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Everything posted by d3lta
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Mando Missile ArmA for ArmA 2
d3lta replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
My version is the first version of ARMA2 yet, OA only in a next future :|. This bug of FLIR , in OLD ARMA2, occurs only in server mode, not preview. Thanks Mandoble, but I will go remove the UAV from mission. :( -
Mando Missile ArmA for ArmA 2
d3lta replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sorry , I need to know if the test UAV mission is compatible with multiplayer? Ps. I tested on a server, and the terrain is always grayed (FLIR ON), I dont see the terrain below. but in preview mode in editor, I see the terrain, no problem.. I Agree. The same problem here, too. -
Mando Missile ArmA for ArmA 2
d3lta replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi Masters, UAV Mando Camera is compatible with Multiplayer ViewDistance? -
Serious problems to remove AI Units from server
d3lta replied to d3lta's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi MuzzeFlash, thx by your fast post I'm learning about this crazy system script yet! Sorry!! But, I thought that when I remove the reference from Unit , the array size always decrement 1 (one) automatically. I forgot about the objNull, A misunderstanding on my part.... Now, with "{ deleteVehicle _x; } forEach _listaMVDs;" the script it's OK!!! Best Regards!! -
Serious problems to remove AI Units from server
d3lta posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi masters, I had a small script that populate (create) a number of AIs over the map. This script run's on server, but, the real problem here is how I delete the Units from server (dedicated and no dedicated)... See my code: _listaEnts = position centro nearEntities 50; _listaMVDs = []; localize Format["Entities %1 AIs", count _listaEnts]; for "_x" from 1 to (count _listaEnts) do { _y= _listaEnts select (_x-1); _lado= Format["%1",side _y]; if ( _lado=="EAST" or _lado=="CIV" ) then { Localize "add"; _listaMVDs = _listaMVDs + [_y]; }; }; localize Format["Clean %1 AIs", count _listaMVDs]; waitUntil { _y= _listaMVDs select 0; _y setPos [0,0,0]; _y removeAllEventHandlers "HandleDamage"; _y removeAllEventHandlers "killed"; _y setDamage 1; sleep 0.1; deleteVehicle _y; (count _listaMVDs) ==0 }; This code fails to remove all the AI units from server.. why??? =( Next, is my code to create the AIs on server: localize "b1"; for "_x" from 1 to 39 do { _marca= Format["m%1",_x]; localize _marca; _posX = getMarkerPos _marca; _grupoA = createGroup east; _unitMVD =_grupoA createunit ["MVD_Soldier",_posX,[],0, "FORM" ]; _unitMVD allowFleeing 0; _unitMVD setDir round( random 360 ); _unitMVD setSkill 1; _HANDLE = _unitMVD addeventhandler ["HandleDamage",{ _handhit=[ _this ] execVM "TotScore.sqf";_this select 2 } ]; _HANDLEB = _unitMVD addEventHandler ["Killed", { _handpresu = [_this select 0] execVM "RemovePresunto.sqf"}]; }; What's the problem here? Best Regard's Masters!!! -
A.C.E. 2 - v1.2 stable (Advanced Combat Environment) Old
d3lta replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi masters, How I to deploy the ACE's ropes using a helicopter in the air and using a script to do this? Detail: I don't want to use a mate to do this, only a script. It's is possible? Best Regards -
Using the ACE Wounds System...
d3lta replied to Fuzzy Bandit's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I Agree. I have some problems using both features.... :cool: -
F2 Mission Development Framework (BAS f for ArmA 2)
d3lta replied to fer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thx Fer. A small txt file defining the actual version do F2 is a good idea!! Best Regards -
F2 Mission Development Framework (BAS f for ArmA 2)
d3lta replied to fer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi masters How I see the version of F2 installed in my old mission? Best regards -
A.C.E. Advanced Combat Environment - Public Beta *2*!
d3lta replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
yeahhhh, Fast Rope it's OK!!!! Thx Ace team!!! -
WOW!!! It's Ok now!!! Very Very Thanks!!!!! Continue the excellent work!!! Best Regards!! :)
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OK master Norrin, this is my description.ext: #include "R3F_ARTY_AND_LOG\desc_include.h" // ============================================================================================ // F2 - Mission Header // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) class Header { gameType = Coop; minPlayers = 1; maxPlayers = 10; }; // ============================================================================================ // F2 - Respawn Settings // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) respawn = 3; respawndelay = 4; // ============================================================================================ class Params { // ============================================================================================ // F2 - Debug Mode // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) // WARNING: DO NOT DISABLE THIS COMPONENT class f_param_debugMode { title = "$STR_f_param_debugMode"; values[] = {0,1}; texts[] = {"Off","On"}; default = 0; code = "f_var_debugMode = %1"; }; // ============================================================================================ // F2 - Mission Conditions Selector // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) // class f_param_timeOfDay // { // title = "$STR_f_param_timeOfDay"; // values[] = {0,1,2,3,4,5,6,7}; // texts[] = {$STR_f_param_timeOfDay_Option0,$STR_f_param_timeOfDay_Option1,$STR_f_param_timeOfDay_Option2,$STR_f_param_timeOfDay_Option3,$STR_f_param_timeOfDay_Option4,$STR_f_param_timeOfDay_Option5,$STR_f_param_timeOfDay_Option6,$STR_f_param_timeOfDay_Option7}; // default = 3; // code = "f_param_timeOfDay = %1"; // }; // class f_param_weather // { // title = "$STR_f_param_weather"; // values[] = {0,1,2,3,4}; // texts[] = {$STR_f_param_weather_Option0,$STR_f_param_weather_Option1,$STR_f_param_weather_Option2,$STR_f_param_weather_Option3,$STR_f_param_weather_Option4}; // default = 0; // code = "f_param_weather = %1"; // }; // ============================================================================================ // F2 - AI Skill Selector (coop) // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) // class f_param_AISkill_Friendly // { // title = "$STR_f_param_AISkill_Friendly"; // values[] = {0,1,2,3}; // texts[] = {$STR_f_param_AISkill_Option0,$STR_f_param_AISkill_Option1,$STR_f_param_AISkill_Option2,$STR_f_param_AISkill_Option3}; // default = 2; // code = "f_param_AISkill_Friendly = %1"; // }; // class f_param_AISkill_Enemy // { // title = "$STR_f_param_AISkill_Enemy"; // values[] = {0,1,2,3}; // texts[] = {$STR_f_param_AISkill_Option0,$STR_f_param_AISkill_Option1,$STR_f_param_AISkill_Option2,$STR_f_param_AISkill_Option3}; // default = 2; // code = "f_param_AISkill_Enemy = %1"; // }; // ============================================================================================ // F2 - AI Skill Selector (A&D) // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) // class f_param_AISkill_BLUFOR // { // title = "$STR_f_param_AISkill_BLUFOR"; // values[] = {0,1,2,3}; // texts[] = {$STR_f_param_AISkill_Option0,$STR_f_param_AISkill_Option1,$STR_f_param_AISkill_Option2,$STR_f_param_AISkill_Option3}; // default = 2; // code = "f_param_AISkill_BLUFOR = %1"; // }; // class f_param_AISkill_OPFOR // { // title = "$STR_f_param_AISkill_OPFOR"; // values[] = {0,1,2,3}; // texts[] = {$STR_f_param_AISkill_Option0,$STR_f_param_AISkill_Option1,$STR_f_param_AISkill_Option2,$STR_f_param_AISkill_Option3}; // default = 2; // code = "f_param_AISkill_OPFOR = %1"; // }; // ============================================================================================ // F2 - Norrin's Revive Respawn (Part 1) // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) class f_param_lives { title = "Number of Lives:"; values[] = {2000,1000,20,10,7,5}; texts[] = {"No Revive","Infinite - Cadet","20 - Easy ","10 - Normal","7 - Hard","5 - Extreme"}; default = 10; code = "f_param_lives = %1"; }; // ============================================================================================ }; // ============================================================================================ // F2 - Kegetys Spectator Script // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) #include "f\common\f_spect\spectating.hpp" // ============================================================================================ // F2 - Norrin's Revive Respawn (Part 2) // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) disabledAI = 1; #include "f\revive\dialogs\revive.cpp" // ============================================================================================ // F2 - Gear Snippets // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) // #include "f\common\f_gearSnippets.hpp" // ============================================================================================ class RscTitles { #include "R3F_ARTY_AND_LOG\desc_rsct_include.h" // ============================================================================================ // F2 - Name Tags // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) // #include "f\common\f_recog\recogOverlay.hpp" // ============================================================================================ }; // ============================================================================================ and this in my init.sqf: // F2 - Norrin's Revive Respawn // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) server execVM "revive_init.sqf";
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A.C.E. Advanced Combat Environment - Public Beta *2*!
d3lta replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi, The system of ropes is right in the latest versions of ACE? My tests fail on last updates...:butbut: -
Hi masters of Revive, I'm using last version of F2 FrameWork with Revive 0.3e, during the preview mode in editor, with ten AI soldiers , I dont have problemas in script log error. But, When I play the mission in MP dedicated server, with 1 player only, using AI disabled, I get this message on log error file: Error in expression < _max_respawns = (paramsArray select 3); _JIP_respawns = [2,30]> Error position: <select 3); _JIP_respawns = [2,30]> Error Zero divisor File mpmissions\__CUR_MP.Chernarus\revive_init.sqf, line 60 My revive_init.sqf is: /* ARMA2 REVIVE SCRIPT - AI enabled or disabled © SEPTEMBER 2009 - norrin (norrin@iinet.net.au) Version: 0.3e ArmA2 ******************************************************************************************************* See release notes for details on contributors and instructions for incorporating revive scripts into your own missions ************************************************************************************ Start revive_init.sqf */ // ===================================================================================================================== // DO NOT MODIFY THIS CODE // ===================================================================================================================== // sickboy's code modified by _xeno T_INIT = false; T_Server = false; T_Client = false; T_JIP = false; T_MP = (if (playersNumber east + playersNumber west + playersNumber resistance + playersNumber civilian > 0) then {true} else {false}); if (isServer) then { T_Server = true; if (!isNull player) then {T_Client = true}; T_INIT = true; } else { T_Client = true; if (isNull player) then { T_JIP = true; [] spawn {waitUntil {!isNull player};T_INIT = true}; } else { T_INIT = true; }; }; waitUntil {T_INIT}; // ===================================================================================================================== // THE FOLLOWING CODE CAN BE MODIFIED // ===================================================================================================================== // GENERAL REVIVE OPTIONS (Off = 0, On = 1) _mission_end_function = 0; //array no.0 - mission ends when all players are unconscious _call_out_function = 1; //array no.6 - whether a unit calls out while unconscious _water_dialog = 1; //array no.45 - whether a dialog appears when a unit dies in water so that it can auto wash ashore _unconscious_drag = 1; //array no.39 - whether a unit can drag the bodies of unconscious players _load_wounded = 1; //array no.61 - allows you to load unconscious units on vehicles _altUnc_animation = 0; //array no.54 - use alternate revive animation _JIP_spawn_dialog = 0; //array no.2 - whether a dialog appears when a player JIP so that he can be transported to a spawn point near the action _time_b4_JIP_spawn_dialog = 10000; //array no.17 - time before the respawn dialog appears for JIP players _perpetual_server = 0; //array no.62 - NOT IMPLEMENTED // ================================================================== // LIST OF PLAYABLE UNITS NORRN_player_units = ["alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","bravo_1","bravo_2","bravo_3","bravo_4","bravo_5"]; // ================================================================== // WELCOME SCREEN //titleText ["Joining the Revive Test Mission\n\n(Make sure you check the mission notes for details on how the scripts work\nand the revive_readMe in the attached pdf file for the full notes on implementing \nthe scripts in your own missions and the options available)", "BLACK FADED", 0.6]; // This next line can be commented out or removed if it interferes with intro movies // ================================================================== // REVIVE OPTIONS _max_respawns = (paramsArray select 3); //array no.38 - Number of lives per unit _JIP_respawns = [2,30]; //array no.63 - 0 - off or the number of lives players receive when they join in progress , JIP time after the mission starts _revive_timer = 1; //array no.7 - Whether you want to limit the amount of timer a player has while unconscious _revive_time_limit = 300; //array no.27 - Amount of time a player remains unconscious before respawning or dying _revive_damage = 0; //array no.37 - Unit's level of damage following revive _unconscious_markers = 1; //array no. 4 - Whether a marker appears on the game map at the location of the unconscious unit _caseVAC = [1, ["MASH","HMMWV_Base"]]; //array no.64 - Allows units to be taken to a hospital etc to be revived _mediVAC = []; //array no.65 - NOT IMPLEMENTED _chance_ofDeath = [0,0]; //array no.66 - Two parameters in the array the first switches off/on (0/1) chance of death when shot, increases dues to hit location and number of times revived and the second parameter switches on/off the decreasing respawn timer based on how many times you have been revived, if using set respawn-time to at least 300 seconds. _dualTimer = 0; //array no.67 - NOT IMPLEMENTED - normal units can only revive for eg 30 seconds whereas medics can heal players up to 120 secs - array - [0/1 - off/on, revive timer for normal unit, timer for medic] _deadSpectator_cam = 1; //array no.92 - leave as 0 - whether a unit can spectate other friendly units when it has run out of lives // ================================================================== // RESPAWN OPTIONS _no_respawn_points = 4; //array no.12 - no of respawn points (Max number 4) _Base_1 = "Mobile"; //array no.13 - spawn position names _Base_2 = "BaseBravo"; //array no.14 _Base_3 = "BaseAvancada"; //array no.15 _Base_4 = "BaseInicial"; //array no.16 _Base_free_respawn = [1,1,0,1]; //array no.36 - select whether to allow respawning at spawn points even if enemy troops are present (options OFF = 0, ON = 1) _respawn_at_base_addWeapons = 0; //array no.11 - unit respawns with weapons it commenced the mission with _respawn_at_base_magazines = []; //array no.34 - If using the respawn_at_base_addWeapons option then place the magazine and weapon _respawn_at_base_weapons = []; //array no.35 types in the following arrays, if left blank respawns with weapons from mission start _respawn_position = 2; //array no.28 - 0 - respawn at base_1; 1 - the closest enemy free respawn point; 2 - players choice; and 3 - dies _respawnAtBaseWait = [0,0]; //array no.68 - Two parameters: 1st if = 1 makes players that respawn at base wait for (parameter 2) seconds before being able to see surroundings _objectiveBasedRP = []; //array no.69 - NOT IMPLEMENTED // Mobile Spawn Settings _mobile_spawn = 1; //array no.51 - set to 1 if you want to use mobile spawn _mobile_base_start = "Base"; //array no.52 _mobile_base2_start = ""; //array no.70 - NOT IMPLEMENTED _mobile_type = 0; //array no.60 - set as 0 - for vehicle and 1 for man _mobile_man = objNull; //array no.53 - place name of unit here or if not used make sure set as objNull _mobile_man2 = objNull; //array no.71 - NOT IMPLEMENTED // ================================================================== // UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED _can_revive = "soldierWB"; //array no.18 _can_revive_2 = ""; //array no.19 _can_revive_3 = ""; //array no.72 - NOT IMPLEMENTED _can_revive_4 = ""; //array no.73 - NOT IMPLEMENTED _can_be_revived = "soldierWB"; //array no.20 _can_be_revived_2 = ""; //array no.21 _can_be_revived_3 = ""; //array no.74 - NOT IMPLEMENTED _can_be_revived_4 = ""; //array no.75 - NOT IMPLEMENTED _medic_1 = "USMC_Soldier_Medic"; //array no.76 - Used in conjunction with medpacks and bleeding _medic_2 = ""; //array no.77 - Used in conjunction with medpacks and bleeding _medic_3 = ""; //array no.78 - NOT IMPLEMENTED _medic_4 = ""; //array no.79 - NOT IMPLEMENTED //======================================================== // MEDPACK AND BLEEDING OPTIONS _medpacks = 0; //array no.80 - Whether you want to give the units a limited number of revive kits 0/1 - no/yes _stabilisation = 0; //array no.81 - NOT IMPLEMENTED _bleeding = 1; //array no.82 - Make units bleed and require bandages _medic_medpacks = 5; //array no.83 - No of medpacks for units specified in the _medic variables - they are required for reviving units _unit_medpacks = 3; //array no.84 - No of medpacks for units specified in the _can_revive variables - they are required for reviving units _medic_bandages = 5; //array no.85 - Bandages stop bleeding _unit_bandages = 3; //array no.86 - _medic_stable = 0; //array no.100 - NOT IMPLEMENTED _unit_stable = 0; //array no.101 - NOT IMPLEMENTED _stabTime_tillDeath = 0; //array no.87 - NOT IMPLEMENTED //Time until death following revive without stabilisation // ================================================================== // ENEMY SIDE TO PLAYABLE UNITS _no_enemy_sides = 1; //array no.22 - No of Enemy sides (0, 1 or 2). _enemy_side_1 = "EAST"; //array no.23 - Enemy sides can be "EAST", "WEST", "GUER" etc _enemy_side_2 = ""; //array no.24 _enemy_side_3 = ""; //array no.88 - NOT IMPLEMENTED _enemy_side_4 = ""; //array no.89 - NOT IMPLEMENTED // ================================================================== // FRIENDLY SIDE TO PLAYABLE UNITS _allied_side_1 = "WEST"; //array no.42 - Friendly sides can be "EAST", "WEST","RESISTANCE" etc. _allied_side_2 = "WEST"; //array no.43 - If all players are from the same side make sure you set the same side for both variables eg "WEST", "WEST" _allied_side_3 = ""; //array no.90 - NOT IMPLEMENTED _allied_side_4 = ""; //array no.91 - NOT IMPLEMENTED // ================================================================== // UNCONSCIOUS CAMERA OPTIONS _follow_cam = 1; //array no.5 - option to allow viewing of friendly units while unconscious _follow_cam_distance = 250; //array no.32 - the range that unconscious players can spectate friendly units _follow_cam_team = 0; //array no.44 - set to 1 if you wish unconscious players only to spectate players within NORRN_player_units array _top_view_height = 70; //array no.55 - allows you to set the top down camera height _visible_timer = 1; //array no.41 - view a cound-down timer while unconscious _unconscious_music = 0; //array no.46 - music must appear as unc_theme in music.hpp // ================================================================== // RESPAWN DIALOG OPTIONS _nearest_teammate_dialog = 0; //array no.3 - whether a respawn dialog appears when there are no players within this distance _all_dead_dialog = 0; //array no.1 - whether a respawn dialog appears when all players are unconscious (_all_dead_player = 1) _respawn_button_timer = 0; //array no.25 - Time until respawn button appears (0 = approx. 12 seconds), NB: Set to a high number like 100000 seconds if you do not want _distance_to_friend = 250; //array no.26 - If the closest friendly unit is further than this distance away trigger respawn dialog _all_dead_player = 0; //array no.56 _all_dead_distance = 10000; //array no.57 - whether a respawn dialog appears when all players within a specified distance are unconscious (_all_dead_player = 1) // ================================================================== // Bonus life for aiding team mates function _reward_function = 1; //array no.96 - specify whether a unit receives bonus lives for reviving other players _revives_required = 1; //array no.97 - Number of revives required before recieving a bonus life // ================================================================== // Team kill function _team_kill_function = 1; //array no.98 - specify whether a unit loses a life for killing team mates _no_team_kills = 1; //array no.99 - Number of teamkills before punishment // ================================================================== // CONFIGURABLE OPTIONS FOR HEAL YOURSELF FUNCTION _heal_yourself = 1; //array no.8 - whether a unit can heal damage to itself _no_of_heals = 1; //array no.29 - Number of heals that each player gets during a mission _lower_bound_heal = 0.1; //array no.30 - The damage level range between which the heal action becomes available _upper_bound_heal = 0.8; //array no.31 // ================================================================== // AI REVIVE BEHAVIOUR OPTIONS _goto_revive = 0; //array no. 9 - closest AI automatically moves to revive a downed team mate _AI_smoke = 1; //array no. 40 - if available reviving AI throws smoke on downed AI position _AI_aware = 0; //array no. 49 - AI will clear an enemy units it is aware of before auto reviving _AI_cover = 1; //array no. 50 - second AI unit moves with AI reviver to give cover _AI_dismount = 0; //array no. 58 - toggles ability of reviving AI units to dismount vehicles (1 = dismount) _call_for_AI_help = 1; //array no. 59 - allows AI units to call for help _goto_revive_distance = 500; //array no. 33 - distance AI units will move to revive a downed team mate // ================================================================== // OPTIONS FOR PLAYER'S DEAD BODIES AND EQUIPMENT - Additional revive functions with many thanks to alef (0 - off, 1 - on except for _bury_timeout) _drop_weapons = 1; //array no.93 - should the respawned player drop his weapons where he died? _cadaver = 0; //array no.94 - should the respawned player's body remain there? _bury_timeout = 12; //array no.95 - if drop weapons OR player body, how long before the body is buried? // 0=maximum (1200s) , n=seconds up to 1200s (hard coded) // ================================================================== // USER CODE - eg. NORRNCustonexec1="execvm ""myscript.sqf"";hint ""myoutput"";" NORRNCustomExec1 =""; // Exec1 occurs following being revived NORRNCustomExec2 =""; // Exec2 occurs when you team kill NORRNCustomExec3 =""; // Exec3 occurs when you spawn at base NORRNCustomExec4 =""; // Exec4 occurs when you try and spawn at base but it is still occupied NORRNCustomExec5 =""; // Must use variables: MAP_r_rejoin (false - first time, // true - rejoining the server, and // MAP_r_no_lives - number of lives if you rejoin server) // ===================================================================================================================== // DO NOT MODIFY THE FOLLOWING CODE // ===================================================================================================================== NORRN_revive_array = []; NORRN_revive_array = [_mission_end_function,_all_dead_dialog,_JIP_spawn_dialog,_nearest_teammate_dialog,_unconscious_markers,_follow_cam,_call_out_function,_revive_timer, _heal_yourself,_goto_revive,_unconscious_invincibility,_respawn_at_base_addWeapons,_no_respawn_points,_Base_1,_Base_2,_Base_3,_Base_4,_time_b4_JIP_spawn_dialog, _can_revive,_can_revive_2,_can_be_revived,_can_be_revived_2,_no_enemy_sides,_enemy_side_1,_enemy_side_2,_respawn_button_timer,_distance_to_friend, _revive_time_limit,_respawn_position,_no_of_heals,_lower_bound_heal,_upper_bound_heal,_follow_cam_distance,_goto_revive_distance,_respawn_at_base_magazines, _respawn_at_base_weapons, _Base_free_respawn, _revive_damage, _max_respawns, _unconscious_drag,_AI_smoke,_visible_timer,_allied_side_1,_allied_side_2,_follow_cam_team, _water_dialog, _unconscious_music, _enemy_units_1, _enemy_units_2, _AI_aware,_AI_cover,_mobile_spawn,_mobile_base_start,_mobile_man,_altUnc_animation,_top_view_height, _all_dead_player,_all_dead_distance,_AI_dismount,_call_for_AI_help,_mobile_type,_load_wounded,_perpetual_server,_JIP_respawns,_caseVAC,_mediVAC,_chance_ofDeath,_dualTimer, _respawnAtBaseWait,_objectiveBasedRP,_mobile_base2_start,_mobile_man2,_can_revive_3,_can_revive_4,_can_be_revived_3,_can_be_revived_4,_medic_1,_medic_2,_medic_3,_medic_4, _medpacks,_stabilisation,_bleeding,_medic_medpacks,_unit_medpacks,_medic_bandages,_unit_bandages,_stabTime_tillDeath,_enemy_side_3,_enemy_side_4, _allied_side_3,_allied_side_4,_deadSpectator_cam,_drop_weapons,_cadaver,_bury_timeout,_reward_function,_revives_required,_team_kill_function,_no_team_kills,_medic_stable, _unit_stable]; // start related revive functions [] execVM "f\revive\init_related_scripts.sqf"; if (true) exitWith {}; //Last edited 17/08/09 //if (_name == player) then {[_name] execVM 'f\revive\rPrn.sqf'} How I Fix this problem? Best Regards!!
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F2 Mission Development Framework (BAS f for ArmA 2)
d3lta replied to fer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Please admin, remove my post. Thanks!!! -
graphics bugs with ATI 4800 series (4850/4870/4890)
d3lta replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
This solution is a big B.S. FIX..... his card is broken on PowerPlay..... RMA( return for the seller ) or use B.S. FIX...:p -
A.C.E. Advanced Combat Environment - Public Beta *2*!
d3lta replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi Masters of ACE2 My missions reports errors on mapview.sqf, line 25. See the bug: Code: Error in expression <wMap false; if (_has_gps) then {showGPS false}; }; if (player hasWeapon "ItemMa> Error position: <false}; }; if (player hasWeapon "ItemMa> Error Missing ; File x\ace\addons\sys_map\mapview.sqf, line 25 Error in expression <wMap false; if (_has_gps) then {showGPS false}; }; if (player hasWeapon "ItemMa> Error position: <false}; }; if (player hasWeapon "ItemMa> Error Missing ; File x\ace\addons\sys_map\mapview.sqf, line 25 What I do to fix this? Best Regards -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
d3lta replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I removed the old stringtable.csv (.rar fix), and now, R3F Arty. is OK. The precision is much better now!!!!! More easy to adjust the cannon.... Best Regards!!!! thanks Masters!!!!!!!! -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
d3lta replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I updated the directory R3F_ARTY_AND_LOG in my last mission and now, I have a problem: No ammo and cannon selection , no Operator selection... :( -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
d3lta replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi Masters!!! Why is so difficult to use the cell phone and the arty cannons? I put the coordinates clicking on the map, shot, but the precision on impact is poor.... Why? Best Regards -
How I Use the ACE's Nuke without a plane and EASA module?
d3lta replied to d3lta's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I think it would need the trees were felled too, and the line of vision of explosion, increased in multiplayer.. But, for now is excelent for me. thanks a lot. Best regards!! -
How I Use the ACE's Nuke without a plane and EASA module?
d3lta replied to d3lta's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Last ACE version (TODAY) Added ACE Support vehicleClass [sickboy] Mission Maker variable to disable sys_maptools [rommel] New API function ACE_fnc_NuclearGroundBurst [Evil_Echo] I'm going to test this function.... Thanks masters!!! ---------- Post added at 06:54 PM ---------- Previous post was at 06:41 PM ---------- Update: Yeaahhhhh, WOW!!! I resolved my problem now with ACE_fnc_NuclearGroundBurst and last ACE update !! Thanks again!!!!!!!! -
How I Use the ACE's Nuke without a plane and EASA module?
d3lta replied to d3lta's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
by Evil_Echo "Scripting of ACE nukes is not supported." OMG... I want only a nuke addon or script that runs single or MP.... :( -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
d3lta replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks my brother!! :D -
ACE2 Wounding System and AI bug?
d3lta posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi masters, I put the ACE2's Wounding system module on the map, and after each respawn , the AI stay freeze or dont see my human soldiers again. Ps. The problem happens with the Arma2 First Aid Modules, too... :(:( How I Fix this? Best Regards