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infiltrator_2k

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Everything posted by infiltrator_2k

  1. infiltrator_2k

    Can't Join My Own Dedicated Server's Game

    Apologies. It's been weeks since I've messed with A3. It seems to be this error that's causing the issue. 12:29:03 Attempt to override final function - rscunitinfo_script 12:29:04 Global namespace not passed during 12: 29:04 Global namespace not passed during: false 12:29:04 Error in expression <false> 12:29:04 Error position: <false> 12:29:04 Error Local variable in global space 12:29:04 Global namespace not passed during: false 12:29:04 Global namespace not passed during: false 12:29:04 Error in expression <false> 12:29:04 Error position: <false> 12:29:04 Error Local variable in global space 12:29:04 Global namespace not passed during: false 12:29:04 Global namespace not passed during: false 12:29:04 Error in expression <false> 12:29:04 Error position: <false> 12:29:04 Error Local variable in global space 12:29:04 Global namespace not passed during: 12:29:04 Global namespace not passed during: false 12:29:04 Error in expression <false> 12:29:04 Error position: <false> 12:29:04 Error Local variable in global space Initializing Steam server - Game Port: 2302, Steam Query Port: 2303" Basically upon joining you just hang. *** Update*** Reinstalled servers files and checked the integrity of the game cache. Still, the error resides.
  2. I've got various vehicle and air spawn scripts, although I'm looking for one that works similar to I&A where AI air assets will keep spawning until an object is destroyed - in I&A's case the radio towers. I'm currently working on a CQC mission but I'd also like to have helicopters and jets to add a little more of a challenge and dimension to the mission, but I'd ideally like an array of air assets to spawn at any one time and perhaps at different times oppose to set intervals where players know what's coming and at what time albeit until a trigger's activated to stop the air assets spawning. Does anyone have any scripts that can achieve this? Cheers Infil
  3. infiltrator_2k

    Virtual Arsenal Crashing Arma

    ***Solved**** As Bull_A suggested it's " ["Preload"] spawn BIS_fnc_arsenal " that's the issue. I did trying using it in the debug console, but the function needs to be ran before the mission starts otherwise it too will crash the game. So, just create a sqf with this function and run it execVM in the init.sqf. It seems the more complex the mission the more you risk VA crashing the game without preloading VA.
  4. I've been using VA for a while now in my mission but just recently I've noticed that when I go the ammo box that has the VA code added to it the game goes back to the load screen and hangs. I then have to restart Arma. What's caused this and is there a fix? Ironically VAS is still working fine.
  5. infiltrator_2k

    Virtual Arsenal Crashing Arma

    After trial and error I've discovered that it's too many inserted AI using the 'Random Building Patrol' script that's are causing the issue.
  6. infiltrator_2k

    Dynamic AI Helicopter/Jet Spawn Script?

    Thank you Dirty Haz I'll give it go.
  7. infiltrator_2k

    Virtual Arsenal Crashing Arma

    Created a new mission and the Virtual Arsenal works fine. It just seems to be an issue with the mission I'm working on.
  8. infiltrator_2k

    Dynamic AI Helicopter/Jet Spawn Script?

    I&A is an awesome mission and I've hosted and played many hours of it. The air assets and trigger conditions it has would be absolutely perfect for what I need, but the structure of I&A is pretty complex for a noob like me to decipher and I wouldn't know where to start pulling it :(
  9. infiltrator_2k

    Dynamic AI Helicopter/Jet Spawn Script?

    Thank you Gunter, I'll have a good look ;)
  10. infiltrator_2k

    Virtual Arsenal Crashing Arma

    No, but I did migrate to the dev branch but reverted back to the stable branch. I might remove the installation and reinstall to see if that fixes things.
  11. I've noticed that if you designate AI to use a building's waypoints to create a patrol the AI massively hesitate to react to the enemy. It's totally unworkable. I first thought Trophe's Random Building Patrol script was broken, but it seems to be related to the game itself. How long has this bug existed?
  12. infiltrator_2k

    AI and Building Waypoint Bug?

    Me too cheers ;)
  13. infiltrator_2k

    AI and Building Waypoint Bug?

    Dooh! I thought "CARELESS" just impacted on how they walked and held their weapons Setting the AI to "SAFE" works along with "AWARE". I never assumed you were using the code chap, I was merely pointing out that when I use it there isn't the issue. But as you and Das suggested it's the combat mode that was causing the issue. I just can't believe I've wasted so much time on a stupid oversight. Thanks anyway guys. Now I'm going to go somewhere quite and beat myself up for a while. Dumb ass me :icon_ohmygod:
  14. infiltrator_2k

    AI and Building Waypoint Bug?

    Is that any good?
  15. infiltrator_2k

    AI and Building Waypoint Bug?

    Placing units using the "setPos ((nearestBuilding this) buildingPos #)" isn't an issue. The AI react accordingly. But when you designate the AI waypoints to create a building patrol the AI go super-clunky and just stand there looking at you.
  16. infiltrator_2k

    AI and Building Waypoint Bug?

    Das just create a lone AI and give him some building waypoints and you'll see yourself the AI may acknowledge you, but they'll either hesitate to return fire or not return fire at all.
  17. Has no one got a solution to this broken script? It's a shame because it's a bloody good script that saves a lot of time manually plotting waypoints for individual AI. The current editor sucks for plotting waypoints manually. *** UPDATE *** This issue seems to be caused not by the script being broken by an update, but generally any AI that uses a building's waypoints to patrol. In short it's Arma not Tophe's script.
  18. This addon no longer works properly. The Ai do not detect enemy units. I've messaged Tophe to let him know. Hopefully he'll be able to provide a fix. This has been the best solution so far for what I need with regards to enemy Ai patrolling and guarding buildings. Manually inserting waypoints is way too time consuming and finicky. ***update*** The Ai do actually intermittingly respond if you loiter. They show signs that they acknowledge your presence by stopping and turning towards you, but you'll only receive fire from them in the form of a single shot now-and-then or a grenade. To eliminate other causes with the mission I tested with a fresh mission with several of the Ai in the Unfinished Building Complex on the Altis map. At mission start the Ai respond to enemy units until they respawn at the nearest building's waypoints.
  19. Nice one, I'll let you know how I get on ;) Cheers Infil
  20. I'm still a novice with regards to scripting and up to now I've managed to get by using the editor's GUI to add units, groups, triggers and sync things to etc.. But I've noticed most simple use markers and scripts to create missions. Not only is it a lot cleaner, but I think it's got to be the way if I want to learn how to script. I'm currently using DAC in conjunction with some manually inserted units. But ideally I'd like to script spawn say an infantry group into buildings as well as DAC zones. This way I can create tasks and spawn DAC zones and groups without players prematurely triggering trigger states. Not only that, but it will obviously also be a lot more resource friendly if these tasks, DAC zones and groups/units are spawned on the fly. Of course, Invade and Annex uses this method, but the whole mission structure is pretty overwhelming for a novice such as myself. Does anyone have a simple example of how I can randomly create tasks, triggers with DAC zones, units and objects? Also I'd like to assign script spawned units to building positions. Up to now I've achieved this by manually inserting units and assigning them to building positions with code in the unit's init field, but I like to do this all now by script as I know I can't keep getting by using the editor's GUI to achieve it if I want to dynamically generate stuff. If anyone's got examples I can use/edit it would be much appreciated. Cheers Ian
  21. infiltrator_2k

    Arma 3: Community wishes & ideas- DISCUSSION

    I don't get what you're saying? "making a silent hunter game within a game"? I wasn't saying that and neither would it be if you made the sub playable. It is after all just another potential vehicle similar to the SDV but of course on a much greater scale. Would adding controls and modelling an interior etc. be creating a new game? I think not. It's not as if you'd have to create another engine. If it sells DLC it pays for its development so I don't see the problem. BIS gets financial income to fund development and the consumer gets content. The math seems easy enough to me. People have the right to be sceptical, but if there's a market for DLC content it's going to prove lucrative for BIS so I see no reason to why BIS wouldn't develop a naval fleet for Arma. Like I said warfare is fought at land sea and air so why not?
  22. infiltrator_2k

    Arma 3: Community wishes & ideas- DISCUSSION

    There's so much you can do with HMS Proteus. Captaining/piloting the vessel is a small part. From an editor's and mission maker's perspective it's a valuable vehicle to have. I don't know, randomly spawn it somewhere and upon retrieving intel locate it position and task a diving team to destroy it with an explosive charge. The explosion from both a submerged and surfaced vessel would also be very impressive. A frame rate killer for some but impressive. Warfare is also fought on land, sea and air, so it only seems reasonable and realistic to have a naval fleet. We have various models of aircraft, cars and armour so why not expand the naval force? I should also mention that if memory serves me correctly but didn't an Arma 3 trailer video or image feature HMS Proteus with divers? That could be contrived as false advertising as the image/video gave you the impression that Arma featured the submarine, when all it realistically is is a cut-scene prop. Naughty really. I mean, you can't even stand on it, let alone destroy it. Maybe with some editing, but my point being it wasn't designed or intended to be interactive so IMO it shouldn't have featured in the trailer. People wouldn't have been happy if a tank featured in ads turned out to be a static cut-scene prop. There will be some who aren't interested in subs, but there will also be those who are and are willing to pay for the DLC which is in BIS' interest, so I cannot see why BIS hasn't grasped the opportunity of developing HMS Proteus and destroyers with both hands. Even players who aren't interested in subs will buy the DLC because of wanting the whole package thing and not wanting to be excluded from parts of missions.
  23. infiltrator_2k

    What is wrong with bohemia developers

    It's never a good idea to post on the forums after being ass-raped on MP ;)
  24. infiltrator_2k

    Arma 3: Community wishes & ideas- NO DISCUSSION

    Are there any plans for HMS Proteus? I mean, why isn't it already playable with controls similar to 'Silent Hunter?' It would sell premium DLC for sure.... add a destroyer and the DLC will sell like hotcakes! BIS do you even realise you're sitting on a potential goldmine here! Who knows, maybe they'll add it in an expansion :pray: It's a morale sapper when you're a mission maker and you're looking at such useless eye candy. So much potential. *** THIS WAS INITIALLY POSTED ON THE GENERAL DISCUSSION BOARD AND WAS ACTUALLY BEING DISCUSSED BUT ALL REPLIES HAVE BEEN DELETED AND THE POST MOVED HERE FOR AN UNKNOWN REASON ****
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