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styxx42

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Everything posted by styxx42

  1. 2 users dedicated server 4 different bodies, 4 different loadouts. Worked flawless. AWESOME....... AWESOME..... The thing that takes the longest is getting the user to repick their weapons but I THINK. that I can take the old load out code and add the ,body portion at the end and it works. Have to verify with more then one other person. Was a busy family weekend for all parties. Sorry for the lack of thorough testing. Will get to it this week for sure. So far it is awesome. I have two different guises. One a Merc one a USMC. LOVE it.
  2. styxx42

    PROJET FELIN - [R3F] Armes

    Wow you videos showing this mod off are fantastic. I could watch them all day. Thanks Mod looks great.
  3. MS Check this. the bon_recruit_units\dialog\ is a folder structure that should also be in your missions folder. Take the bon_recruit_units folder that comes with the download (in the desert mission BON created in the download) and paste the folder into your mission folder. The error message is saying you are telling me to look inside the mission for a folder called #include "bon_recruit_units\dialog\common.hpp" That is FOLDER\FOLDER\filename If you already have that folder, verify that the spelling is EXACTLY the same as in your Description file. Let us know how you make out. MS
  4. IF you and ACE team could get together and have this in ACEC or get it compatible that would be AWESOME. Amazing to engage at a couple hundred yards and then work your way forward only to find the enemy dragging wounded away from the fire fight in behind buildings and fences. Happened last night. it was one of those WOW moments. Thanks for making it happen DAP.
  5. Keep us updated, it is good to know you have not run out of steam. This really is a fantastic work of art. Just had 5 guys on the server tonight. Man, the work you have done is awesome. Thanks so much Demonized.
  6. Yes totally agree. Thanks so much for your work on this. Really appreciate it Xeno426
  7. Dam Skippy Spaze that would ROCK if you could swap player models out for the one you always play. One of my BIG issue with the game is that you are NEVER the same person in mission unless you edit them all to hell. If Demonized could make it work it would mean work up front configuring and then unpbo, drop in loadout folder, and edit INIT.SQF and add one of the three lines in plus the backpack init. Confirming one thing and clarifying. I was not using multiple UID's for a single set of loadouts. Each had their own loadout. Tested just now. I can confirm that on my server when using the init.sqf line to initialize, {_null = [_x,"start"] execVM "loadouts\preset_weapons.sqf"} foreach playableUnits; that you get one I AM READY for EVERY single iteration of the UID loadouts in my preset_weapons.sqf I have detailed(a different set of loadouts for each UID. Meaning I have 6 UIDs configured with three loadouts each. I am the only one on the server at the moment and I get 6 I am ready. I only have to click it once to get rid of my weapon selections but I still have the other 5 I am ready. It is defiantly related to the number of individually configured UID loadouts in the preset_weapons.sqf. Bout as much TROUBLE shooting as I can do.. Sort of. IT HURTS RIGHT THERE DOCTOR. :) Simple solution for putting it in a vehicle or tent or what ever you want.. Put this in the init field after you configured your preset_weapons.sqf Walk up to the vehicle and BLAMO, good to go. I have put it in the MHQ in Domination lingor. LOVE IT. Just a tiny bit of testing on my Dedicated server. Still works fast, and flawless for loadouts. These are just cosmetic issue truth be told. You can click on the I AM READY and it goes away and does not come back. I could see an issue where you have 20 players that it would be a hassle.
  8. Excellent post Lonestar. Had no idea it was so well documented. THANKS
  9. Played last night for 4 hours Couple things that happened on our server. Using the non JIP init.sqf option to initialized this. "I am Ready" dublicates in each players mouse wheel option based on the number of active players at mission launch. So we had 4 players there was 4 I am ready. If you selected your loadout then choose I am ready and walk up to another player that has not finished their I am ready option, you get your weapon selections again until you move away from them.(as if you are activating a trigger on the warrior(which works AWESOME BTW) Other then those small issue the script is IMO a work of brilliance. My fellow players where RAVING about it. If you need more information on my setup to help trouble shoot just say the word. (FYI in this test mission I have enabled the Get my presets) incase that is causing an issue. Question. Is it possible to use the UID to swap out character models? Meaning, could you run some script from this sort of thing to change your character in game?
  10. Well with all the bitching and finger pointing I figured I best get testing and reporting back to Demonized...:eek: LOL. Ah that made me laugh. just kidding. BTW Demonized. My testing is on a dedicated server. So I can report that all my testing is on my dedicated Win XP64 Arma II Combined Arms ACE2 running patch1.59 Just tested, WHOOOO HOOO. That is it. Preliminary testing has it PERFECT. Going to try swapping slots and having three weapons and see, but for Weapon, equipment, Backpack and Launcher, it captured them all. Great job Demonized.
  11. Super Addon Dap. Thanks for your consistant, hard work.
  12. Wow you are busy Demonized. Awesome. Can't wait. ::Glances in Spazo's direction" to test it.......;) Will try all that stuff out tonight. This thing is a real work of art for a group that plays a varied amount of missions. It made me look at my weapons of choice and rethink them as well. I used to be an M14 EBR man. Gone back to the 7.62 SCAR(BLK(thank your Robert Hammer) with Doctor and Laser and grenade launcher. I will update you as soon as we do a thorougho test. Thanks again Demonized. Styxx :computer: Question. What does fex mean? I have seen you use that word a few times? I googled it and the urban slang is for POOP.
  13. Almost there.... Almost there. Stay on Target... STAY ON TARGET.... WHOO HOOO BACKPACKS FULL. YOU ROCK. BUT one tiny, tiny thing is still not quite right. The script is not getting the ACE move weapon to back SLOT. If I was to put it in my characters Init It would look like this. [p5, "SMAW"] call ACE_fnc_PutWeaponOnBack; That would put an SMAW on my back. So what ever I have there, does not get grabbed by the cool tool you created Demonized. ATM nothing is grabbed from the ON BACK slot. One weird thing is that I have a second back pack in that BACK slot when I load to test. So some how it is duplicating and filling that slot\spot. On another note that confused me in the text. In your Preset_weapons./sqf, it says But you have to use them. So there might be a language issue or just old written word. Once I read the excellent 1.3 readme I saw an example and it cleared up the ambiguity I had about to use or not to use the "". I figured out how you got the Warrior to activate the loadouts again for the three characters. Pretty Sweet going to put that in an ammo truck the player will want to take care of. I just changed the path in the warrior to the path to my preset_weapons.sqf that I have configured. VERY VERY AWESOME Thanks again Demonized.
  14. Super (HAVEN"T TESTED IT YET SPAZO....:D) Can't wait to get my teeth into this tonight. Thanks for your persistance Demonized.
  15. That is perfect, I can test it as soon as you put it out for consumption. Thanks Demonized.
  16. Spazp What about if you put _null = [this,"start"] execVM "loadouts\preset_weapons.sqf"; in a radio call for everyone. I did that sort of thing for the Mando's air console because in the init it disappears after you die. if you need it again just radio call it, Or can you create a trigger that senses player so it fires when they are around it. Just brainstorming here, not a scripter but a fiddler(would not bastardize the term hacker with my limited skills). Thanks for you init.sqf advice. Going to try that myself. Props.:bounce3:
  17. Hey Spazo Just in case you mistook my ****** This fantastic. You are fantastic. ***** For this is working. I hadn't tested it. Sorry for misleading you that I already tested it. Was not my intention. Just wanted to Thank Demonized for his work in posting it. But I did test it last night and Wow, already it has saved my very poor typing skills and much time. Working almost perfect and Spazo and Demonized you are both working on exactly what I was looking to do with this. Put a of swap out station in game that you can walk up to and use. Going to try previous suggestion on how to do that this week. So far, 4 players used it for 6 hours with JIP for weapons and sidearms, and it worked perfectly for that. The rpt is not capturing the backpack contents for some reason. Either way back pack are extra stuff, and I am still fiddling with it. Could be me or my addons(hvy ace user) Thanks for all the work Demonized and Testing and quick reporting Spazo. Question to all scripters. Is it possible to edit the init.sqf instead of putting the JIP line in each characters init? That way there would be minimum editing of mission. Drop loadout folder in mission , edit one file(init.sqf or what ever file you would need to edit) and join the game. Is that even possible? Styxx42
  18. That is Awesome News Rafalski. Your ROCK Thanks
  19. Love those idea's. really like the changes to 1 2 3 4 and 5. For me I love domination, but I hate having to hit the same sort of Camp every time. It would be nice to randomize the fortress\building type so it is different each time. All in all Great suggestions for an already awesome mission.
  20. styxx42

    RH SMG pack for OA / CO

    Incredible work RobertH Thanks for your hard work. Really appreciate it
  21. styxx42

    RH Mk18 pack 1.1 for OA / CO

    Firstly AWESOME pack Robert H. Thanks Question for those that know What is an MK18? It looks like a CQB M4. I googled it but didn't get a really CLEAR answer. The pack I tested out last night is awesome. I love the M39 Enhance Marksmen Rifle. Last question. is there any reason I should not use these with ACE2? They seem to work perfect. But I noticed a few of your (okay more then a few) already in ACE2. Lastuslustus I read (I don't have the link sorry)that it is an either or issue with the game engine. So it is either Flashlight or Laser.
  22. I almost spit my morning coffee out when I was browsing Armaholics this morning as I was gearing up to do some editing reading and try and figure out what you had said above about the unique ID. Too kind. I really appreciate this. And you went the extra and put it in a mission. Awesome.
  23. Demonized This fantastic. You are fantastic. Thanks. This will save me so much time. Last Friday I quickly edited the init lines of my friends solders and 1.5 hours later we finally started playing because of fat finger syntax errors. This will virtually remove this sort of stupidity.(have to leave the HUMAN factor still in there) THANKS Pint of your favorite when ever you are in my neck of the woods. Good old Canada.
  24. Thanks I tried Equipment, equip. Loadout. Antigoon and Demonized I appreciate you taking the time to reply.
  25. styxx42

    Ghost Recon - Island Thunder campaign

    AWESOME. Thanks Lightspeed. Sibby One mans garbage, another mans treasure. I would not play the game with out ACE.
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