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Richard Bruce Cheney

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Posts posted by Richard Bruce Cheney


  1. Is there a way to check to see if a vehicle is currently on fire? Like inflamed is used for testing a fireplace?

    I am trying to reset the vehicles damage using 'setDamage 0', but the vehicle is still a wreck. Also, it still has secondary explosions going on. I think that perhaps the vehicle fire keeps resetting my damage value.

    Is there a foolproof way to reset vehicle damage other than using 'setDamage 0'?

    On a side note, can you move the context menu that appears on the left side of the screen up vertically? The chat messages are covering some of the menu options.


  2. thks for helping me out m but i don`t get it :(

    i see the line but thats it

    Forgive me

    The variable for class name is set from the menu of the AI_HUT. These classnames are defined in x_scripts\x_setupplayer.sqf around line #790

    %1 represents the side you are on - such as USMC:

    %1_Soldier = USMC_Soldier

    Also, there are different soldiers if you are running the ACE version. This recruit script is only available if you are running the AI version


  3. Please keep in mind that you are asking advice from a retard. Given that fact, I would suggest that you look at the line in addsoldier.sqf:

    _unit = d_grp_caller createUnit [_ai_side_unit, position AISPAWN, [], 0, "FORM"];

    The first argument of the array is the soldier class variable: _ai_side_unit

    The classname is derived from the menu relative to the AIHUT


  4. Yes, thank you Richard once again for clear explanation! My ammo box refills now, I've set it up to refill every 10 mins. :D

    Now I have to figure out how to make this client side... :bounce3:

    I don't know why that wouldn't work client side if they are running the same code. What happens on the client end? What do they see in the ammobox?

    ---------- Post added at 09:43 PM ---------- Previous post was at 09:42 PM ----------

    I use Beyond Compare to see what Xeno changes with new versions.

    Thanks for the heads up! I will grab that tool!

    Tankbuster, do you know if you can put a graphic up with the hint command? I know you can adjust font size and color like Xeno did, but I don't know if you can stick a graphic there or not...


  5. Too bad Xeno doesn't work on this - I think its the best mission I have ever played on ArmA2. Oh well. My version is so modified that I can't upgrade anyway.

    ---------- Post added at 05:50 PM ---------- Previous post was at 05:48 PM ----------

    Richard, thank you for your help! I found the files. If I only new what to do with them... :(

    I mean, I thought it would be simple as putting something in init of box that will make ammo refill... Of course in that case it wouldn't be client side...

    I think you should launch your ammo as a script or put it in the init.sqf file. Xeno's ammocrate at the base replenishes itself every 20 minutes, so you could just use that code. It is in x_scripts\x_playerammobox

    Starting at line #68 is the routine for replenishing it.

    Or, maybe you put in more than you need in a game, that way you could just stock up one mega crate? Like 200 rifles or something?


  6. Check in i_client.sqf, that is where starting ammobox is created

    and in x_scripts\x_playerammobox.sqf - ammobox is defined and save gear menu initiated

    ---------- Post added at 03:48 PM ---------- Previous post was at 03:44 PM ----------

    Xeno says it over and over again. Don't play domination locally hosted.

    I know, but I modded the mission so that a single-player can do the entire mission. I have got as far as four towns when the MHQ issue popped up, but now that it has been solved, I am going for the whole thing! This mission is incredible and plays out so differently each time.

    At the end, you have a score based on how well you did, how carefully you directed your AI teammates, how much damage dealt, how far up the 18 military ranks you got, player deaths, etc.

    I would like to save this score in a highscore table somewhere, but I don't think ArmA2 can do that without something like ArmAlib...


  7. Yes, thanks for your help Oktane. When I play single player on a local, hosted server, the MHQ does turn into a wreck. When I chopper it back with a wreck lift and it deletes and creates the new vehicle, all event handlers and menus are gone.

    But I did create a player menu to recreate the MHQ and reset its damage and position, so it works fine. All other wrecks work great at the repair pad. Now with XAddKillsAI event handler modified, I can track player kills of enemy AI. PERFECT!!

    The only other tweak I would like to do is set the loadout of delta_4 - the default player, and skip the player selection screen, which is not needed for single player.


  8. On the pad at the base. I didn't think you could repair a wreck, only damaged vehicles.

    The function XAddKillsAI in x_funcs\x_serverfuncs.sqf is called when you kill AI units, so now I can do my own housekeeping and tally all of the enemy kills! Xeno is so cool! I love this mission...


  9. It likely isn't xeno's scripts, my suggestion was referring to some 3rd party scripts that you may have added. If it only happens after you have saved/loaded then it would point to that.

    It actually happens only when you repair the MHQ during the game, but this is probably due to running this in a hosted environment. It seems that the MHQ loses its name and associated addevent scripts.

    However, I added a player menu selection to repair the MHQ, reset the position at the base and deduct 100 points instead and this works fine.

    I can also penalize the player when the MHQ gets blown up with the x_checkveckillwest.sqf script, but 100 points to revive presents an acceptable penalty because it usually means a loss of rank.

    ---------- Post added at 12:58 PM ---------- Previous post was at 12:56 PM ----------

    how can i disable the lifting ?

    COMMON.SQF has the lift types defined. You could limit what the heli can lift with the array x_heli_wreck_lift_types

    Note that there are two definitions - one for TwoTeams and another for everything else


  10. After removing the birds, JTD doesn't seem to bloat savegame files anymore, but I see errors in Arma2.rpt, although the mod seems to run just peachy:

    ERRORS ON INIT:

    LODShape::Preload: shape 'ca\data\particleeffects\fireandsmokeanim\fireanim.p3d' not found

    Warning Message: Cannot open object ca\data\particleeffects\fireandsmokeanim\fireanim.p3d

    THIS LAST ERROR REPEATS HUNDREDS OF TIMES:

    Error: Model ca\data\particleeffects\fireandsmokeanim\fireanim.p3d cannot be used as a sprite - it has not just one LOD level


  11. I, for one, am heartily disappointed that this mod was not included in the Community Awards list at BIS.

    I can't argue with most of the other options for Addons/Mods, but this Fire And Smoke should have been included. Actually, there are a couple on the list that I think are inferior for various reasons, but I won't name them.

    Just color me disappointed.

    I voted for it!


  12. I don't know if anyone has mentioned this before, but there is a huge amount of bloat that happens to savegames. At least it seems that way. The savegame files are filled with bird code, so I am trying it again without birds enabled. Has anyone else had this happen to them, or are 100mb savegames routine after a long play session?

    I tried to play the game without the JTD Fire and Smoke mod, but it's very hard to go back to vanilla smoke and no fires. Not only is all of the smoke beautiful to watch, but you lose the gameplay of an obscured battlefield and markings of heated battles. Add fire to this and you can see just how much this mod adds.


  13. Does that mean you play hosted (not dedicated), save and load again next time you play ?

    If that's the case then there is your problem. Dom only supports dedicated server and not a hosted environment. That is why some things don't work anymore after loading a saved game.

    Xeno

    Yes, it is a heroic attempt to save the day, playing a hosted server in single-player. I can't get enough of your DOM map on ArmA2! I will try to take all 8 towns now without modding the file constantly and see how far I can get.

    It looks like I am at war not only with the AI, but the hosted server as well. WAR IS HELL!!!

    Xeno, is there a way to reset the MHQs if they get goofed up? Everything else works great after multiple saves, but without the MHQs it is impossible for just one dude. Is there a way to reset them at the base with teleport intact? That would be sweet and it would take a little of the heat of hell off of me. Thanks!


  14. oktane - very cool! Thanks for the quick info - I will run the debug text and see what comes up.

    Regarding the reset position of MRR1, what is the code doing?

    MRR1 setpos (position MRR1);

    Setting the position of MRR1 at its current position? Just curious.

    thanks!

    Just tested it and the coords are 0,0 [in water] - but the MRR1 is at the base! The MRR1 has also lost its MHQ vehicle menu. I will try the reset command...


  15. Has anyone had this problem? After repairing the MHQ, the game does not recognize that it is available and insists that it is in the water! "Mobile respawn one is currently in water"

    You cannot teleport to this and it is unavailable in the flagpole menu at the base.

    The code checks if surfaceiswater, so I don't know why this would happen...

    from dlg/update_dlg.sqf:

    if (surfaceIsWater [(position MRR1) select 0,(position MRR1) select 1]) then {

    _mr1text ctrlSetText "Mobile respawn one is currently in water...";

    _mr1_available = false;

    };

    BTW- what do select 0 and select 1 represent? x,y coords?

    Is there a way to fix this if it happens? Reset the position of the MHQ in a vehicle script or something? I guess I could strip this code out, but that seems crude.

    :confused:

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