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fleepee

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Everything posted by fleepee

  1. fleepee

    Rainy Fall Campaign

    it does!:D
  2. fleepee

    Rainy Fall Campaign

    S..t, I forgot to remove them all... Does the campaign scripts directory has to be created in the DtaExt folder? How can I refer to these (I mean the path to these scripts) in the campagn missions? Thanks, I'll check that to improve the campaign... I first wanted it to work!
  3. perhaps try adding "setplayable maire"...
  4. I'm making a campaign, and I wish that it can be played in an hosted MP way. I've got problems transfering weapons and ammo from a mission to the next one... I'm using the weaponpool, I've got the weapons I had at the end of first mission added in the weaponpool all right, but when I reach the briefing of the second mission, I can't select any of them nor magazines...:confused: It works perfectly when I'm not hosting the campaign and play the campaign in single player... I've search the forum for answers, but nothing worked... :( HELP ME!!!
  5. I'm really surprised no one can help with this...
  6. Campaign missions appear in th MP list on dedi once you've played them on local hosted game. BUT THIS IS NOT THE SUBJECT OF THIS THREAD!!:D
  7. I think MP campaigns are only available on hosted games, not on dedicated servers...
  8. I'm still losing time with that function... Can't someone (may be from BIS?) help me?!! As I wrote before: I'm making a campaign, and I wish that it can be played in an hosted MP way. As the scenario is civilians entering a resistance movement, it's important that the weapons they collect can be transfered to the next mission... I'm using the weaponpool, I've got the weapons I had at the end of first mission added in the weaponpool all right, but when I reach the briefing of the second mission, When I select weapons in the briefing, they disapear from weapon pool... It works perfectly when I'm not hosting the campaign and play the campaign in single player... I've search the forum for answers, but nothing worked... HELP ME!!!
  9. fleepee

    Revive Script

    Hi Norrin! I have another question: How can I add a respawn point during the mission?
  10. fleepee

    Fog

    I did download a debugging addon, but never installed it...:rolleyes: I just use "-showScriptErrors" in my ARMA2 shortcut. I tested the viewdistance with its MP lobby parameters, and there was no change of course, as I was changing the grass option!:p My error was to take a part of my first mission edited for ARMA2, at the time there was just two parameters settable in the lobby, and I mixed it (too fast) with the lattest I'm working on, taking parts of init and description files from both missions. I must have add a new MP parameter for the lobby and set some fog level and forecast in the same edit session. So after testing the mission in MP hosted game and on a dedi, I blamed my fog problem only on my actions on the fog sliders, and after a couple of hours, that was sure: I had created a ghost problem!:eek:
  11. Unfortunately, I touched the fog sliders in the mission editor...:mad: And now, even if I've got no more reference to fog, even in the mission.sqm file, I've got fog in MP games (hosted or on a dedi) but not in the editor. For testing, I added radio triggers: one to display the fog level (hint format["%1", fog]) one to set smoothly the fog to 0 (30 setfog 0) And, even after the first one tells me that there is no fog, I still have an heavy fog in the environnement. And the second trigger makes no visual fog change, even with a time reduce to 0 for the changement...:confused: I exported another simple mission with the same place, date and hour (october 19th, 6 AM), and there's no fog in pusta at this moment of the year. I've read that fog values can be different on a server and the client, but as I got no input for fog level, how is it possible that I still have fog?!!:confused: How can I change that? That problem gave me the idea of adding a fog level option in the MP lobby, and I've got the same result: whatever parameter i set in the lobby, fog levels displayed with the trigger are correct, but no change on the visual fog which is always an heavy fog...
  12. fleepee

    Fog

    I'm still laughing!!:rolleyes: I've spend hours on this!! As I used a part of another mission to edit that one, and added some new MP parameters, i didn't realized I missed something... I'm a f.....g idiot! Thanks a lot!
  13. fleepee

    Fog

    The mission is not really small, here's the link to OFPEC website: http://www.ofpec.com/forum/index.php?topic=34965.msg240489#msg240489 I search for "setfog" with armaEdit all scripts (even in the revive folder!) and mission.sqm and find nothing more than the ones I added in the triggers for testing. (radio triggers disabled in the mission uploaded to ofpec) I repeat, the interesting (?!) thing is that I still have fog when I'm sure the level is at 0 with the hint format ["%1", fog] launched by a radio trigger...
  14. fleepee

    Fog

    My view distance was set to 1500m, I tried higher values and of course it doesn't change anything. Idem after I removed the weather module. Here is what I have with a setfog 1: http://img43.xooimage.com/views/3/1/2/fog-level-1-1d09d72.jpg/ and for a setfog 0: http://img45.xooimage.com/views/3/6/a/fog-level-0-1d09d64.jpg/ The visibility is then around 70m... My mission is addon free, I don't have that problem on any other mission, and it occured after I changed in the editor fog start value and forecast, tested the result in MP, when back to editor to suppress it, that did never work totally. When I display the fog level on screen, it shows "0", and I still have fog!!!:mad:
  15. fleepee

    Revive Script

    sorry, it doesn't work...:rolleyes: And as I wish that all ten units of the squads keep their face and voice, i tried this (with your suggestion before you edited it): And so on to alpha10. With your last suggestion, I had an error message: But as I said, on a dedicated server, the unit I play speaks DIRECTLY in russian, so finally, I don't think it's due to the revive scripts, perhaps simply the game doesn't allow (in exemple) russian class units to speak another language than russian. It works on a hosted game, and stops after the first death and revive...:confused: EDIT: Just to be sure, I moved the "setidentity" line to init.sqf and created a radio trigger with "alpha1 setidentity "Igor";" in its activation field on a dedi: alpha1 speaks chernarussian from the beginning and after death/revive, if I use the radio trigger and its setidentity command... Conclusion and last edit: "setidentity" mustn't be in the init line of units; got it working using and setIdentity.sqf: thanks for your time, Norrin!!:pray:
  16. fleepee

    Revive Script

    That's what I did for my missions (all in resistance side), but perhaps I wasn't clear enough in my previous post, it works fine!:p thanks for the EH idea, I didn't think about it...:bounce3: EDIT: I added: "this addEventHandler ["killed",{_this setidentity "Igor";}] in the init line of the leader, but it doesn't change anything. There's allready the setidentity in its init file, and on a dedicated server, he speaks russian at mission start...
  17. fleepee

    Revive Script

    Thanks for your response. Some more infos: in the description file, I have the speaker voice set: and a "setidentity" in each init line of my units. In an hosted game, starting language is chernarussian then turns to the one of the unit's class after death/revive. (english or russian, dependding of the mission I edited) On a dedicated server, starting language is the one of the unit's class... (english or russian) I tried different things, like adding "[_name] joinsilent revive_dummy" code in the NORRNCustomExec1, adding a high rank guer unit in the group with a probability of presence of 0, etc... it didn't work, and I don't want to create a specific addon to solve the "problem" as I want these missions to be addon free. I just want them to be logical, and that units keep speaking their native language.;) By the way, I recorded the game chernarussian calls when they have to be revived and replaced the sounds of the revive sound folder, keeping the same file names to not edit the call script. It wasn't logical that chernarussians call for help in english! the same could be done with russian voices, and perhaps you could add a switch side condition in the call script and side sound folders?:D
  18. fleepee

    Revive Script

    Hi Norrin! In two different missions, I changed the "class" of playable units by editing the mission SQM, so I can have resistance guys dressed like US marines or russian spetsnaz (in the second mission). Everything works fine with the revive script except one: After their first death and revive, players use the language of the "class" unit, so it turns from chernarussian to english or russian (in the second mission), and it's not the case with AI units. I had a look at the scripts, found something about "typeof", but couldn't find how to solve that problem... is there a way that players keep speaking chernarussian?
  19. i'm waiting too for an english version!!
  20. I thought there will be more positive answers to that important question!:D
  21. there is nothing to download but one tutorial on this web site... Any other idea?
  22. I'm interested too in this tutorial... Could you send it to me at fleepee@wanadoo.fr ? it would be great, thanks in advance!
  23. fleepee

    Patch 1.05 suggestions

    it's a shame that this game has so poor in game players voices quality... i also wish i could separate Ai radio coms level and player's voice level, and not use teamspeak or mumble...
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