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[lol]clan killer bee

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Posts posted by [lol]clan killer bee


  1. Hi guys I need some help with something I'm struggling with .

     

    I'm making a mission and in the description.ext I got the following for my .paa

     

     

    //////////////////////////////////////////////////////////////
    //////////////// RscTitles ///////////////////////////////////
    //////////////////////////////////////////////////////////////
    //Change the  x and the Y you change the place on the screen//
    //Change the W and the H you change the size of the picture //
    //////////////////////////////////////////////////////////////
    ///To cover the whole screen, you should use x=safeZoneX, y=safeZoneY, w=safeZoneW, and h=safeZoneH./////


    class RscTitles

    {
     titles[] = {"mission","KillerBee","lolklein"};

     class mission {
       idd = -1;
       movingEnable = 0;
       duration = 4;  
       fadein = 2;
       fadeout = 2;
       name="mission";

       controls[]={"Picture"};

       class Picture {
         x=0.0; y=0.0; w=1.0; h=1.0;
         text="images\mission.paa";
         sizeEx = -1;
         type=0;
         idc=-1;
         style=48;
         colorBackground[]={0,0,0,0};
         colorText[]={1,1,1,1};
         font="Bitstream";
       };
     };

     class KillerBee {
       idd = -1;
       movingEnable = 0;
       duration = 4;  
       fadein = 2;
       fadeout = 2;
       name="KillerBee";

       controls[]={"Picture"};

       class Picture {
         x=0.99; y=0.99; w=0.25; h=0.25;
         text="images\KillerBee.paa";
         sizeEx = -1;
         type=0;
         idc=-1;
         style=48;
         colorBackground[]={0,0,0,0};
         colorText[]={1,1,1,1};
         font="Bitstream";
       };
     };

     class lolklein {
       idd = -1;
       movingEnable = 0;
       duration = 4;  
       fadein = 2;
       fadeout = 2;
       name="lolklein";

       controls[]={"Picture"};

       class Picture {
         x=0.0; y=0.0; w=1.0; h=1.0;
         text="images\lolklein.paa";
         sizeEx = -1;
         type=0;
         idc=-1;
         style=48;
         colorBackground[]={0,0,0,0};
         colorText[]={1,1,1,1};
         font="Bitstream";
       };
     };
    };
     

     

    Now I wanted to add the REVIVE-Pyschos to my mission, but here starts the problem.

    One of the lines I need to implement in the discription.ext is the following

     

     

    class RscTitles {
        #include "ais_injury\dialogs\rscTitlesAIS.hpp"
    };

     

    When I did that I did get the message that is already existed as it does.

    Sofar I understood it.

     

    I have tried to implement the

    {
        #include "ais_injury\dialogs\rscTitlesAIS.hpp"
    };

     

     

    all kinds of ways also in the one I already had no succes  !

    Got a bunch of errors been busy for 3 days and gave up now  kindda.

    So maybe someone knows how to solve this little pain in the neck issue.

     

    With regards,

    KillerBee

     


  2. Let me try something first !

     

    Update !

     

    I tried to make another repo with the same setting as the one I use normally only changed the the path of mine were I normally donwload my addons to the the path of the repository ( what I do build).

    Didn't like that too much so I removed it.

    Shit down the program and started it again so now only have the normal repository.

    I pressed on the toolbox and whala there it was !

    Can this be a small bug ?

     

    Been pressing that button several times before with no result ?

     

    Can be that my Pc is just dumb  :D .

     

    Anyone solved it this way yet ? :rolleyes:

     

    Thanks for the help guys most appreciated.

     

    Now waiting for building a repo just see there was a update of CUP units waiting for that to get in to build ! :banghead:


  3. Hi guys I had a update trough the arma3sync to the1.5 update6

    Everything start and seemed to be normal until I wanted to update some addons and to my surprised I missed 2 icons one was the repository build.

     

    2mwhyc4.jpg

     

    I have was running java 8 but never was a problem before I did change it to 7 still no luck , download and reinstall arma3 sync still no luck  !

    Anyone have any idea what caused the problem and can be solved  ?

     

    With regards,

    KillerBee

     

    PS also have tried administration no succes.

     

    I run win 7

    Java7 ( now)

    Arma3sync 1.5 build6


  4. Thank you for the replay m8.

    I have seen this video before only this is to add a artillery of support too your unit players who are in game and can use it !

    What Im looking for is a AI enemy that shoot to that helper and the fireinggets triggerd trough the command in the waypoint of the civilian that walks around and keeps walking over the waypoint

    Sorry if you guy have miss understood me  :(  :blink: 

    I have tired the to play the setting in the video and found out that atleast you need to controller otherwise the artillery module doesn't seems to work, get a whole nice load of scripting tossed at you ! <_<


  5. Thanks for the response,

    Sorry for that english is not my native language !

     

    Okay in short I want 3 pieces of artillery that shoot randomly until they are destroyed.

    When destroyed they stop shooting !

     

    I had a example mission in A2 got it from a mission long time ago it lookes like this

     

    11ijznb.jpg

     

     

    Where the guys is walking had the following

     

     

    Condition:

     

    alive gun1 AND alive gun2 AND alive gun3

    on act:

     

    [arty, getposASL artytarget, ["IMMEDIATE", "HE", 0, 18]] call BIS_ARTY_F_ExecuteTemplateMission;

     

     

    The second waypoint had a min average and max time set for random shooting !

    The men  (civ) had this allowDamage false

     

    The artimodule was called:

     

    arty

     

    And the target ( helper ) was called:

     

    artytarget

     

    and the 3 artillary pieces where called gun1, gun2 & gun3.

     

     

    Hope this is what you asked for  ?

     

     

    With regards,

    KillerBee


  6. Hi guys I need some help with the following.

     

    I want 3 artillery pieces that will shoot randomly to a helper ( far of the map ).

    This I have seen in arma2 mission where the artillery shoot to the helper and they do get trigger ( start shooting ) by a men that follow a way point in cycle.

    One of the way points has a average time.

    Every time the guy gets on the way point the artillery shoots.

    As I remember the the 3 were called gun 1 gun2 and gun3 and had a !alive in there so when there dead they didn't shoot anymore.

    The 3 pieces where synced with eachother and the middle piece had a artillery module to it !

     

    I have tried to do my best but I don't seem to get it to work in A3.

    Anyone a Idea ?

     

    With regards,

    KillerBee

     


  7. Hi guys, I hope I have not missed a post that is already about this topic.

    In case it is please give me the link as I have missed it !.

     

    This is mine question !

    I have a briefing.sqf that gets activated in the initServer.sqf.

    While I'm in the editor and do the tasks the all check and all work.

    Now I want to save it to mp and get it on the server I don't see the briefing anymore ?

    You als use to be able to hit shift and enter to start the game in the editor and see your briefing.

    This is not happening.

    This all in in the new 3D Eden editor.

     

    Anyone any information about this or is this a bug  ?

     

    With regard,

    KillerBee


  8. Ello Back again took a little.

    No it had sofar nothing to do with the RHS mod !

    WAs the mas mod.

    Aspeacially the grenadier of the MAS mod sofar they other onces in the mission where okay.

    We had the other peeps in there work fine you get the granadier and it goes ghost gray and pixelated.

    We switch positions and the other person had this problem !

    About the body seperation it seems to be solved now  !

    I cleaned out mine mpcache folder and never had the problem again til now  !

    OFP had that issue also when you had in the mp cache a mission with the same name it would go bonkers.

    Always gave it version nummers to go arround this problem this might be the case here !

    I'm not a mod maker but I might want respond on this  !

     

     

    That issue (the lack of weaponry sounds) is not caused by RHS (as PuFu politely put it :D), its caused by users on the server running different/incompatible mod sets.

     

    The sounds always have worked fine it started after the update of arma3, now I can understand that mods use the sounds that already exisist in the game like wond sound or whatever ! I don't think it would be far fetched that if bis changed a name or length or position in the game a mod would not work properly or is this to far fetched ?

     

    Anyway about the @mas mod it might also come in combination with other mods no idea, we changed the soldiers.

    Just telling this in case this is not, they can take a look at ir and fix it if so, so we all get better mods ! :D

     

    With regard,

    KillerBee

     

    Ps thanks guys for the response, it is apreciated. :notworthy:


  9. I seems to have a problem on our server at the moment and I have no idea what is causing it or were too look at the moment.

    What happen is this  !

    People see other persons like this ingame.

     

    9v9oxy.jpg

     

    And

     

    8yyrd1.jpg

     

     

    Also the rain in some missions got pixelated or how you spell it :)

     

    2603klv.jpg

     

    There has been some updates of

     

    ARMA3

    CBA

     

    Anyone any idea what causes this  ?

    Never seen this before ?

    The missions have been working good before the update of arma3 and cba  !

     

     

    With regards,

    KillerBee

     

    Ps sorry if this might be a dubbel post :(


  10. Okay I have checked it I just noticed that when the ip was correct but the addons in the addons tab wasn't checked.

    After this you need to check the addons if there checked if the addons are not there check the modset.

    Of course that is if the repomaker included that in the repo.

    Hope this might help someone who might run into the same problem !

    Thanks for the reply Major.

    With regards,

    KillerBee

    ---------- Post added at 18:22 ---------- Previous post was at 18:16 ----------

    There is no need to re-import the autoconfig. Pretty sure you have some mess with permissions access on ArmA3Sync files.

    I didn't do that!

    I installed the program as it was never changed anything and ran administration.

    The problem was that it didn't get saved (in my case) the new ip.

    Apparently the ip did get changed in the new repo but not by the program itself there on the spot !

    Got another member that had the same problem we been testing it !

    Might be a glidge or something like antivirus or something that prohibit the changing of certain files no idea !

    Still love the program ;)


  11. Thank you for the reply Major.

    I have done that and I also have changed it like F2 and and reset the ip and the ports but no result the old ip came back.

    Also have tried to delete the online with the red cross and added a new online with name and ip and port !

    Also that failed and the old op came back again !

    I made a extra with another name in the online with the new ip and started from the list and it booted arma3 and all the addons and went straight to the server.

    When I restarted the arma3sync it was gone and behold the old freaking ip was still there !

    It seems more that the ip don't get saved for some or other reason ?

    Only when you enter it directly in the online and than start is seems to do what is needs to be doing after that is is all the same old !

    With regards,

    Killer Bee

    Ps sorry that the reply took so long kids vacation and so on and so on :P

    ---------- Post added at 17:40 ---------- Previous post was at 16:30 ----------

    Okay I think that I found out what went wrong !

    You were right about how too change it major only you need to make one more step to let it remember.

    You have too build the repo sent it to the server and than get the public auto config url and import it !

    That why the old one gets overwritten .

    I thought there would be a repo update announcement you get the update and fixed !

    You need to rerun auto config by import and than all comes together ! Now just see if it works :p


  12. Good morning,

    I hope I'm not redoing this question.

    I run the arma3 sync now/host for a while with lot of fun.

    I just ran into a issue I might or missed or not understand at the moment.

    We have been switching providers and I got a new IP address !

    I went to the online tab and changed it to the proper ip and port.

    Problem is that it doesn't save the ip and port number but the old one keeps coming back !

    So peeps that get the repository get the wrong ip/server in the online tab or join server.

    With regards,

    KillerBee


  13. Hmm been looking around a little but I'm not a script person !

    I see a little to many posts at the moment whom are a little different every time and scripts !

    I ran into this post http://forums.bistudio.com/showthread.php?169734-paint-MH-9-different-colour/page2

    the post talks about the https://community.bistudio.com/wiki/setObjectTextureGlobal and that it is now JIP compatible.

    I just have no idea how to get this to work ! :(

    PS.

    I ran into this code and

    this setObjectTexture [0, "A3\Air_F\Heli_Light_01\Data\Skins\heli_light_01_ext_sheriff_co.paa"];

    .

    I test it in the editor for the moment and it seems to hold up !

    Ran into it by accident;)

    Not sure if it will hold up in MP missions ?


  14. Hi guys,

    I have a question about the randomize !

    I got it to work with the civilians and I used this script !

    this setVariable ["BIS_enableRandomization", false];

    I looked on the forum and you tube and it showed the same code in the vehicles.

    Still when I use a civ chopper [m-900] or the quad and I place the code in the init field it keep changing the textured of the vehicles.

    Anyone have a idea how to solve this issue ?

    With regards,

    KillerBee


  15. I found the problem. I had added some updates of add-ons on my repository and there was a new file in called .listing this gave troubles when uploading the add-ons trough the ftp of arma3sync.

    Took me a while to get it together.

    At the end I had to remove it manually and made a repo and manually remove the a3s form the ftp server because it was causing problems and upoad the a3s from the new repo manually.

    After that is all works as it should and uploading worked also from amra3sync.

    PS.

    This was on the RHS mods the russian and the us.

    Thanks for the response Shepard. :cc:


  16. I seem to have a problem with the arma3sync version Version 1.4 Update 4 Build 1.4.63 (2013-2015).

    It have been working perfectly in the past and I do get a error.

    2r4o6ma.jpg

    It seems to be a java issue. :j:

    This is what happend.

    1:I have changed the addons in my repo.

    2:Build the repo, no problem

    3:Want to upload the repo it does the check addons and it sees the changes than it goes in the upload repository and than it looks like it get stucked somehow and nothing happens after a while the the message appears !

    Any idea what can be the problem ?

    And can be solved ?

    With regards,

    KillerBee


  17. Solve the problem in my case !

    Okay the problem is in the making of the checksum building the repository ! ( I Think ! )

    This is what I had to do !

    When I got the first repository done it gave errors about missing files and such.

    After 5 days with trail and error and frusty cakes. I got pissed off. What happend is that I made a new repository and pressed build !

    Didn't upload it !

    And pressed built again and again just because I was pissed.

    I noticed that it kept checking but still builded less and less !

    I did this 5 times than I uploaded the file to the server and DL with another pc.

    I had one error but checking the files it said 1 more update.

    Updated and all the files were correct downloaded.

    I assume when building the checksum it skips some of files.

    By redoing the build it sees the ones are done and that is sees the ones it missed and add them to the list !

    By doing it 5 times I covered them all !

    Good thing is that when you have uploaded your file and there are broken you do a rebuild and it just only add the files that were broken or mission , so no big ass uploads again !

    For the maker :

    Program doesn't take all the files at once.

    Solution for the user at the moment:

    Just hit rebuild and upload the files by FTP build in the program. Keep doing this till all the files are complete on your serve or ftp !

    I hope with my 5 days I could be some help for someone else and the builders !

    Thank for the help of mr shep. :o

    More info:

    I had this with and without virus scan the problems so was not my virus scan.

    Used win 7 64 bit

    And the missing files were all 0kb


  18. Ello Major Shepard,

    I have asked with my provider and checked mine rights of the folders with FTP program filezilla.

    All the folders have the 755 and the files in the folders like .pbo have the right 644 read.

    This should be okay not ?

    Also the program files have 644 like this one as example cba_xeh.pbo.cba_a3_rc4.bisign.zsync.

    Also the .a3s folder had the premission of 755 and the files in there all have right 644.

    I also downloaded the folder with filezilla no problem !

    Might be there a problem with creating the .a3s file that makes it go bonkers ?

    Hope this make more sense too you than me

    Thanks,

    KillerBee

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