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DrStrangeLove_EBDA

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Everything posted by DrStrangeLove_EBDA

  1. DrStrangeLove_EBDA

    co30 DominationA2! One Team

    Is there a function that sweeps through the towns and removes dead bodies and destroyed/abandoned vehicles? Just finished a 12 mission setup and all the destroyed vehicles and killed ai were still there (along with kits, ammo, etc.) right up until the very end. I'd like to remove all the trash on a regular basis, say like once an hour or even better do a check and remove after a main mission has been completed (for all missions prior to the current one).
  2. DrStrangeLove_EBDA

    co30 DominationA2! One Team

    Weird bug that has cropped up with the 1.09final. When/if someone crashes to desktop (arma freezes, whatever) an AI unit takes that players place complete with the exact same kit the player had. This is in the regular west version no ai, no revive, one team. Anyone else had this happen or can provide some insight? It's normally not a problem, however on a few instances the AI has been a message spammer. And a couple other times the mission had to be restarted as no one could join say the engineer group if the ai took the place of the leader position which happened once when I alt+f4 to get out of the game quick.
  3. DrStrangeLove_EBDA

    co30 DominationA2! One Team

    I've added tonnes of stuff without problem to the 1.09 version. I only had one issue and it was a PEBKAC issues as well. I didn't properly change the number of items in the mission file. Otherwise, everything is working. I've added 5 planes, two AH1's, a Uh1, c130 with a cargo script, 3 tanks, two motorcycles, mlrs, m119, an avenger, a hmmv, and another lav. I use cpbo via command line cpbo -e filename to unpack and cpbo -p filename to pack (can't run graphical in vista 64 for whatever reason) I use the mission editor and notepad++ to directly edit the files.
  4. DrStrangeLove_EBDA

    co30 DominationA2! One Team

    @LoneStar1 It happens to a few on our server as well. It's only happened to me twice and each time it seemed to happen when I was killed in the middle of changing weapons. I just abort and choose another class and all is ok. However, one time when it happened (I respawned with no weapon in hand) I looked at my gear window. Nothing in there. Took one step forward and the the switch weapon animation ran. Poof, all the weapons were back including the one in the backpack. @Xeno, couple of things that are not working (which may be due to my misunderstanding): in i_server.sqf // if set to true no enemy AI will attack base and destroy bonus vehicles or whatever d_no_sabotage = true; This has zero effect. With it set to true, which in my understanding of the comment turns off base rape, the base gets attacked ferociously within the first couple of minutes of the mission start and pretty much continually thereafter. Setting it to false makes no difference either. I've also tried setting all variables to 0 in d_vehicle_numbers_patrol with no effect either. [[0,0], 0], // tanks as an example. The way I read the comment I could just change the 3rd number to 0 setting the maximum number of vehicles of that type in a group to none. That didn't work. Nor did setting all 3 numbers as above to 0. Also, when I make changes to variables that are within #ifndef __ACE__ #else sections they don't seem to have any affect on a non-ace domination mission and I end up changing both sets of variables. #ifndef __ACE__ is supposed to mean if not defined Ace mod, correct? Thank you very much for clarifying the chopper marker. I'm off to try that out right now. And again, thanks for your dedication to this and to those of us working at making mods to your amazing mission!
  5. Glad you figured it out. Care to share how?
  6. By forcing post processing aren't you in fact giving an advantage to those with monster sytems vs. the normal player with a barely passable computer configuration? Instead of forcing post processing, why not just force grass and view distances that are friendly to even the worst comptuer being used (something like 1000)?
  7. DrStrangeLove_EBDA

    co30 DominationA2! One Team

    Thanks again, BearBison. Unfortunately, that didn't work out for me. But, it did point me in the right direction. In i_client2.sqf I found the d_actions_menus_vehicle and called a script from there. d_action_menus_vehicle = [ [["MLRS"],"Manual Artillery Reload","scripts\mlrsreload.sqf",-1000] ]; Then wrote the following quick and dirty mlrs reload script: private ["_unit","_i"]; _unit = _this select 0; _i= 0; { _unit removeMagazines _x } forEach magazines _unit; sleep 0.015; for [{_i=1}, {_i<4}, {_i=_i+1}] do { _unit addMagazine "ARTY_12Rnd_227mmHE_M270"; sleep .015; }; player globalChat format["%1","MLRS Reloaded - Manaul Artillery Ready"]; _unit = nil; _i = nil; It allows me to remove the MLRS's default magazine that doesn't work with manual artillery targeting, and load up 3 magazines that do. Now everyone on the server can practice manual long range targeting. Don't know how long I'll keep it in the mission since 36 or more of these make short work of a mission, but for now it's working independent of whatever vehicle respawn is used. I'll probably make it vehicle name specific and limit the rounds and usage with a timer later. Thanks again for the help! Looking forward to the next version, Xeno!!!
  8. DrStrangeLove_EBDA

    co30 DominationA2! One Team

    Thanks, BearBison. I'll give that a try. Can the d_aavrespawn_named be d_mlrsrespawn_named instead or is the aav necessary?
  9. DrStrangeLove_EBDA

    co30 DominationA2! One Team

    Tried that. Then a side mission popped up. Got the missing sideflag message. Side mission remained with no mission. ROFL.
  10. DrStrangeLove_EBDA

    co30 DominationA2! One Team

    Is there a way to have vehicles respawn including the commands in the object's init field? For instance, I added 2 MLRS's to use as long range artillery. They work fine when you load the magazine that I included in the object's init field, this addmagazine "ARTY_12Rnd_227mmHE_M270". The player loads the magazine the manual artillery actually works. However, if the vehicle is destroyed and respawned, the magazine is no longer available as an option and manual artillery no longer works :( Great mission, Xeno! We're all awaiting the new version!!!
  11. DrStrangeLove_EBDA

    ArmA 2's Artillery Module

    1.03, just set up an MLRS and it's working fine. You get in the gunner's position, call arty, the minimap shows up, then you point the rocket launcher practically straight up. The targeting shows and you can hit everything from 8K out. It doesn't work on antything targeted closer than 8k unless you somehow change the minrange.
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