcl = _this select 0 _vcltype = typeof _vcl _vcldir = getdir _vcl _vclpos = getpos _vcl _delay = _this select 1 #alive ?! alive _vcl:goto "notalive" ~1 goto "alive" #notalive ~_delay deletevehicle _vcl ~1 _vcl = _vcltype createvehicle _vclpos _vcl setdir _vcldir goto "alive" Is this information helpful enough? Is the script maybe wrong or something wrongly placed? Hope you guys can help me here!
  5. Thanks mates! I will try that right now.
  6. Stuntman

    Ffur-slx cti

    Hello. I wonder if there are any CTI missions made, modified or which works with the FFUR-SLX mod? I really like this mod, but I wonder if there are any CTI missions you can use in this mod, and exploit the mod's content to the max in the mission...like any CTI mission specially made for the mod itself. Does anybody know of any CTI missions that does so? That work with the mod or is specially made for it? Also, does the standard MFCTI by Mike Melvin work fine with the mod, or is it limited in any way? CTI missions for SLX only is appreciated too! Any help will be very thankful!
  7. Hi, when I try to download the nwewst slx patch (1.1 FINAL) it does not find the file. I mean when I press the link to the slx 1.1 final, I come to the filefront mainpage.... And when I try to search for the SLX patch in filefront, it only comes up with old patches....no 1.1 final or no 1.1 at all.... So I ask anyone: Where can I get the final patch to SLX? And plaese fix the link so others wont get this problem as well. Thank you.
  8. Stuntman

    PROPER Mods

    Copy that, Q! No problem if its too hard or not not in your interest atm, not at all. I just have to wait for (if any) change may happen in the future. Still all your UI's really rocks! They are so clean and beautiful to look at, they are not tiring your eye with effects and such. And the Main Menu UI is just the best.....very practical and still the most beautiful to look at. EDIT: Do you want me to post a topic about this problem in the forums, so anyone who are interested in helping can give it a try?
  9. Stuntman

    PROPER Mods

    Found a bug, at least something which would be very useful to fix. I like all the redesign of every UI you have made. But there is one little bug in the "PROPER_UI_MP_Lobby_Dialog_Redesign.pbo" If you see under the "Players", you see that all the player nicknames are disapearing into the right edge of the screen. Isn't it suppsoed to continue under each others? that's why there is all that free space under the nicknames? You can easily see it on this picture Isn't it supposed to be like this? I really hope you can fix this. Because I love all your UI's, and the standard ArmA MP UI does not show all the players. If you can fix this, I will be VERY glad!
  10. Stuntman

    Sahrani Life

    I agree with you, Maciver, and really wants this way of civilian marking. I also hope that more and more people try to use their Voice ingame option (the in-built Mic thingy)...its is just so awesome to talk with people in this mission! Just like in real life! have conversations and ask the cops for help and so on! It just makes the mission much more immersive and living! I use it frequently, and all the guys I talk to appreciate that I do, and I really appreciate others doing it as well!
  11. Stuntman

    Supportv2 demo mission

    Looks pretty good! Thanks!
  12. Stuntman

    Sahrani Life

    One question, Jana, which maybe have been answered before, but I feel its a little necessary so we can get a real serious game IS it possible that you password your server? Then the "come-in-and-kill-everything" guys can be stopped. I just hate all these crappy guys which are not playing serious, and only want to spree and ruin a good atmosphere for other players Or you can include addon(s) so they get stopped as well, but I would prefer password, so only people which have dedication to find out what the password is (which mostly are serious players) will be allowed and can create a really fun game with tons of real gaming-hours! I hope you understand. I just cant hold on playing with non-serius players any more.
  13. Stuntman

    PROPER Mods

    Happy return to the forums, Q! Great, I will download the new update, I'm always happy by your awesome effort to change ArmA into something better!
  14. Stuntman

    Sahrani Life

    Have some questions. 1. If you lock your car, will it then disappear? And after what amount of time? And How much time is it for unlocked vehicles? 2. Will vehicles parked at hideouts be the ONLY vehicles that will be spared...or can you park your vehicle somewhere else? I mean...Is it possible to park your car anywhere else then on hideouts to make your car not disappear? 3. Can you in some way post/mark etc. your car as "missing" or "wanted" if it has been stolen? so the police or civs can search after it and get a reward? If not...there would be a good thing to have...so that you actually have a kind of "car insurance".
  15. Stuntman

    Sahrani Life

    You have speeds Dependant on your stance, IE. Armed - faster and more maneuverable, Unarmed - Slower only forward sprint. Is this what your talking about or was it some thing else? No not really. The thing was that I was completely unarmed, no rifles, MG's ,pistols or launchers etc. I was completely unarmed. Still I could not run....I could only jog, and that was slow as well! To make it conclusive: At random times, and especially at the start when I first logged in, it lasted for around 2 hours...I could only jog at a slow speed, and when tried to sprint...it didn't work at all. (jog was around 7km/h - standard is around 14km/h) (Sprint was N/A, it kinda disabled itself after one second of sprinting, you actually saw a bugged transition from sprint to jog) Even more strange was that under the "one second sprinting", I actually moved much slower that in a jog! Hope this helps...and it was maybe just one icidental bug which could happen to anyone, and is not lasting forever Maybe it was a "lag bug"? you newer know what can happen when your client lags behind the server... (But I have a solid internet connection: 12 Mbit with LAN.)
  16. Stuntman

    Sahrani Life

    I am not the one, but I was just playing on your server tonight, truly awesome! and I as both cop and civ frequently used the key, and had no problems what so ever....at least I did not have any probs, and many times problems only happens for a short amount of time (could be completely incidental), and will not be a long lasting problem... btw: I had some sprinting problems though....sometimes I could sprint...sometimes not....sometimes I was even jogging very slow....just like if the animation bugged or such...
  17. Stuntman

    Frontline Commander (MP 2-30)

    Well I got to tell you that I unpbo'ed both files (the mission and the source) and they are exactly the same. That means that both files have dessert2_buildings. However, I have made one version without that addon, so players with only vanilla ArmA can play it. If you want I can send it to you and you will put it on your site. Remember to update one of the mirriors you have there (named dessert2_buildings patch or something) and overwrite it with the file I give you... I don't need any credit. I think that when you tried to fix it, you maybe forgot to save your changes or something like that, which made the dessert2_buildings still stay in the mission.sqm. If you have MSN or any other E-mail address, please send me a PM with your adress and I will send you the mission.
  18. Stuntman

    Frontline Commander (MP 2-30)

    Thx, GC! I had to unpbo the mission and remove the "dessert2_buildings" from the mission.sqm, then it worked just great. Strange that it was there after your fix...anyway, I suggest you unpack your mission again, remove the dessert2_buildings and release a version for the vanilla ArmA. So you have: 1. Real Combat for Queens Gambit (With dessert2_buildings) 2. Real Combat for Armed Assault. (Without dessert2_buildings)
  19. Stuntman

    Frontline Commander (MP 2-30)

    Sorry, its still requiring dessert2_buildings.... Please fix it again lol I dont have QC, so if this addon is in QC, please make a version for ArmA and one for Arma + QC Then all sides will be happy
  20. Stuntman

    Frontline Commander (MP 2-30)

    SWEEEEEEEEET! but one thing though. It says I need an addon: dessert2_buildings. Do I need Queens Gambit to play Real Combat? If not, where can I get these addons which are missin?
  21. Stuntman

    Russian Federation Units V.2.00

    amen to that... Well thanks for the help anyway. A question. Does anyone else get this error? have anyone tried to use this mod in MP, as host or client? I wonder if it can be solved if I manually put RHS weapons in the missions...but hell that will take some time!.....*sigh*
  22. Stuntman

    Russian Federation Units V.2.00

    Thanks guys! I tried it, and I did not get any error at the start, but as said earlier, which happens with both marines and VDV....the damn rhs_weap problem is still there: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">You cannot play/edit this mission; It is dependent on downloadable content that has been removed. rhs_weap So...one problem fixed, one to go.....any suggestions what may cause this problem? I REALLY want to get RHS weapons into a MP game!!! I love playing with these Russian units, and even more with a friend over the internet! but for now its not possible when BOTH get the same error as stated above! More help will be very appreciated!
  23. Stuntman

    Russian Federation Units V.2.00

    Ok. Now I'm really getting confused here: I launched ArmA, with @RHS mod ONLY. This message pops up at start: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Addon "RHS_VDV_REPLACEMENT" requires addon "RHS_VDVPara" I have VDVPara as well! So why is it saying thats its not? EDIT: I tried with the marines as well, there were no error at start, but still I get the message in a MP mission.
  24. Stuntman

    Russian Federation Units V.2.00

    Yep, I'm using the replacers, so I have VDV_replacement, and Vehicle_replacement But I do not have the MP friendly version, because it still use BIS weapons....I want the RHS weapons to work as well. Strange if none else have this problem. The thing is that there are no RHS weapons in MP, but skins are there. EDIT: I have PROPER mods and some other @' mods at the same time, I will try to see if I only activate the RHS mod it will work. BRB
  25. Stuntman

    Russian Federation Units V.2.00

    Tried your pack and its truly awesome! But I see a pretty annoying problem, which maybe have been answered before, but anyway... The problem is, that in EVERY MP mission I'm using with this mod as a host or a client, and both host and client have this mod I get this message:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">You cannot play/edit this mission; It is dependent on downloadable content that has been removed. rhs_weap And I off course have the rhs_weap.pbo in an addon folder in the modfolder I have created for the RHS (i.e: @RHS/addons/rhs_weap.pbo) When I try to run any mission, the soldiers are replaced with the RHS skins, as well as the vehicles...but all the WEAPONS are still vanilla! What is the problem? Can I solve it? Or can you please fix this in the upcoming patch? if its not possible to solve atm
×