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lawndartleo

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Everything posted by lawndartleo

  1. Thanks for a great mission. How does one pull the throttles back for lower player counts? How can we keep ammo boxes around longer. We get too far away from them or leave them alone for too long and they get recovered. To fix the supply crate thing, I went into the mission files and substituted vehicle ammo crate for supply crate. They are useful again (move, load, etc). The supply crates got bugged by 1.22 update. I'd rather have used a smaller crate but they tend to be explosive when loaded in helicopters. BIS, please fix this. It's not an annoying bug, it's an absurd bug. This may be related to my hack/fix above but sometimes when picking up the vehicle ammo box (alternate for supply crate) via lift, the box is not lifted but rather overlapped with the lifting vehicle. Dropping it is rather lethal for the aircraft and pilot. Known issue or something I may have created? Looking at fn_setAsLiftChopper.sqf, I would like to disable Pawnee and Hummingbird as lift capable. Veteran friend says they are not used in this capacity to begin with. The script has blanket coverage on type "helicopter". What would be the change? resolved.. if(( _x isKindof "Helicopter") and !( _x isKindof "B_Heli_Light_01_armed_F") and !( _x isKindof "B_Heli_Light_01_F")and !( _x isKindof "B_Heli_Attack_01_F"))
  2. lawndartleo

    laser marked target marker

    I think we are saying the same thing.... not multiple target marks.... when does the mark disappear? Currently the mark stays until another target is lased but my interpretation of the script is that it should disappear if the laser is no longer marking. Trying to determine where I might add a sleep command so that after 30 seconds or so the marker is deleted.
  3. lawndartleo

    laser marked target marker

    Thank you, Buli. Very simple and effective. Question... my understanding of scripting says that the marker should only be on when something is lased but it is a permanent marker until something else is designated. Am I reading the script wrong? Looks very cool, Zehn
  4. lawndartleo

    =ATM= Altimeter

    Enabling keycheck on my servers (both hosted and my own private basement box) causes players to be kicked for "wrong signature file" for the mod. Help! Only discovered this because I enabled keycheck to keep unwanted mods out.
  5. What dictates adding the -mod=@whatever...??? I've installed multitudes of mods on our leased server... added the @folders, added the keys, neglected to add/append this line without any issue. Color me confused.
  6. lawndartleo

    Helmet Mounted Displays MOD

    Hi Eric, its not a matter of running a mod on the server without a proper key, its that the bisign and the key are not jiving. When mods are disallowed you get the message about adding keys to the server or removing mods from the client. This is just an instaboot for an incorrect key sig. The key and the sig are comparing notes and they disagree for whatever reason. Very puzzling and frustrating because this really is a great mod.
  7. lawndartleo

    Helmet Mounted Displays MOD

    PM'ing ---------- Post added at 09:59 PM ---------- Previous post was at 09:11 PM ---------- Thanks for the help Kimi... we'll get this sorted. To the rest of you NOT having problems I have some questions 1) Are you using a hosted dedicated (Gameservers.com or ???) or a private dedicated server (a box in a basement). 2) Are you using a keycheck parameter (verifySignatures=1) in your server config?
  8. lawndartleo

    Helmet Mounted Displays MOD

    Uploaded new mod and key to hosted/dedicated... active @mod = kicked. Uploaded mod to my dedicated box next to me here... active @mod (and it is the ONLY mod active)... No sig check, no problem... sig check enabled = kicked (log reports wrong signature file for the mod). In both cases, kimi_bolso.bikey resides in /keys.
  9. lawndartleo

    Helmet Mounted Displays MOD

    No joy... mod active, kicked. Inactive, fine.
  10. lawndartleo

    Helmet Mounted Displays MOD

    Loading up fresh mod and key to server, loading up fresh mod to my client. Testing shortly. Will report result.
  11. lawndartleo

    Helmet Mounted Displays MOD

    Hosted dedicated server. Keys are installed. Keep getting kicked when we try to join with this mod active (client side). Is the key enough or must we add the @mod folder to our server startup string? https://www.dropbox.com/s/qnak8s9ge1cgdvu/kimi_hud.png here's proof its all in the right place ---------- Post added at 08:29 PM ---------- Previous post was at 08:00 PM ---------- Players who join without the mod report that players who join with are being kicked for incorrect key (wrong signature for file).
  12. Thank you rlex, I have it all sorted now... mostly. MY remaining question is related to the camera direction. It seems that things are off by about 45°. I've gone in and fiddled with camSetDir (bugged as far as I can tell from reading) and setDir (no effect that I can see). How does one get thing oriented with the cam so that north is up?
  13. Ditto to rlex's post. I would like to have a static object at base or perhaps a vehicle that has the functionality rather than running around with an eye in the sky, as it were.
  14. lawndartleo

    MRT Accessory Functions

    Maybe I am just a blockhead... but for fellow blockheads who cant seem to get this working... The mod switches items, not operational state. When you flip-flop back and forth between laser and flashlight, you have to turn the item on again. I had 30 seconds of @#$%&*!!!!!!! before this hit me. Thank you for another fantastic mod. The community appreciates your efforts.
  15. lawndartleo

    ASDG Joint Rails

    Robalo, what is the directory structure of the mod installation? asdg_attachments_c.pbo and asdg_attachments_c.pbo.asdg_jointrails.bisign obviously go in the @ASDG_Attachments\addons folder What about asdg_sys_lightswitch.pbo and asdg_sys_lightswitch.pbo.asdg_jointrails.bisign? Where do they go? Same folder or their own @folder of my making? Following up.... I relented and used Play with 6 to load up ASDG JR, ASDG Att, CBA and ASDG LS. There is no question the mods are installed as intended... I guess... No matter if I load LLM-IR or LLM-Flashlight, I only get one or the other. Neither SHIFT+L, ALT+L or CTL+L as assigned thru the UI (controls/configure addons) have any effect other than turning on/off the laser or the light. I am never able to get the laser/light combo. What's the catch?
  16. lawndartleo

    Realistic repair script

    Another small idea... or at least a request for guidance. Looking through the script I am unsure where I might put a line to add a small amount of fuel, say just enough to get back to base.
  17. lawndartleo

    =ATM= Altimeter

    Resolved
  18. lawndartleo

    Laser designator icon

    Have I fabricated a memory of a laser designation icon that used to appear on the map when somebody was painting a target.... back in the early days of A3? If it is still possible to have that indicator, how?
  19. lawndartleo

    Laser designator icon

    it was something like this.... really tiny... appeared on map. https://www.dropbox.com/s/jf9op0u79u4qhp9/laz.png
  20. On a hosted dedicated server... When I put... skiptime 1 or... 10 setfog .5 on a radio trigger, everything works. I want to put the same on a hidden object and get rig of the radio triggers so I did this... this addaction ["skip 1", "skiptime 1"]; and... this addaction ["fog 5", "10 setfog .5"]; but that didnt work so i added this addaction ["skip 1", "if (isDedicated) then {skiptime 1}"]; and... this addaction ["fog 5", "if (isDedicated) then {10 setfog .5}"]; But that doesn't work, either. What am I missing? The addactions work when I test locally but on the dedicated they do not. I dont want the radio triggers because then anybody with a radio can change things. With a hidden object that only clan members know about, it would work much better.
  21. lawndartleo

    Enemy occupation system (eos)

    Not sure that we are on same page.... Can one EOS zone be called by more than one line of the openme.sqf. For example.... ready made AI battle when entering a zone (East and west factions called to same zone) Adding a different helo call. one line have helos with cargo and one line have no cargo (resulting in attack choppers rather than troop drops)
  22. Anyone?... Please.
  23. Same issue... Would love a resolution.
  24. lawndartleo

    Enemy occupation system (eos)

    May I be so bold as to make a suggestion for your next project.... Bangabob's OCS... Objective creation system. Using the similar syntax and the same zones that are used for EOS, create objectives. NULL=[["M1","M2","M3"],[OBJECTS TO DESTROY,NUMBER OF OBJECTS,PROBABILITY],[uNITS TO ASSASSINATE,NUMBER OF UNITS,PROBABILITY],[uNITS TO CAPTURE, NUMBER OF UNITS,PROBABILITY],[iTEMS TO COLLECT, NUMBER OF ITEMS, PROBABILITY],[FACTION,MARKERTYPE,DISTANCE,SIDE,HEIGHTLIMIT,DEBUG]] call OCS_Spawn; Something like that, but make them objectives. Enter a OCS zone, tasks are given an ASSIGNED state so the messages pop up. EOS is such a great tool to utilize for teh creation of missions but there is nothing I know of that makes for easy objective creation. Also, can an EOS zone be called by more than one line in the openme.sqf setup? The reason I ask is that as I read, helicopter type is determined by cargo size. What if a user wanted to have both attack and personnel delivery helo's?
  25. its a script screwing it up... Grrrr. Forget which. I just made my init be the intro and it worked. As I enabled other scripts, intro failed.
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