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-TW- Quintus

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Everything posted by -TW- Quintus

  1. -TW- Quintus

    Undead Mod mission "Nightmare"

    Sounds like you've put a lot of effort into this, very awesome! I would like to apply for beta testing. My clan has it's own public and private servers so we can test is thoroughly. Regards, Quintus
  2. I use this: Only thing I need now is a simple way to dismiss them.
  3. -TW- Quintus

    ArmA II launcher by alpinestars

    Thanks m8, that helped!
  4. -TW- Quintus

    ArmA II launcher by alpinestars

    When I load the app it will continue to say "New or deleted mods detected in ArmA II directory. Application will restart." This will go on forever so I can't use the app. Any fix on this? I've tried deleted all my mods but it still happens..
  5. Thanks for the reply's m8, really appreciate it. The triggers are activated the moment the helicopter drops your team. Now I'm trying to find that specific trigger so I can delete the helo and add my own spawns at various locations.
  6. Hi there, Me and my friends have been enjoying the Zombie mission "Zombies out of Control" by H5N1 for a while now and I want to make the missions a bit more difficult by creating more spawn points for zombies to appear. The problem is, you've guessed it, the new spawn points don't work. At least, some times they do, some times they don't. Sometimes only the new ones work and the original ones don't..! Al my tests where made in the "starting area" of the mission, in which there is 1 original spawn. I have added 1 extra spawn. This is what I have done to create the new spawn points. First I've unpacked the missions and loaded it in the Editor. There are two files in side the mission folder that make the spawns work, namely the "init" file and the folder called "scripts" that contains all the scripts. Inside the scripts folder I create a new SQF called "wolf" (Just a random unique name). Inside this SQF file I copy pasted the script from the original "spawn1" and edited it to look like this, the fat font is the only thing that I changed: After this I opened the "init" file and added a few lines to corrospond to the original ones, again the fat font is wat I added: These are the only things that I manually added/edited inside the missions folder. After this I went in to the Editor; I only added a new marker named "wolf", to link it with the script file. I've changed the color to black and the icon to black. I named the marker "wolf zombie 1". I've also made a new trigger (copy pasted from the original) and enlarged the radios in which the script might be "triggered".. This all didn't help. Just now I've tested the mission (via Editor Preview) two times. The first time my own added spawn point worked, the zombies where spawing the moment I got close. The original spawn point however, didn't spawn any zombies. The 2nd time I've tested it not one spawn point worked... So the big question on my part is, what am I doing wrong? I really hope someone knows the answer because I really don't know anything else to try.. Kind regards, Quintus The original mod can be downloaded here: http://www.armaholic.com/page.php?id=9271
  7. I don't now why as they where already there from the original map maker. I just copied them into a new trigger and corresponding scripts. So it should be something like this: These are the trigger settings on the first spawn: I've created them using a tutorial I found online. The original trigger however had very different settings:
  8. Ehh sleep? Sorry but i'm not THAT familiar with the editor:) Do you perhaps mean that should become:
  9. Thanks for the answer! The scripts you are talking about are probably the "loop1,2,3" SQS files inside the scripts folder. If I open them I see the text: This is also the text found in the trigger that I added in the editor, so this must be the script that triggers the spawn1 SQF that spawns the zombies. So I've made a new loop4 file that links tot my own "wolf" SQF script which in turn has been added to the init file: Loop4 SQS file: wolf SQF file: and the init file that links them all: I've also tried tweaking the trigger by increasing the radius at which it can be activated by for instance BLUFOR or even "everyone". The original mod however left all these at default, so I left it at the same settings as the original trigger.
  10. Thanks for the reply, I've tried that, but it didn't work. The Zombie1 and Zombie2 are the triggers to trigger the zombie spawns to which they are linked to spawn. So i've created a new trigger called zombie3, but that didn't work either..
  11. How about this for some nice face protection choices, it's the new Dutch helmet called "Galea":
  12. -TW- Quintus

    AWP Warfare [www.awpaholica.com]

    If Benny has a problem with Gossamer using is mod to create his own mod, he should talk to Gossamer himself. Since he's not doing that I think it's clear that he doesn't really care about it. I don't care either, it's just a game and it's about having fun, not moaning about other peoples problems.
  13. -TW- Quintus

    ArmA II Dedicated server + addons help

    Thanks guys! I've send your feedback to my host, see if they can fix the shortcut. Here's a part of the log: As you can see, the missions are all read from bank, but after that, nothing (And I just disconnect from the server myself.). I'll post a full server log when I come back home from work.
  14. -TW- Quintus

    ArmA II Dedicated server + addons help

    Sorry for the bump, I now understand why my server isn't showing up in the server list anymore. The name of the server has been changed from "The Wolfpack Public @ serververhuur.com" to "WIN-NHWHY93JXGM" in the server list How is this possible? I've got the name listed in the server.cfg file as "The Wolfpack Public @ serververhuur.com" but still it comes out as "WIN-NHWHY93JXGM"... But this at least fixes the missing server case, now on to the next problem! When I try to load a map that uses the ACE plugin the map doesn't load but instead switches back to the map list menu. Any thought on this problem? Standard maps load no problem.
  15. -TW- Quintus

    ArmA II Dedicated server + addons help

    This isn't about ACE2 alone, as it also happens with other mods I think. I just want to know what's the correct way to correctly install addons on my server. In this case I want to install the ACE2 addon but it might as well be any other addon.
  16. -TW- Quintus

    ArmA II Dedicated server + addons help

    Correct, it's the log file from the dedicated server that I cannon join. I've got the latest version (183) installed on both the client side and the server side. edit: The log was of course from before the server didn't show up anymore in the list. This happened after I've changed the shortcut to C:\gameservers\myname\ArmA2Server.exe -port=2303 -name=default -config=defaultserver.cfg -cfg=defaultArma2.cfg -profiles=default -mod=@CBA;@ACE;@ACEX
  17. -TW- Quintus

    ArmA II Dedicated server + addons help

    Of course, the log! I've checked it and it says that I logged in but disconnected soon afterwards:
  18. Try the ArmA 2 Addon Sync posted here, it worked perfectly for me: http://forums.bistudio.com/showthread.php?p=1507878#post1507878
  19. My game works perfectly now, except for the updater but I´m sure that´s going to change soon. I´ve very pleased with the overall quality of the mod. Even if realism in the main thing of the mod, it´s also very fun to play with. You guys made a fantastic mod! I hope you keep up this high level of modding so we can all enjoy ArmA II the way it´s meant to be player. regards, Quintus
  20. The Yoma Tools version updates perfectly via the way described on the Kelly's Heroes website. However when I join a server it still says my game is at 182 while the server version is 183. My settings are all correct and Arma Addon Sync downloads the update to my arma 2 server. The latest file it has updated is acex_s_wep_explosions.pbo.gz.7z...
  21. Does this update the game to the latest client version as well?
  22. How do I update the game if Six-Updater doesn't open the Web based UI? I've tried the Lazy way again but that doesn't update the mod. I've also updated Six-Updater to the latest and tried the "Update addressing issues" fix....
  23. -TW- Quintus

    I need this statement explained.

    Everthing they modify or script within the game intself is property of Bohemia.
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