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d3lta

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Everything posted by d3lta

  1. 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. :(
  2. 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.
  3. Hi Masters, UAV Mando Camera is compatible with Multiplayer ViewDistance?
  4. 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!!
  5. 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!!!
  6. 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
  7. I Agree. I have some problems using both features.... :cool:
  8. Thx Fer. A small txt file defining the actual version do F2 is a good idea!! Best Regards
  9. Hi masters How I see the version of F2 installed in my old mission? Best regards
  10. yeahhhh, Fast Rope it's OK!!!! Thx Ace team!!!
  11. WOW!!! It's Ok now!!! Very Very Thanks!!!!! Continue the excellent work!!! Best Regards!! :)
  12. 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";
  13. Hi, The system of ropes is right in the latest versions of ACE? My tests fail on last updates...:butbut:
  14. 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!!
  15. 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
  16. 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
  17. 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!!!!!!!!
  18. 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... :(
  19. 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
  20. 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!!
  21. 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!!!!!!!!
  22. by Evil_Echo "Scripting of ACE nukes is not supported." OMG... I want only a nuke addon or script that runs single or MP.... :(
  23. 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
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