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phrogz

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About phrogz

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  1. same... Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script 20:36:53 BattlEye Server: Initialized (v1.198) 20:36:53 Host identity created. [s_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. dlopen failed trying to load: steamclient.so with error: libX11.so.6: cannot open shared object file: No such file or directory [s_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.so. Arma 3 Console version 1.38 : port 2305
  2. Someone have already tried to move the ACM during the game?
  3. Hello, I have this in when I test my mission on a dedicated server My arma2.RPT has these errors: String STR_DISP_MULTI_ENABLE_AI not found String STR_DISP_MULTI_DISABLE_AI not found String STR_DISP_MULTI_LOCK not found String STR_DISP_MULTI_UNLOCK not found Error in expression <eOn*camPos*grass*((rpm factor[0.3, 0.6])> Error position: <> Error Missing ) Creating debriefing Client: Object 2:44 (type Type_96) not found. Client: Object 2:39 (type Type_96) not found. Client: Object 2:843 (type Type_144) not found. Client: Object 3:48 (type Type_121) not found. Client: Object 3:121 (type Type_121) not found. Client: Object 2:58 (type Type_121) not found. Client: Object 2:59 (type Type_121) not found. Client: Object 2:60 (type Type_121) not found. Client: Object 2:61 (type Type_121) not found. Client: Object 2:62 (type Type_121) not found. Client: Object 2:63 (type Type_121) not found. Client: Object 2:64 (type Type_121) not found. Client: Object 2:65 (type Type_121) not found. Client: Object 2:66 (type Type_121) not found. Client: Object 2:67 (type Type_121) not found. Client: Object 3:2 (type Type_121) not found. Client: Object 3:4 (type Type_121) not found. Client: Object 3:6 (type Type_121) not found. Client: Object 3:8 (type Type_121) not found. Client: Object 3:10 (type Type_121) not found. Client: Object 3:12 (type Type_121) not found. Client: Object 3:14 (type Type_121) not found. Client: Object 3:16 (type Type_121) not found. Client: Object 3:18 (type Type_121) not found. Client: Object 3:20 (type Type_121) not found. Client: Object 3:22 (type Type_121) not found. Client: Object 3:24 (type Type_121) not found. Client: Object 3:26 (type Type_121) not found. Client: Object 3:28 (type Type_121) not found. Client: Object 3:30 (type Type_121) not found. Client: Object 3:32 (type Type_121) not found. Client: Object 3:34 (type Type_121) not found. Client: Object 3:36 (type Type_121) not found. Client: Object 3:38 (type Type_121) not found. Client: Object 3:40 (type Type_121) not found. Client: Object 3:42 (type Type_121) not found. Client: Object 3:44 (type Type_121) not found. Client: Object 3:46 (type Type_121) not found. Client: Object 3:50 (type Type_121) not found. Client: Object 3:52 (type Type_121) not found. Client: Object 3:54 (type Type_121) not found. Client: Object 3:56 (type Type_121) not found. Client: Object 3:58 (type Type_121) not found. Client: Object 3:60 (type Type_121) not found. Client: Object 3:62 (type Type_121) not found. Client: Object 3:64 (type Type_121) not found. Client: Object 3:66 (type Type_121) not found. Client: Object 3:68 (type Type_121) not found. Someone know something about that ?
  4. After some test: It's not a multiplayer issue! If I play alone I can teleport directly near the ACM (to test it) ! So I don't see the problem... --------------------------------- Explanations: --------------------------------- The ACM module looks to be inactive after few time, even if an AI is sync to the ACM and is near it. Situation: ACM is sync to an ally car who is in the ally base near the acm, far from the human players. 1/ The players must wait that the helicopters land in. 2/ the players go in the helicopters and fly (12 kilometers) to the ally base. 3/ then (about 15 minutes after the begining of the mission) the trigger activate the ACM when helicopters land in the ally base. If someone have a tip, he is welcome !!!!!
  5. The init: // ==================================================================================== //ACM1 player sidechat "ACM1 loading."; waitUntil {!isNil {BIS_ACM1 getVariable "initDone"}}; player sidechat "ACM1 BIS not null."; waitUntil {BIS_ACM1 getVariable "initDone"}; player sidechat "ACM1 Init Done."; //Sets frequency and number of patrols (0-1). BIS_ACM is module name [1, BIS_ACM1] call BIS_ACM_setIntensityFunc; //min max spawn distance [bIS_ACM1, 300, 600] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["RU","GUE","INS"], BIS_ACM1] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0.8, 0.9, BIS_ACM1] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess [0.8, 0.9, BIS_ACM1] call BIS_ACM_setAmmoFunc; //Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely. ["ground_patrol", 0, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; // ==================================================================================== The trigger: class Item7 { position[]={2897.0452,571.70068,15728.278}; interruptable=1; age="UNKNOWN"; expCond="Trigger100"; expActiv="null0 = execVM ""acm1start.sqf"";"; class Effects { }; }; acm1start.sqf: ["ground_patrol", 1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; MrBob sidechat "Be carrefull we just decipher enemy communications !"; I have already tried to sync it with the teamleader same issue.
  6. Sure ! it's works pretty good in lan game (alone).
  7. I just try to sync to the team leader, but it doesn't change anything :confused: no luck ...........................
  8. I have one problem with the ACM: WORKS: If I create a lan multiplayer game to test it, no problem: the hostile invasion begin. DOESN'T WORKS: If I put the mission on the dedicated server or I create an internet multiplayer game. And then I test with 2 testers or more... Nothing append :eek::eek::eek: ACM module is sync to an AI car. and activated with a trigger: ["ground_patrol", 1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; Is it a bug? or the bug is me ? :butbut:
  9. Maybe the unit detect an hostile. try to spawn in you chopper squads in one of the cobra choppers, to see what appends (with squad dialog).
  10. Thx for the aswers, but I dont want to end the mission if someone die :j: Maybe something like: Trigger Name "NoRespawn" activated by: none type: none repeating condition: (!alive player) AND !spawn onActivation: player selectPlayer bird onDeactivation: or one thing like that.... :butbut:
  11. Okay, I will explain a little more :) 1/ first part of the mission, I don't want to use respawn. 2/ second part: MHQ is moved to a location wich focus the "respawn_west" to the MHQ, after that I want to use respawn. 3/ last part I want to completly remove the respawn, or respawn as a bird... I hope to be clear :crazy_o:
  12. Hello, My first post on this forum, be nice with me :D ! I have a Base respawn type in my Description.ext, and a respawn_west marker. Respawn work like a charm, but how to disable it ingame (after an event, trigger...) ??? I've tried to delete the marker "respawn_west", wich result of an "instant respawn". It's very frustrating :mad::mad::mad: Regards. P.S. I've searched on the biki and the forum...
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