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columdrum

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Posts posted by columdrum


  1. Really interesting new commands :D, we need those included on CBA ASAP wink wink :P. Mmm just gessing, publicVariableClient its only "server--> client" or could work "client-->client"? because the "owner" command seems to only work server side(i supose that you could do the owner command on the server and send the ID to the clients to allow client-->client...)

    Anways most querrys should be server-->client, client-->server, client-->client would be only usefull for player interactions.

    Testing them right now :).


  2. Not sure why but I set it to 48 hours , and after that time i.e i left it 3 days and went back into the server (i still had 8 lives left) It goes in fine but within about 45sec I get ACE Spectating mode - even thoi i have disabled it.

    It is like it does not reset my lives but removes them ?

    Weird thing, i will take a look but i suppect that its more like a script lag/ server FPS issue, the server RPT and the client RPT would help. If you can send me the RPT via PM that would help a lot.

    I have never seen a mission last more than 48 without issues. The server fps start to going down always and makes some scripts starts to fail, the AI starts to act stupid, and finally arma itself start to fail :(, so your it could be really dificult to create that kind of long missions.

    columdrum first of all mate, let me just say what a great script suite this is. Really does give that little more flexibilty to the ACE system that ensures smooth play.

    I have a question (well more a plea for help), regarding the JIP teleport to squad option that is included.

    Basically I would like to use just this system in a mission where unfortunately I cant use ACE Wounds (thus unable to use the entire script suite). Is there anyway the JIP system could be used on its own?? I have tried looking through the code, but unfortunately my scripting skills just aren't up to the level required the extract the specific sections.

    I would really appreciate it if you could find the time to help me out with this.

    Thankyou in advance for any help you can provide.

    Srry but thats not posible and have nothing to do with the script itself. Fell free to use any part of it, you should look for "Revive_Keypressedcode" and "Revive_TelepSquad" functions. Right now i dont have time to help you any further :(


  3. Can you please add weight to your items, at least the heavier stuff. If there is a way I can override that in my mission files, I could do it that way. So far, I haven't been successful in my searches. I am using ACE and a single pack, the ALICE. I am looking at lowering it's carry capacity as well, but again, nothing so far.

    I released long ago a ACE compact addon: http://www.armanam.com/forums.php?m=posts&q=280 it adds the weights, enables bipods and other minor issues, as far as i know its working perfectly for the last oficial release. I will update/improve once the new UNS version comes out :)


  4. Would I be correct if I wanted it to be set to 48 Hours ?

    Colum_revive_LifesPersist=(172800*60);
    
    

    172800*60=10368000 = 2880 hours = 120 days = 4 moths

    Good look to have a mission that long :P. Just use 172800 or (48*60*60), the *60 on the example its only to make easier to see what you are trying to do, because if you use 172800 at first you wont know how many time is it, but if you use (48*60*60) its obvious that that means 48 hours :).

    Hello, just a question, how i can set the altitude of the respawn point? beacause i would like to place a respawn point on the nimitz with your revive script. Thank you.

    Use the respawn offset option:

    Colum_revive_RespawnOffset= [0,0,0,0];

    First number its for first respawn point.... i dont know the height of the nimitz, but i would asume that its arround 18 so if for example the nimitz respawn point its the second one:

    Colum_revive_RespawnOffset= [0,18,0,0];

    But be sure that you get the height correctly, it isnt fun to spawn in the air and die :P

    Its good in theory but when you click the respawn buttons when at the life timer screen it does not count your death. Seing as respawn without actually dying is there a way to make it still count?

    Why cant you have the telaport to squad leader with spectating off. When i set it up this way i get perma death when respawning.

    I really like what you are doing but I would really like a stand alone for the wounded map marker system when someone goes to life timer in this. This system does not play to well with my Insurgency missions.

    What you mean that its not counting? you mean on the stat screen? thats the way the revive works and avoids a lot of troubles. If you want to do something when someone gets heavily wounded, instead or using the killed eventhandlers you can use the ACE one:

    ["ace_sys_wounds_rev", {your code here}] call CBA_fnc_addEventhandler;

    But the killed event would triger when someone really dies(out of lives), or respawn button used.

    Teleport to squad only works 1 time, and when you JIP. And should work with spectating off. There can be a bug there, plz send me your exact config.

    And about perma death, respawn button always means perma death unless respawn its active. Thats the way its done, and the main reason its that on a normal mission its no sense on doing so, unless you are respawning each time just to teleport arround.... lol.


  5. New bugfix release 1.9.2. Changelog:

    +Added the option to adjust the persistence of the player life number

    *Several small fixes

    Download: http://www.mediafire.com/?cy0m60sdzf1ltpo

    As always the older config files are compatible :)

    Is there any way to disable the persistence lives , as trying to run a MSO style mission where it replenished every 24 hours or is there a way Revive can do this ?

    Not on the latest release but, you can do with the new option with the latest . Read the comments on the config file for the "Colum_revive_LifesPersist" option. If you have any problem with this option just post here or send me a PM ^^


  6. Take On helicopter flighmodel WILL BE also in Arma3. Now I can safely confirm it will be also in campaing and it will be DEFAULT flightmodel for ALL the helicopters.

    Just epic. Never change BIS :D


  7. omg they must have radio inhibitor on bohemia bunker! hahaha full equipment on the bunker!

    Now seriously, both camera guys of gamespot looks like CoD kids, all interested on asking about games that are always the same( CoD, assassins creed) and when he goes to arma booth seems like its all bored omg, journalistic objectivity FTW :mad:


  8. Been investigating a bit more into my handcuff problem where I want to find out if a unit is cuffed and found this

    _unit getVariable QGVAR(cuffed);
    

    But it always returns any. I don't know what this QGVAR is so I have no idea how to work with this. Help?

    I've included the cba macros.hpp file.

    _unit getVariable "ace_sys_interaction_cuffed";

    Thats what it means :P( well actually GVAR, its module/addon name + the name in the () and QGVAR its the same but "quoted" )


  9. I am using the latest version (V1.9.1) but still experience the same problem: sometimes we see the timer, sometimes we don't. Last time there was something even more surprising: we got into an armoured SUV and when we got out again, two of the players dropped to the ground dead. It turned out a few seconds later that they just seemed to be dead (their bodies were still on the ground without any struggling animation) but they were still playing. It was a hosted game with five players. So on the server and on one of the clients two of the other players seemed to be dead but in fact they weren't - their dead bodies were moving on the ground wherever they went.

    Just two more things:

    To avoid radio and text messages completely, I never group the five players.

    I have the "respawn with the same weapons / magazines ACE module" in the mission. Is one or the other likely to cause any trouble?

    The "respawn with the same weapons / magazines ACE module" isnt necesary if the revive script is working right, and yes may cause problems( just duplicated weapons) on some circustances( if you hit the "ESC" menu-->respawn button for example, thing that you should never do)

    The thing with the player that seems dead have nothing to do with the revive script, because it doesnt play any anim, seems to be a ace wounding system bug, i have seem it on some previous version and was pretty rare, but its a long time that i don't se it happening. This have nothing to do with the timer not showing its just a visual bug.

    When you say the timer doesnt show, the player can still be revived? because the only situation when you should be spectating without countdown is when you have no lives left. Also note that you can fall unconscious, thats doesnt mean that you are dead, so is normal that you dont have a countdown.

    If its nothing of this and it happens again, just send me the mission and your RPT by pm and i will take a look at it.


  10. Is just an AI that will heal you if you come close or if you bring a wounded one close to him, its on the readme. Just put on a AI init:

    xx= [this,15] execVM "revive\MedEvac\Medico.sqf"

    15 its the radius in meters(15m) that the AI will move to heal players. Mostly we use it as a medic at base for medevacs, but its an old feature because some ACE versions ago the AI will never heal you, so this was the only way. Right now, there are options in ACE( ace_sys_wounds_auto_assist_any, i think, read the wounding system notes, link 4 post above) that can archieve the same thing, but this option was left in the script anyways because our editors got used to it ;), and also for retro compact( i always try to keep it retrocompatible so you can easily update any mission)


  11. It may not be connected directly with your script but as you are much better at this than me I would like to ask you one more thing. I have put ace_sys_wounds_no_medical_gear=true; in my init.sqf and now I can manually determine the gear of each player. However, if I add e.g. two bandages to a non-medic player, they appear in the magazine slots of the secondary weapon and not in the bandage slot of the ACE wounding system. Obviously the same thing happens to epi and morphine too. Is there any way to put them there? (I mean other than using ACE to give the gear automatically.) I don't know of any ACE function with which it would be possible.

    The surprising thing is that if I preview the mission in the editor e.g. bandages are added to the right slots (if I use addMagazine) but in MP they are in the magazine slot of the secondary weapon. I think that this may be connected with your script as it stops running with an error when I preview the mission because paramsarrays are not defined but are referred to in the configuracion.sqf.

    As far as i know if you add medical gear to a unit before the mision starts its normal that it goes to the secondary weapon slots, but it should automatically move to the medical slots when the mission starts. If you want them to be directly on the medical slots you can use this:

    https://dev-heaven.net/docs/ace/files/sys_ruck/fnc_PackIFAK-sqf.html#ACE_fnc_PackIFAK

    But i havent tested if that would show up fine on the briefing screen( in game works for sure).

    About the paramsarray error on the config, that is something you added because the revive script doesn't refer to paramsarray anywhere. Note that paramsarray is nill when playing singleplayer/editor preview, so if you haven't done a isnil check for singleplayer you will have that error when testing, but should work on on MP.

    if (isNil "paramsArray") then
    {
    paramsArray=[1,343,23543434,34,233]; // default parameters values for singleplayer/testing
    };

    As we tested the script again, there are some new things:

    - in some cases we cannot see the counter (it is set to 300s in paramsarray) in some cases we can

    - we were surprised to see one or two times the counter got to 0, and then started again from 1000

    We played a five-person hosted game. Do you have any idea about the above?

    -If you are using lastest version( 1.7 had some issues like that after 1.60 OA update that messed up ScriptDone command) i have never seen it, but its more likely to be a mission error or the way you use the paramsarray. If you cant see the counter means that the revive wasn't init correctly.

    -If respawn is enabled, and you still have lives, when the timer runs out you will respawn on the first respawn point. Its normal that just before you die the time its set to 1000, its done on purpose to make sure you respawn without really dying( if the mission is "script heavy", the timer may run out before you really respawned), also gives a medic a little extra seconds to heal the wounded before he respawns, but just some seconds, 15 to be precise, after the 1000 countdown you should auto respawn :s. If it happened to someone with no lives left(well with no lives left you wont have any counter so the bug its that the timers showed up ) or it keeped counting down from 1000 to 0 another time, it may be a bug, but i need more info about what happened, we have played thousands of misions with the revive but always without respawn so it may be still a little bug with it ^^.


  12. First the ACE_parachutePack is no problem at all, its already planed to happen. If a medic unit has a parachute, the medic backpack would be automatically added on his "on back" slot. So the parachute would work anyways, the medic should only take the parachute and if the Colum_revive_MochilaMedico="...... name of the backpack.... " is present he would have it automatically added some seconds after mision start. If you are adding it manually, just be sure that you move your backpack to "on back" slot and then add the parachute ^^.

    Second if you put [0,0,0,0,0] or the Colum_revive_MochilaMedico to "", the revive script wont add anything to the backpack(if set to "" not event a backpack). But be aware that if the units already has a backpack(because the unit have it or because you have added it on the unit init by addweapon), ace wounds automatically adds some medicaments to medic backpacks, to disable that use (On the init.sqf for example):

    ace_sys_wounds_no_medical_gear=true;

    More info:

    http://wiki.ace-mod.net/Wounding_System+notes

    But also note that briefing screen gear has known issues on large player missions:

    https://dev-heaven.net/issues/16421


  13. i may be wrong, but you can also use arma2 free to upgrade your server to CO from OA. And you can download it for example with six updater. But as i said i haven't never tried to do that on a linux DS, so its just another idea :P, i am sure that there should be another post arround about it :S.

    Edit: http://forums.bistudio.com/showthread.php?129082-ARMA-2-Free-For-Combined-Ops-Lite


  14. nvm what i posted... you messed evething up in that last config O_o:

    Empty CfgPatches, Empty CfgVehicleClasses... PAL_vdv seems to be what should be inside cfgpatches, and the rest of the clases inside CfgVehicles that you havent even included :s.

    You should pay attention to the details :S ; "{"== start, "}"== end , as simple as that( any good sintax highlighter would help a lot). You should read more carefully the online documentation , like http://community.bistudio.com/wiki/CfgVehicles_Config_Reference, http://community.bistudio.com/wiki/CfgVehicleClasses . Or any of the existing basic addon making guides before just trying random things :S

    fast wrote may content errors:

    #define TEast 0
    #define TWest 1
    #define TGuerrila 2
    #define TCivilian 3
    #define TSideUnknown 4
    #define TEnemy 5
    #define TFriendly 6
    #define TLogic 7
    
    #define true 1
    #define false 0
    
    // type scope
    #define private 0
    #define protected 1
    #define public 2
    
    
    class CfgPatches
    {
        class PAL_vdv
    {
    	units[] = {"pal_vdv_comotd", "pal_vdv_strelok1", "pal_vdv_strelok2", "pal_vdv_grenader","pal_vdv_mgunner", "pal_vdv_sinper", "pal_vdv_rpg", "pal_vdv_oficer", "pal_vdv_at", "pal_vdv_aa", "pal_vdv_medic"};
    	weapons[] = {};
    	requiredVersion = 1.60;
    	requiredAddons[] = {"CACharacters", CA_E, "CACharacters_E_Head", "CACharacters2", "CACharacters_E"};
    };
    };
    
    
    class CfgFactionClasses
    {
       class Pal
       {
        displayName = "Pal_army";
        priority = 1;
        side = TWest;
       };
    
    };
    
    
    
    class CfgVehicleClasses {
    class PAL_vdv {
    	displayName = "----------";
    };
    };
    
    
    
    
    class cfgVehicles
    {
    class CZ_Soldier_SL_DES_EP1;
    class pal_vdv_comotd : CZ_Soldier_SL_DES_EP1
    {
    	vehicleClass = "PAL_vdv";
    	faction = "Pal";
    	displayName = "Team leader";
    	Picture = "\Ca\characters\data\Ico\i_sleader_CA.paa";
    	Icon = "\Ca\characters2\data\icon\i_officer_CA.paa";
    
    	TextPlural = "$STR_DN_officers";
    	TextSingular = "$STR_DN_officer";
    	nameSound = "veh_officer";
    	accuracy = 3.6;	// accuracy needed to recognize type of this target
    	sensitivity = 3.4;	// sensor sensitivity
    	cost = 500000;
    	enableGPS = 1;
    	model = "\pal\vdv\acr_soldier";
    	identityTypes[] = {"Head_CDF","CDF_Glasses","Language_EN_EP1"};
    	hiddenSelectionsTextures[] = {"\pal\vdv\data\acr_soldier_co.paa", "\pal\morpeh\vdv\acr_equip_co.paa", "\pal\morpeh\vdv\acr_equip2_co.paa"};
    	backpack = "";
    	weapons[] = {"AKS_74_kobra", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS", "Binocular_Vector", "M9"};
    	magazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK", "HandGrenade_West", "HandGrenade_West", "Binocular", "SmokeShellRed", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
    	respawnWeapons[] = {"AKS_74_kobra", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS", "Binocular_Vector", "M9"};
    	respawnMagazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK", "HandGrenade_West", "HandGrenade_West", "Binocular", "SmokeShellRed", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
    };
    
    class pal_vdv_strelok1 : CZ_Soldier_SL_DES_EP1
    {
    	vehicleClass = "PAL_vdv";
    	faction = "Pal";
    	accuracy = 3.9;	// accuracy needed to recognize type of this target
    	displayName = "rifleman 1";
    	model = "\pal\vdv\acr_soldier";
    	identityTypes[] = {"Head_CDF","CDF_Glasses","Language_EN_EP1"};
    	hiddenSelectionsTextures[] = {"\pal\vdv\data\acr_soldier_co.paa", "\pal\morpeh\vdv\acr_equip_co.paa", "\pal\morpeh\vdv\acr_equip2_co.paa"};
    	weapons[] = {"AK_47_S", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	magazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West"};
    	respawnWeapons[] = {"AK_47_S", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	respawnMagazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West"};
    };
    
    class pal_vdv_strelok2 : CZ_Soldier_SL_DES_EP1
    {
    	vehicleClass = "PAL_vdv";
    	faction = "Pal";
    	accuracy = 3.9;	// accuracy needed to recognize type of this target
    	displayName = "rifleman 2";
    	model = "\pal\vdv\acr_soldier";
    	identityTypes[] = {"Head_CDF","CDF_Glasses","Language_EN_EP1"};
    	hiddenSelectionsTextures[] = {"\pal\vdv\data\acr_soldier_co.paa", "\pal\morpeh\vdv\acr_equip_co.paa", "\pal\morpeh\vdv\acr_equip2_co.paa"};
    	weapons[] = {"AKS_74", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	magazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West"};
    	respawnWeapons[] = {"AKS_74", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	respawnMagazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West"};
    };
    
    class pal_vdv_grenader : CZ_Soldier_SL_DES_EP1
    {
    	vehicleClass = "PAL_vdv";
    	faction = "Pal";
    	accuracy = 3.9;	// accuracy needed to recognize type of this target
    	displayName = "grenadier";
    	model = "\pal\vdv\acr_soldier";
    	identityTypes[] = {"Head_CDF","CDF_Glasses","Language_EN_EP1"};
    	hiddenSelectionsTextures[] = {"\pal\vdv\data\acr_soldier_co.paa", "\pal\morpeh\vdv\acr_equip_co.paa", "\pal\morpeh\vdv\acr_equip2_co.paa"};
    	weapons[] = {"AK_74_GL", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	magazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "1Rnd_HE_GP25", "1Rnd_HE_GP25", "1Rnd_HE_GP25", "1Rnd_HE_GP25", "1Rnd_HE_GP25", "1Rnd_HE_GP25"};
    	respawnWeapons[] = {"AK_74_GL", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	respawnMagazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "1Rnd_HE_GP25", "1Rnd_HE_GP25", "1Rnd_HE_GP25", "1Rnd_HE_GP25", "1Rnd_HE_GP25", "1Rnd_HE_GP25"};
    };
    
    class pal_vdv_mgunner : CZ_Soldier_SL_DES_EP1
    {
    	vehicleClass = "PAL_vdv";
    	faction = "Pal";
    	accuracy = 3.9;	// accuracy needed to recognize type of this target
    	displayName = "machinegunner";
    	model = "\pal\vdv\acr_soldier";
    	identityTypes[] = {"Head_CDF","CDF_Glasses","Language_EN_EP1"};
    	hiddenSelectionsTextures[] = {"\pal\vdv\data\acr_soldier_co.paa", "\pal\morpeh\vdv\acr_equip_co.paa", "\pal\morpeh\vdv\acr_equip2_co.paa"};
    	weapons[] = {"M60A4_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	magazines[] = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West"};
    	respawnWeapons[] = {"M60A4_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	respawnMagazines[] ={"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West"};
    };
    
    class pal_vdv_sinper : CZ_Soldier_SL_DES_EP1
    {
    	vehicleClass = "PAL_vdv";
    	faction = "Pal";
    	accuracy = 3.9;	// accuracy needed to recognize type of this target
    	displayName = "sniper";
    	model = "\pal\vdv\acr_soldier";
    	identityTypes[] = {"Head_CDF","CDF_Glasses","Language_EN_EP1"};
    	hiddenSelectionsTextures[] = {"\pal\vdv\data\acr_soldier_co.paa", "\pal\morpeh\vdv\acr_equip_co.paa", "\pal\morpeh\vdv\acr_equip2_co.paa"};
    	weapons[] = {"M60A4_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	magazines[] = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West"};
    	respawnWeapons[] = {"M60A4_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	respawnMagazines[] ={"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West"};
    };
    
    class pal_vdv_rpg : CZ_Soldier_SL_DES_EP1
    {
    	vehicleClass = "PAL_vdv";
    	faction = "Pal";
    	accuracy = 3.9;	// accuracy needed to recognize type of this target
    	displayName = "rpg soldier";
    	model = "\pal\vdv\acr_soldier";
    	identityTypes[] = {"Head_CDF","CDF_Glasses","Language_EN_EP1"};
    	weapons[] = {"M60A4_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	magazines[] = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West"};
    	respawnWeapons[] = {"M60A4_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	respawnMagazines[] ={"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West"};
    };
    
    class pal_vdv_oficer : CZ_Soldier_SL_DES_EP1
    {
    	vehicleClass = "PAL_vdv";
    	faction = "Pal";
    	accuracy = 3.9;	// accuracy needed to recognize type of this target
    	displayName = "oficer";
    	model = "\pal\vdv\acr_soldier_nic";
    	identityTypes[] = {"Head_CDF","CDF_Glasses","Language_EN_EP1"};
    	hiddenSelectionsTextures[] = {"\pal\vdv\data\acr_soldier_co.paa", "\pal\morpeh\vdv\acr_equip_co.paa", "\pal\morpeh\vdv\acr_equip2_co.paa"};
    	weapons[] = {"Colt1911", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	magazines[] = {"7Rnd_45ACP_1911","7Rnd_45ACP_1911", "7Rnd_45ACP_1911", "7Rnd_45ACP_1911", "7Rnd_45ACP_1911", "7Rnd_45ACP_1911", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West"};
    	respawnWeapons[] = {"Colt1911", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	respawnMagazines[] ={"7Rnd_45ACP_1911","7Rnd_45ACP_1911", "7Rnd_45ACP_1911", "7Rnd_45ACP_1911", "7Rnd_45ACP_1911", "7Rnd_45ACP_1911", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West"};
    };
    
    class pal_vdv_at : CZ_Soldier_SL_DES_EP1
    {
    	vehicleClass = "PAL_vdv";
    	faction = "Pal";
    	accuracy = 5.5;	// accuracy needed to recognize type of this target
    	displayName = "at soldier";
    	model = "\pal\vdv\acr_soldier";
    	identityTypes[] = {"Head_CDF","CDF_Glasses","Language_EN_EP1"};
    	hiddenSelectionsTextures[] = {"\pal\vdv\data\acr_soldier_co.paa", "\pal\morpeh\vdv\acr_equip_co.paa", "\pal\morpeh\vdv\acr_equip2_co.paa"};
    	weapons[] = {"AK_47_S", "M47Launcher_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	magazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "Dragon_EP1"};
    	respawnWeapons[] = {"AK_47_S", "M47Launcher_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	respawnMagazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "Dragon_EP1"};
    };
    
    class pal_vdv_aa : CZ_Soldier_SL_DES_EP1
    {
    	vehicleClass = "PAL_vdv";
    	faction = "Pal";
    	accuracy = 3.9;	// accuracy needed to recognize type of this target
    	displayName = "aa soldier";
    	model = "\pal\vdv\acr_soldier";
    	identityTypes[] = {"Head_CDF","CDF_Glasses","Language_EN_EP1"};
    	hiddenSelectionsTextures[] = {"\pal\vdv\data\acr_soldier_co.paa", "\pal\morpeh\vdv\acr_equip_co.paa", "\pal\morpeh\vdv\acr_equip2_co.paa"};
    	weapons[] = {"AK_47_S", "Stinger", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	magazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "Stinger"};
    	respawnWeapons[] = {"AK_47_S", "Stinger", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	respawnMagazines[] ={"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "Stinger"};
    };
    
    class pal_vdv_medic : CZ_Soldier_SL_DES_EP1
    {
    	vehicleClass = "PAL_vdv";
    	faction = "Pal";
    	accuracy = 4.9;	// accuracy needed to recognize type of this target
    	displayName = "medic";
    	model = "\pal\vdv\acr_soldier_medik";
    	identityTypes[] = {"Head_CDF","CDF_Glasses","Language_EN_EP1"};
    	hiddenSelectionsTextures[] = {"\pal\vdv\data\acr_soldier_co.paa", "\pal\morpeh\vdv\acr_equip_co.paa", "\pal\morpeh\vdv\acr_equip2_co.paa"};
    	weapons[] = {"AK_47_S", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	magazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West"};
    	respawnWeapons[] = {"AK_47_S", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	respawnMagazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West"};
    };
    };


  15. First, i dont see the point on the second config only for the CfgFactionClasses, i would add it to the first one. Second, that error is just self explanatory, you have a class PAL_vdv that doenst have the the scope defined. I dont see the config for that unit on the post but should have scope defined:

    class PAL_vdv
    {
                (.......)
      scope = xxxxxxxxx;
                (.......)
    };
    

    Also note that the second config the inheritances on CfgVehicles are wrong( you haven't added the other addon as required), and you may be overiding the ones on the first config with others empty(and that may be causing the error), all that should apear on your RPT(overwriting base class bla bla bla warnings). So just delete the CfgVehicles from there (that does nothing) or corret them.


  16. Its posible, you must search for the player on the allunits( or playable units but sometimes fails) by his name(the ondisconected event only gives you the name, UID and ID, this last i dont know what can be used for), and then get his weapons. I have done it on my revive script to save the status of someone who disconect so its posible. You can look at how i had done it, but its just a loop( normally a foreach) to search for the player by his name.

    I would never recomend you to save the weapons on a global variable, unless its going to be a mission for 1-4 players. If you try to save the weapons of 20+ units on one or more globalvariables you will have desync problems.


  17. You are mising { } on CfgFactionClasses, and the last }; isn't needed .

    class CfgPatches
    {
    class Pal 
    { 
    	units[] = {"PAL_vdv", "PAL_mpeh", "PAL_inf", "PAL_air", "PAL_armor", "PAL_wheel", "PAL_vdv_specops", "PAL_mp_specops", "PAL_inf_specops"}; 
    	requiredAddons[] = {}; 
    	requiredVersion = 1.60;
    };
    };
    
    
    class CfgFactionClasses
    {
    class Pal
    {
      displayName = "-----------";
      priority = 1;
      side = TWest;
    };
    };
    
    class CfgVehicles 
    {
    /*extern*/ class PAL_vdv;
    /*extern*/ class PAL_mpeh;
    /*extern*/ class PAL_inf;
    /*extern*/ class PAL_air;
    /*extern*/ class PAL_armor;
    /*extern*/ class PAL_wheel;
    /*extern*/ class PAL_inf_specops;
    /*extern*/ class PAL_mp_specops;
    /*extern*/ class PAL_vdv_specops;
    };
    

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