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DrStrangeLove_EBDA

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Everything posted by DrStrangeLove_EBDA

  1. Well, nothing's changed, but it's working today... config .hpp is working, cba setting the keybind is working, the kestrel is working. Looks like it's a non-issue now :( sorry for the confusion.
  2. Will try later, but if that's the case then the config .hpp isn't working as I edited it to be sure it wasn't an issue with scroll lock.
  3. unable to get this to work. disabled all addons, but the latest cba. tried using scroll and also tried changing the default key. tried using the sample mission on the armaholic dl page. tried installing and using the optional ballistics mod as well. nothing happens. no errors are listed in the logs, either. ideas?
  4. DrStrangeLove_EBDA

    Advanced Ballistics (WIP)

    sorry, wrong thread....
  5. DrStrangeLove_EBDA

    Authentic Gameplay Modification

    Any idea why multipurpose ammo for the SDAR (renamed MEA ammo) no longer works with the SDAR? Couldn't find anything in the search, but it seems to only be the case when I have AGM enabled. Thanks for the help
  6. Updated to 1.3.59 today. Can't access previously created profiles. LEA just hangs on loading profiles. Uninstalled. Installed LEA 1.3.56 installer, ran the update... same problem. Creating new profiles for the first time requires the edit profile window to be closed and re-opened before the new profiles are listed. Once new profile has been created, previous profiles can be added back into the profile folder. Edit profiles window then correctly loads and lists the profiles. To confirm, profiles created previous to this patch 1.3.59 must be removed prior to going to Profiles > Edit. Once edit profiles edit screen is loaded, a new profile (that won't show) will need to be created. The edit window then needs to be closed and re-opened. Then LEA must be closed, the old profiles added back to the profiles folder and only then does the Profiles > Edit work.
  7. DrStrangeLove_EBDA

    Robalo's ACE configs

    That did the trick! Thanks for the help :)
  8. DrStrangeLove_EBDA

    Robalo's ACE configs

    ... testing :( Sorry, didn't do it. Only thing that corrects the issue is removing your m4 mod. Ace (all the ace mods and cba's) had been deleted and redownloaded, both manually and when that didn't work, through Six to be sure. I'd figured something in the latest barrage of ACE updates from r548 to r556 was probably the culprit, but I can't confirm that I'd used this weapon with ACE r548. Just to be sure, I did the verify/repair in Six on ACE, ACEX (which in turn did the cba's) and on RH_m4 and your asr_rh_m4_ace mod. All checked out. To be sure I deleted them again and re-downloaded all manually. That didn't work, again, so I deleted those and used Six to grab them. Re-ran the verify on all and nothing's changed. Still have to disable the asr_rh_m4_ace mod to get the scope to work properly. The mod string does have the asr_rh's last, if that's a possible cause.
  9. DrStrangeLove_EBDA

    Robalo's ACE configs

    Thanks for the help with the MP7, it was the type of ammo I was using. However, I've run into another issue with the @asr_rh_m4_ace mod. The MK12 SD rifles (oddly both the ace and the rh versions) no longer go into scoped view. They just bring up the sight much like a weapon with a cco would, but you only see the texture on the lense of the scope. Where they should bring up the crosshair viewer (sorry, tough to describe...) I've tried this on a clean install, with all the asr_rh mods as last in line. Remove the @asr_rh_m4_ace and everything works fine. Add the mod back in and those 4 weapons no longer work zoomed. The non-silenced MK12's, both ace and rh, do not have this problem only the SD versions. I've tried running via a shortcut, a batch file, and via six updater. I've tried dl'ng the mod directly, deleting when it didn't work and grabbing it through Six. All with the same results. Any ideas? Any other information you may need?
  10. DrStrangeLove_EBDA

    Robalo's ACE configs

    when running your scripts, I came across the MP7 which now has no working ammo when running the asr_rh mod. the weapon only has RH ammo associated with it. Any ideas what ammo I should be running?
  11. DrStrangeLove_EBDA

    Why are public games in ArmA II so terrible?

    Fact is, regardless of admin or mission, it's only YOU that determines how you play. Even in severely restricted missions designed to enforce strict tactics, nothing ever really works as planned unless and until you and others get together and work at planning it. Which is the antithesis to the very nature of a public server. Brass tacks are this, if you want something -- and this is especially true with online gaming -- you must do one of two things. Do it yourself. Purchase/rent your own server and set it up the way you want it. So far that's the minority in this thread. Or, join a group that plays the way you want. Again, a minority here. You get the free servers you play on because you have no stake in them whatsoever. You get to complain about them because you have no stake in these forums, either. Many of you have berated Domination and a few Xeno directly. What's sad is that, while he's been very cordial about his mission, with others mangling it for their own use and him being very helpful in the process, all you've really done is spent the $50 more or less for the Arma2 DVD. It's not the admins. It's not the missions. It's everyone here that's complained and not done a damn thing beyond that. There's the real problem.
  12. DrStrangeLove_EBDA

    co30 DominationA2! One Team

    Very sorry to hear we lost you again, Xeno. Still love your mission and am always tweaking things and adding things. Best of luck with whatever you choose to tackle next.
  13. DrStrangeLove_EBDA

    RH M4/M16 Pack ver 1.0 Rearmed

    Great weapons pack! Only two nit-picking items. SBR and many (if not all, did not check) of the M4's have a gap between the stock and the shoulder. All the silenced weapons are as loud as their non-silenced counterparts. Does this even make a difference in game? Probably not, but when I'm trying to act like i'm running silenced it destroys the fantasy. Otherwise, you've released a weapons pack that has most of all the weapons I've wanted since this game was released. Great work and many thanks!!!
  14. DrStrangeLove_EBDA

    co30 DominationA2! One Team

    @MaverickZA I believe the "Receiving Data" problem is an Arma2 video issue. Search the forums for more info. The .pbo file should be placed in <user folder>\AppData\Local\ArmA 2\MPMissionsCache\ AppData is a hidden folder. So press alt, go to the tools menu, folder options, and in the view tab tick show hidden files and folders. Then have him ftp the .pbo file and place it in the MPMissionsCache folder. Unless the one that's on the server is different from the one he downloads.
  15. DrStrangeLove_EBDA

    co30 DominationA2! One Team

    The current version is setup for 40 (1.09).
  16. DrStrangeLove_EBDA

    co30 DominationA2! One Team

    Check your server's .rpt file and also check the arma2.rpt on your computer as both may point to the issue causing the mass client crash.
  17. DrStrangeLove_EBDA

    Removing Deadbodies

    Tried the hidebody script. Is this supposed to be for player bodies, AI units or both? The one time it worked, it only half buried the AI units and never deleted them...
  18. DrStrangeLove_EBDA

    co30 DominationA2! One Team

    Create a script in the scripts folder and name it wreckx.sqf. Insert the following code: private ["_unit"]; _unit = _this select 0; _unit execVM "x_scripts\x_wreckmarker2.sqf"; Then add the following to your vehicles init field: handle = [this] execVM "scripts\wreckx.sqf"; I would have just edited line 6 of x_wreckmarker2.sqf to _vehicle = _this select 0; but the fsm file Xeno uses to create the wreck marker calls this script and I don't have the time right now to see if that will affect how the wreck markers work for bonus vehicles. Also, this was only quickly tested in the editor. You'll have to test it server side and let everyone know if it really does work :) You can, of course change the name of the script if you would prefer something more appropriate. ---------- Post added at 04:23 PM ---------- Previous post was at 04:20 PM ---------- deleted, spoke to Xeno in pm, thanks again for help and amazing missions <3 Care to share the fix for anyone having similar problems?
  19. DrStrangeLove_EBDA

    co30 DominationA2! One Team

    Yes, the array I spoke of was in i_common.sqf. But what are you going to do when _chance (a random number picked from 1 to 100) is say 50 and the only items in your array (as you have noted in your post) are only "air"? The post was not about changing the array of bonus vehicles but about a problem that exists when changing the bonus vehicles to only "air" assets and that causing an issue with an unending while loop and sidemissions that never resolve.
  20. DrStrangeLove_EBDA

    AC-130 Respawn help?

    Depending on what you're using to respawn, have you tried adding something to the respawn script like this: [_veh] execVM "scripts\c130setup.sqf"; where _veh is the respawn script's variable and c130setup.sqf is the name of your script for setting up the c130? It should run every time the vehicle respawns and you can do pretty much whatever you need in that script.
  21. DrStrangeLove_EBDA

    co30 DominationA2! One Team

    An icon appears on the map and in the gps to let them know you're hit and need a medic. This is where it helps to not go everything alone and work in a squad so that you know someone will always notice that you've been mortally wounded. So, either team up, or join the server's voice communication of choice like TeamSpeak, etc. Otherwise, I'd say it works as designed. You are unconscious/incapacitated and are at the mercy of your teammates. If you don't have any, you can expect to be there a while and eventually die. After a period of time, a few buttons will appear that will allow you to respawn. Revive is not a mode you want to play if you're looking to get right back in after being KIA.
  22. DrStrangeLove_EBDA

    co30 DominationA2! One Team

    Figured out why the side missions were breaking. I'd changed the bonus arrays so that side missions only produced air vehicles. In x_getbonus.sqf is the following code if (_chance > 75) then { if (_vecclass == "AIR") then { _btype = _vec_type; }; } else { if (_vecclass != "AIR") then { _btype = _vec_type; }; }; The _chance variable is random and created prior to this if/then or the while loop it's contained within. As best as I can understand with all the vehicles in the array being air AND _chance being a number less than 75 it would be stuck in the containing while loop randomly choosing from the array until it came upon a non-Air item. Which was why the newly completed side mission was still there while the following side mission would start. Since I don't need there to be any chance of air vs. non-air I just removed this part and poof, everything was right in the universe again. I guess moving the _chance = random 100; inside the while loop would also take care of this as the _chance variable would be picked with each run through? Just thought I'd share in case someone else ran across this problem.
  23. What is the update rate of the .rpt file? It's far from live as I've tried to use it a few times to find out what's breaking and have been greeted often with a .rpt file that's a good 10 minutes or more behind :(
  24. DrStrangeLove_EBDA

    co30 DominationA2! One Team

    Yeah, I've looked at that and found nothing. Thank you for the fast reply. Happened again last night and I checked the .rpt file within the first minute of the side mission not ending. It was destroy the lighthouse located on the island at the Southwest corner of the map. I lone-wolfed it and after killing the AI and sneaking into the lighthouse and planting 4 satchel charges, it went down. While I was belly crawling to a BMP that was above a t-90, the two vehicles disappeared and I knew the mission was over. This happened around 21:45-21:49. I immediately downloaded the .rpt file to check out what error there might be. Nothing but the usual object not found type stuff. Spoiler has the raw feed from that 10 minute block. There's no glaring error's before or after. Only the usual one at the mission start: 2009/09/22, 20:21:57 File spect\spectating.hpp, line 16: '/rscSpectate/controls/mouseHandler.onMouseZChanged': Missing ';' at the end of line The above is weird since this has never been a revive mission and the spect directory doesn't exist... followed by a ton of object not found messages that mean nothing to me :( Here's the block from the .rpt: I wish I knew what object was not being found...
  25. DrStrangeLove_EBDA

    co30 DominationA2! One Team

    Sorry to add to the confusion, Xeno. But twice now, there's been a few side missions that didn't resolve. Two missions that were kill the enemy (both times a general) and one blow up the water tower mission. The kill the general missions were both the first side mission of a Random 12 game. The water tower was the second mission in a Random 8 game. The missions were completed and everything (all enemy and vehicles) was destroyed. The mission never ended. Never game an ending message and stayed marked on the map as a side mission throughout the game. Once the main task was completed, almost instantly the next side mission appeared. There were then two side missions listed on the map. Going to try this out in a non modified mission, but after comparing all the files that I'd changed against the originals, there was nothing that I could find that touched the sm's or any mistakes in typing/formatting of the changes. Glad you're back, but sorry your baby has to take up more of your time!
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