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nomadd

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Everything posted by nomadd

  1. MAJOR UPDATE I had some time over the holidays to take a hard look at this set of scripts. I wanted to do more with it and did not like some of the ways it did things. So, I basically reworked it from the ground up. Hopefully, the changes I have made will make a difference. update: -Major code change. The script now use functions to accomplish the actual spawning. Meaning you can spawn units,vehicles,armo,aircraft from the same script call at the same time. They use to spawn in order. When one was done the next would spawn units>>Vehicles>>armor>>aircraft. That is no longer an issue. -cleaned up alot of code, made quite a few of my own functions to make things smoother -Stopped using BIS_fnc_selectrandomnumber. It was not doing what I thought. Made my own fnc to get random numbers. -fixed the skill settings. they were not being applied to spawned units/vehicles. -the script is no longer CBA dependent. The demo mission is CBA dependent, but it is easily changed. The tasks just need to be replaced with something else. -burydead param in SLP_init, can set the delay a until units sink into ground and is deleted, only works on units spawned by SLP. -Groups are deleted once all units are dead -fillcargo param in SLP_init. Vehicles and Armor can now have empty cargo positions filled with units(only works on vehicles and armor with cargo positions). You can set the percentage of seats you want filled 0=none,1=full. .5 would be 50% full or [.25,.75] will fill 25-75% of the empty cargo positions. -seperated the _air array in units configs into _helo and _plane, now you can choose which type you want to randomly spawn, Default is helo. -streamlined the debug hints to help find any problems -updated readme SLP_spawn v1.5.1 NEWEST VERSION FRONT PAGE
  2. Been away for awhile. I dusted off Arma and started playing again. I realized I had a small problem with the markers script. -fixed marker script -some code changes -updated readme As I learn more, I will continue to try and make the script more efficient. Any bugs and problems please post them and I will try and take care of them. Nomadd SLP_Spawn v1.4 deleted link...12-31-12
  3. Just to save on some headaches in case anyone else has this problem. To get the bailout masks to show up in game you have to use this version: http://www.armaholic.com/page.php?id=6471 (bb_mercs_desert). The other version: http://www.armaholic.com/page.php?id=13732 (bb_oa_mercs) does not have the "Pilot_Mask_v". Everything worked great when testing it in a mission except for no bailout masks, finally switched my bb_oa_mercs to the older version and the masks show up. I also checked the readmes of both versions and the masks are only listed in bb_mercs_desert. Hope this helps Nomad
  4. @kempco Just wanted to say thanks for this. I have been playing around with this and your suppressors scripts. Really good stuff. Nomad
  5. @Vobbnobb Looks like you have -showscripterrors turned on. That is not CBA or I44. If you are using a launcher make sure showscripterrors is not checked and that will fix the black box from showing. Hope this helps. Nomadd
  6. No 3d-editor....It really was one of the major things I was looking forward to in A3. The eye candy is nice ,but I would rather see a working 3d editor. Nomad
  7. @caos901 You can put mods inside other mods, but I would not recommend it. It you have a problem/bug it can make it difficult isolating the mod causing the trouble. Nomadd
  8. @Nuxil I agree. It could be I have both jayarmalib and jayarmalib_new installed. Some servers require one , some the other (few running lastest beta), so I load which ever is needed. I also have the lastest beta. I am not sure why that would be a problem. I let sixupdater set the mods I need ,depending on the server. I get the error regardless. However, if I load the mods using the built-in mod loader in Arma2 I do not get the error. I have also tried just installing jayarmalib_new and lastest beta. I completely deleted jayarmalib and dsound.dll. I thought maybe there was a conflict somewhere, and tried to join a server with sixupdater I still get the error. I do agree it is something with jayarmalib, I can join servers (through sixupdater) that do not run jayarmalib with no problems. I will keep playing around with it. I am sure it is something simple. Nomadd
  9. @sickboy I seem to be having a problem. If i try and use sixupdater to join a Dayz server, I always get kicked with the same message... battleye corrupt memory #1. If I use the mod loader in Arma2 I can join a server just fine. I can't seem to figure out why sixupdater keeps causing me to get kicked. I have deleted and reinstalled, CBA and jayarmalib. I have also uninstalled and reinstalled battleye, twice. I am not sure what the problem is. I have searched the forums and googled "battleye corrupt memory #1" but so far I am at a loss. I also check the .rpt and it had no errors that I could see would cause this. Nomadd
  10. Fixed the link in the first post Nomadd
  11. Mission: I44_COOP_nuts_1-16_v1-2 Version: 1.2 Developer(s): Invasion 1944 Modification. Changes made by Nomadd This mission is/was made by the I44 team. It is their original work and all credit goes to them. -foggybreath stays after respawn -added multiple paramaters to lobby -can change number of enemy waves -can change the amount of enemy armor -number of infantry per group -can set how fast the enemy waves come -can enable or disable respawn. Revive is always on -can enable/disable 3rd view -using JW Custom snow script, increased the amount of snow falling -increased the amount of fog -changed the artillary barrage -you have to man the trenches, if the trenches are overrun, you will lose the mission -small changes to some triggers edit: 4/9/12 fixed link http://www.gamefront.com/files/21535972/i44_coop_nuts_1-16_editv1.plr_bulge.rar
  12. Has anyone tested the 301.10 drivers/edited .ini? I haven't had a chance to try them yet, hopefully, I will be able to try them out this weekend and see how it works on a GTX 580. Nomadd
  13. Update to v1.3 -added boolean, you can set delay in secs or set it as true. If set as true another group will not spawn until the first group is completely killed EXP: 0=["spawnname",[0,0,true],[trg1],[3,[4,6]],[],[],[],["defend","base"]] spawn SLP_spawn One group with 4-6 units will spawn. once all are killed another group with spawn, once all are killed the final group will spawn. Note: only use the boolean with one type of spawn, either infantry or vehicles or tanks or air. I put an example in the demo mission also updated the readme. I also put an example of a way to do endless spawns until a condition is met. It works on hosted and dedicated , but for some strange reason, I have yet to figure out, it gives a script error on dedicated. The script seems to work fine on dedicated just gives an error. If put the line that is causing the error in a trigger I do not get an error. Maybe someone with more scripting knowledge than I can point to what the problem is. I will continue to work on it as time allows Nomadd
  14. @psvialli I should be able to change the script to do what you are wanting. Give me a some time to work on it. Real life work has picked up so don't have as much time for ARMA atm. Nomadd
  15. @Wilsdorf Not sure I follow about deactivating the script. You can set the number of times groups will spawn. If you want only want 1 group then only 1 will spawn or you can set an array exp: [3,6] and 3 to 6 groups will spawn. If you mean the ability to stop the spawning altogether once it has been called. I have not looked into doing that(not sure how easy that would be to do). You could put the spawn line in a script and use some true/false conditons exp: if (!isserver) exitwith {}; if (whatever) then { ["trg1"[0,0,15],[trg1],[1,[5,7]],[],[],[],["patrol",300]] spawn SLP_spawn }; when the condition is true 1 infantry group with 5-7 units will spawn at position trg1. You could also use a while {} do loop with a delay. This will continue to spawn the group while the condition is true while {whatever} do { ["trg1"[0,0,15],[trg1],[1,[5,7]],[],[],[],["patrol",300]] spawn SLP_spawn sleep 10; }; I hope this helps and I am glad to hear someone is enjoying the script Nomadd
  16. Mission: I44_COOP_nuts_1-16_v1-2 Version: 1.2 Developer(s): Invasion 1944 Modification. Changes made by Nomadd This mission is/was made by the I44 team. It is their original work and all credit goes to them. -foggybreath stays after respawn -added multiple paramaters to lobby -can change number of enemy waves -can change the amount of enemy armor -number of infantry per group -can set how fast the enemy waves come -can enable or disable respawn. Revive is always on -can enable/disable 3rd view -using JW Custom snow script, increased the amount of snow falling -increased the amount of fog -changed the artillary barrage -you have to man the trenches, if the trenches are overrun, you will lose the mission -small changes to some triggers http://www.gamefront.com/files/21419....plr_bulge.rar enjoy, any problems post them here, http://forums.bistudio.com/showthread.php?132369-I44-coop-nuts-1-16-edited-version&p=2118499#post2118499 Nomadd
  17. Updated to version 1.2 -minor changes to markers when debugging mission -SLP_task: "attack" can now have a single destination to attack or can be an array of destinations. If it is an array a random destination will be picked EXP: ,["attack","atkmark1"] spawn SLP_Spawn; ,["attack",["atkmark1","atkmark2","atkmark3"]] spawn SLP_Spawn -small change to the way the number of groups created is counted Nomadd
  18. I have been playing with this mod and the mp missions. Very well done and very fun. Actually, have some friends coming back to ARMA2 just to play this mod. I do have a question about the visual effects module, I read the readme about MP compatability and was wondering if anyone has an example of scripting it into the init, so it will work for all players and on respawn. I would like to be able to have it snow for all clients and continue after respawn. I know this sounds minor, but it makes a huge visual/immersion difference. Thanks to the I44 team for this superb mod. Nomadd
  19. congrats on the release Nomadd
  20. EDIT NM.. read your original post again. Nomadd
  21. @Lu_08EU I released a script that will do exactly what you are wanting. You can set any faction to spawn using any vehicles you want them to have. The Link: http://forums.bistudio.com/showthread.php?131434-SLP_Spawing-script Take a look at the demo mission and readme. You have to set up the faction in the units_config or ACE_units_config(if you are using ACE). Nomadd
  22. Made a few changes and fixed a few minor bugs. I linked the newest version in the first post. -debug markers are now local -fixed a small bug with debug marker not updating correctly when using the "hunt" task -changed "attack","patrol" and "hunt" tasks so now units will search nearby houses -"hunt" task will now work with groups or objects. just have to name them -few other small changes Nomadd
  23. how about titleText [format[""], "BLACK OUT",1]; Will not see the lights anymore. Kylania started it, I couldn't resist Nomadd
  24. @Sickboy I have noticed a nice decrease in load time for Sixupdater, once it loads it runs very smooth and fast. These past few patches have been excellent. I will say Sixupdater ,to me, is a must have for ARMA2. It makes downloading, managing mods so easy. Thanks again for all the work you have put into this. (BIS really should consider this or something like this for ARMA3) Nomadd
  25. Maybe someone can help me with this. I have been trying to understand PVEHs. I found this thread and thought I would try the cba functions. What I am trying to do is setcurrenttask for all players. I have it working using PV and triggers, but I would like to use less PVs and triggers. I have tried this ["tasks", { player setcurrenttask (_this select 0)]; }] call CBA_fnc_addEventHandler; //I also tried this ["tasks", { { _x setcurrenttask (_this select 0)} foreach playableunits;]; }] call CBA_fnc_addEventHandler; Whenever I have a task change: ["tasks", ["MYtaskname"]] call CBA_fnc_globalEvent; I put the CBA_fnc_addEventHandler in my init.sqf and it kicks out errors. I have also tried combinations of PVEH and so far no luck with anything. I know there is a simple solution but it seems to be eluding me. I have managed to get this to do what I was looking for. threw up on a server using Tophes dedicated server tool and it seems to work [-2,{{_x setcurrenttask Task_sweep} foreach playableunits;}] call CBA_fnc_globalExecute; Thanks Nomadd
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