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PartyHead

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Everything posted by PartyHead

  1. @Brainbug I didn't say that I use it did I. I just agreed with your mates that it is cheating and simplifies the game play. IMHO.
  2. Are the rpt errors ever going to stop ? Please fix this.
  3. Thanks for sharing your work with the community gmwo. Great work mate. ED 209 from the 1987 robocop movie would be great in arma 3 also.
  4. No worries, my mistake. Could someone kindly direct me to the forum where you can make genuine complaints without being given a bunch of bullshit excuses and not be shot down by a bunch of people who don't even have any official connection with the game. Thanks.
  5. Hey don't get smart mate and try and treat me like I'm a bloody idiot. Dev branch it maybe but its suppose to be bloody playable still to. And debugging is what there suppose to do during the day not leave us at the end of the day with a version full of bugs. I'm sick of smart asses like you now go away.
  6. Whats going on with all the error messages that started yesterday why aren't you guy's packing things right its getting pretty annoying. Warning Message: No entry 'bin\config.bin/CfgDifficulties/Recruit/Flags.UltraAI'. Warning Message: []: '/' not an array Cannot evaluate '' - no file Warning Message: []: '/' not an array Cannot evaluate '' - no file Warning Message: No entry 'bin\config.bin/CfgDifficulties/Regular/Flags.UltraAI'. Warning Message: []: '/' not an array Cannot evaluate '' - no file Warning Message: []: '/' not an array Cannot evaluate '' - no file Warning Message: No entry 'bin\config.bin/CfgDifficulties/Veteran/Flags.UltraAI'. Warning Message: []: '/' not an array Cannot evaluate '' - no file Warning Message: []: '/' not an array Cannot evaluate '' - no file Warning Message: No entry 'bin\config.bin/CfgDifficulties/Mercenary/Flags.UltraAI'. Warning Message: []: '/' not an array Cannot evaluate '' - no file Warning Message: []: '/' not an array Cannot evaluate '' - no file Warning Message: Cannot load texture a3\ui_f_curator\data\eye_ca.paa. Warning Message: Cannot load texture a3\ui_f_curator\data\eye_ca.paa. Warning Message: Cannot load texture a3\ui_f_curator\data\eye_ca.paa. Warning Message: Cannot load texture a3\ui_f_curator\data\eye_ca.paa. Warning Message: Cannot load texture a3\ui_f_curator\data\eye_ca.paa. Warning Message: Cannot load texture a3\ui_f_curator\data\eye_ca.paa. Warning Message: Cannot load texture a3\ui_f_curator\data\eye_ca.paa. Can you hot fix these errors please, I mean come on guy's your suppose to be professionals.
  7. Haven't tried this myself but would using suppressFor maybe work. S1 suppressFor 10;
  8. PartyHead

    Can spawn within player radius, not outside

    You need to add a set editing area type module "ModuleCuratorSetEditingAreaType_F" and synchronize it with your curator. With the set editing area type module you can set editing to inside the blue area or outside the blue area.
  9. PartyHead

    Faction specific Zeus

    Hello everyone, I worked out how to make a faction specific Zeus singleplayer mission, I didn't want to make a video tutorial so I made a little demo mission. This mission only covers setting up for a BLUFOR Zeus, just duplicate it for other factions. If you want to set up a parameter for choosing a faction then you just make your other Zeus units playable and use selectPlayer to choose which Zeus and the modules in this demo mission have to be duplicated for each faction. Anyway if you have any questions about that just pm me and I will try and help. faction specific Zeus singleplayer mission. Cheers.
  10. PartyHead

    Zeus Discussion (dev branch)

    Does anyone know if you can use in singleplayer, the virtual entities logic's that only allows your Zeus to control one faction ? I want to try and play Zeus against scripted AI in singleplayer. I haven't been able to get it to work in singleplayer yet, so far I've got a BLUFOR only virtual entities Zeus logic placed and a Zeus game master module placed and synchronized with a main game master module and named them all as per a video tutorial, but every time I preview and go into Zeus, I can still place and edit all faction objects, etc. Anyone got this to work. Cheers, PartyHead. Update: I worked out how to make a faction specific Zeus singleplayer mission, I didn't want to make a video tutorial so I made a little demo mission. This mission only covers setting up for a BLUFOR Zeus, just duplicate it for other factions. If you want to set up a parameter for choosing a faction then you just make your other Zeus units playable and use selectPlayer to choose which Zeus and the modules in this demo mission have to be duplicated for each faction. Anyway if you have any questions about that just pm me and I will try and help. faction specific Zeus singleplayer mission. Cheers.
  11. Hi RTEK, Here's an example mission for you to show you how its done. Example mission. Cheers.
  12. PartyHead

    AI Discussion (dev branch)

    started to post a more detailed example of whats happening with combat mode but can't be bothered now. Just hurry up and fix these bugs would you please devs for gods sake.
  13. PartyHead

    AI Discussion (dev branch)

    Something has gone wrong with units that go into combat mode, they become stuck in combat mode this has happened in a recent update as I was only working on my script a couple of days ago and it was working fine without this problem. Whats going on with you devs it seems like you fix one thing and break two more and its been nearly a year since release and so many things are still broken. Its frustrating as hell when I'm working on a script that uses selectWeapon and its broken and has been for ages and now I've been working hard on this new script and units in combat mode is broken. I think you (BIS) should make some sort of public apology for all this crap and thank the dedicated supporters who have stuck by you and your bugged game for this long, I know for me with all of these recent game breaking bugs im getting to my limit with this game.
  14. PartyHead

    Flying bodies Physics Mod

    That's strange because I just went back to Dev Build and checked again and it doesn't work again. Is your Dev Build up to date ?
  15. PartyHead

    Flying bodies Physics Mod

    Was using the Dev build so I reverted back to stable to check and it works, so this mod currently doesn't work with the Dev build.
  16. PartyHead

    Flying bodies Physics Mod

    Not working for me ? What would make this not work for me ?
  17. PartyHead

    Scripting Discussion (dev branch)

    According to Killzone_Kid's notes on the report selectWeapon is actually working but its defaulting back to the weapon the unit is holding in a split second, with no animation or pause. So does that mean its a problem with the connection between the animation and selectWeapon or is it still a selectWeapon only problem ? Something is definately broken though, isn't it ?
  18. Hello community I need your help again. I'm trying to make a simple player save gear script for my SP mission but I'm having some trouble with part of it. So far I have this as my save.sqf script. sleep 1; if (isNull player) exitWith {}; while {true} do { waitUntil {alive player}; while {alive player} do { if (headGear player == "") then {player setVariable ["hgear",0]} else {player setVariable ["hgear",headGear player]}; if (uniform player == "") then {player setVariable ["uform",0]} else {player setVariable ["uform",uniform player]}; if (vest player == "") then {player setVariable ["bvest",0]} else {player setVariable ["bvest",vest player]}; if (goggles player == "") then {player setVariable ["gogs",0]} else {player setVariable ["gogs",goggles player]}; if (backpack player == "") then {player setVariable ["bpack",0]} else {player setVariable ["bpack",backpack player]}; if (count items player == 0) then {player setVariable ["itms",0]} else {player setVariable ["itms",items player]}; if (count magazines player == 0) then {player setVariable ["mags",0]} else {player setVariable ["mags",magazines player]}; if (count weapons player == 0) then {player setVariable ["weaps",0]} else {player setVariable ["weaps",weapons player]}; if (count primaryWeaponItems player == 0) then {player setVariable ["weapitems",0]} else {player setVariable ["weapitems",primaryWeaponItems player]}; if (count handgunItems player == 0) then {player setVariable ["hangunitems",0]} else {player setVariable ["hangunitems",handgunitems player]}; sleep 1; }; sleep 2; }; // Exit script if (true) exitWith {}; No worries there. But I cant get this highlighted part working in part of my respawn.fsm script. _gogs = player getVariable "gogs"; _hgear = player getVariable "hgear"; _bpack = player getVariable "bpack"; _bvest = player getVariable "bvest"; _uform = player getVariable "uform"; _items = player getVariable "itms"; _mags = player getVariable "mags"; _weaps = player getVariable "weaps"; _weapitems = player getVariable "weapitems"; _hangunitems = player getVariable "hangunitems"; _oldgogs = _gogs; _oldhgear = _hgear; _oldbpack = _bpack; _oldbvest = _bvest; _olduform = _uform; _olditems = _items; _oldmags = _mags; _oldweaps = _weaps; _oldweapitems = _weapitems; _oldhangunitems = _hangunitems; hintSilent format ["%1\n\n%2\n\n%3\n\n%4\n\n%5\n\n%6\n\n%7\n\n%8\n\n%9\n\n%10",_oldgogs,_oldhgear,_oldbpack,_oldbvest,_olduform,_olditems,_oldmags,_oldweaps,_oldweapitems,_oldhangunitems]; removeGoggles player; removeHeadgear player; removeBackpack player; removeVest player; removeUniform player; {player removeItem _x} forEach items player; {player removeMagazine _x} forEach magazines player; {player removeWeapon _x} forEach weapons player; [color="#FF0000"] if (_oldgogs == 0) then {hintSilent "No googles"} else {player addGoggles _oldgogs}; if (_oldhgear == 0) then {hintSilent "No headgear"} else {player addHeadgear _oldhgear}; if (_olduform == 0) then {hintSilent "No uniform"} else {player addUniform _olduform}; if (_oldbvest == 0) then {hintSilent "No vest"} else {player addVest _oldbvest}; if (_oldbpack == 0) then {hintSilent "No backpack"} else {player addBackpack _oldbpack}; [/color] if (count _olditems > 0) then {{player addItem _x} forEach _olditems}; if (count _oldmags > 0) then {{player addMagazine _x} forEach _oldmags}; if (count _oldweaps > 0) then {{player addWeapon _x} forEach _oldweaps}; removeAllPrimaryWeaponItems player; removeAllHandgunItems player; if (count _oldweapitems > 0) then {{player addPrimaryWeaponItem _x} forEach _oldweapitems}; if (count _oldweapitems > 0) then {{player addHandgunItem _x} forEach _oldhangunitems}; The hint returns this as an example. The error message says. Error in expression <player addGoggles _oldgogs}; if (_oldhgear == 0) then {hintSilent "No headgear"} else {player addHeadgear _ol> Error position: <== 0) then {hintSilent "No headgear"} else {player addHeadgear _ol> Error Generic error in expression Does anyone have any ideas what I've done wrong ? Cheers.
  19. PartyHead

    Need help with my script.

    Thanks Larrow I had that all ass about face. Ended up with the following changes and all works now. Save.sqf sleep 1; if (isNull player) exitWith {}; while {true} do { waitUntil {alive player}; while {alive player} do { player setVariable ["hgear",headGear player]; player setVariable ["uform",uniform player]; player setVariable ["bvest",vest player]; player setVariable ["gogs",goggles player]; player setVariable ["bpack",backpack player]; player setVariable ["itms",items player]; player setVariable ["mags",magazines player]; player setVariable ["weaps",weapons player]; player setVariable ["weapitems",primaryWeaponItems player]; player setVariable ["hangunitems",handgunitems player]; sleep 1; }; sleep 2; }; // Exit script if (true) exitWith {}; Respawn.fsm _hgear = player getVariable "hgear"; _uform = player getVariable "uform"; _bvest = player getVariable "bvest"; _gogs = player getVariable "gogs"; _bpack = player getVariable "bpack"; _items = player getVariable "itms"; _mags = player getVariable "mags"; _weaps = player getVariable "weaps"; _weapitems = player getVariable "weapitems"; _hangunitems = player getVariable "hangunitems"; _oldgogs = _gogs; _oldhgear = _hgear; _oldbpack = _bpack; _oldbvest = _bvest; _olduform = _uform; _olditems = _items; _oldmags = _mags; _oldweaps = _weaps; _oldweapitems = _weapitems; _oldhangunitems = _hangunitems; removeGoggles _obj; removeHeadgear _obj; removeBackpack _obj; removeVest _obj; removeUniform _obj; {_obj removeItem _x} forEach items _obj; {_obj removeMagazine _x} forEach magazines _obj; {_obj removeWeapon _x} forEach weapons _obj; if (_oldgogs != "" ) then {_obj addGoggles _oldgogs}; if (_oldhgear != "" ) then {_obj addHeadGear _oldhgear}; if (_olduform != "" ) then {_obj addUniform _olduform}; if (_oldbvest != "" ) then {_obj addVest _oldbvest}; if (_oldbpack != "" ) then {_obj addBackpack _oldbpack}; if (count _olditems > 0) then {{_obj addItem _x} forEach _olditems}; if (count _oldmags > 0) then {{_obj addMagazine _x} forEach _oldmags}; if (count _oldweaps > 0) then {{_obj addWeapon _x} forEach _oldweaps}; removeAllPrimaryWeaponItems _obj; removeAllHandgunItems _obj; if (count _oldweapitems > 0) then {{_obj addPrimaryWeaponItem _x} forEach _oldweapitems}; if (count _oldhangunitems > 0) then {{_obj addHandgunItem _x} forEach _oldhangunitems}; Thanks again for your help Larrow, I really appreciate it mate.
  20. PartyHead

    Scripting Discussion (dev branch)

    Here you go DarkDruid : http://feedback.arma3.com/view.php?id=16783 I tested my repro demo that's attached to my report, in Arma 2, and it works perfectly but not in Arma 3.
  21. PartyHead

    @A3MP - ArmA 3 Map Pack

    Just tried it and its got to many errors and some graphic glitch's, but it does actually look really nice. There's also an intro/outro which uses A2OA assets which would have to be removed.
  22. PartyHead

    @A3MP - ArmA 3 Map Pack

    Downloading latest version now using Play withSix. Thanks very much for this mod cant wait to try it out. Would there be any chance you could include the Island "mcn_aliabad" in a future map pack, that would be great, its a really nice stable little map ? Cheers.
  23. Do triggers get effected by location or terrain level or position or angle etc. ? Because I'm having a strange bug with some triggers that wont trigger when AI enter the trigger area but they will when a I enter the trigger area. I've got about 12 triggers placed around a town area and out of the 12, 2 wont work for AI but will for me, I tried a number of things to find out why and eventually I swapped two triggers spots with each other to see what would happen and the trigger that worked in its previous place didn't work in the swapped place and the other trigger that didn't work worked in its new swapped place. Has anyone else had this happen or know a solution to this bug other then moving the triggers to a new spot ?
  24. Well I've checked and checked all the triggers over and over so I know its not the triggers, and when I swapped the triggers around the two triggers in those two places never work. But to update the problem since my first post, what I just did was went back into the editor and slightly moved the 2 triggers that weren't working to the side and now they both work, but if I put them back in those two spots they don't work again, one was half on land and half on the ocean boardwalk and the other was in an alleyway close to some buildings. Only AI are effected and wont active the triggers in those spots human players still seem to activate them no matter where they are. For now I will just settle for moving them over that little bit, but its something to take note of if anyone else gets the same problem. Cheers.
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