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About Lexen

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  1. Not necessarily solved, but I now know what is going on. When I export to multiplayer, it exports the mission to the profile of that player (ArmAII Other Profiles in my documents), like it's supposed to do (or how it's worked every other time in the past). When I go into multiplayer, it is looking at missions in the ArmA II Mission folder in the game folder, not in the profile folder (like it used to do). What I did was copy the mission from my "other profiles" folder to the bohemia interactive>ArmAII> MPMissions folder and it works fine. So it's no longer looking at my profile folder for some reason even though the character is being represented in game by the parameters I have in that "other profiles" folder. (I have the balaclava on and it shows up in game...) ---------- Post added at 08:35 PM ---------- Previous post was at 08:34 PM ---------- I was typing my response as you posted. lol I got it working based on that. What I don't get is that I never had to do that in the past. I made a mission, exported it to MP missions and that was that.
  2. Yeah, i'm pretty knowledgable of the process. Not sure why the 50 or so missions i've built aren't showing up at all now, but i'm sure it's something easy. Just looking for a few ideas on what I could check. Did I click the "don't show your own missions in multiplayer" button in options or something?
  3. Was asked to post this in here. I recently got a little time to play the game and decided to test a mission i'd started to build on a co-op server. When I loaded into multi-player and started a new server, I picked Chenarus only to find that none of my missions were there. The only missions listed were the stock missions. It's the same for every map as well. I've done dozens upon dozens of missions for each one and they aren't being listed. The missions do exist, though. I can preview and play them in the editor. It has been a long time since I played but I am using the same profile and I am updated to 1.62. I restarted, saved missions in every folder that made sense, asked here, and i'm still stumped. Nothing i've done has made my missions show up in the dialogue to create a co-op server. Any ideas?
  4. Tried a few things and nothing is working. You're probably right. I can see every and all mission I have in the editor. It's just when I go online and try to strt a co-op server, they disappear. I'll see if I can find info anywhere else. Thanks for your thoughts on this.
  5. well that really narrowed it down. :p I don't think this is relative, but I was trying to run a co-op last night. I don't have an ARMA II server. Has anything changed with that recently?
  6. Yes. exact same profile. Nothing has changed since I quit playing six or eight months ago. I updated recently, that's it. Oh, and I turned off several mods I used previously.
  7. okay, weird one guys. Hi, it's been several generations of hound dogs since i've posted to the forum... Probably been even longer since i've looked at it (just waiting for Arma III to come out) Anyway, I was trying to run a mission tonight, testing something, and absolutely none of my missions in Chenarus showed up. All I saw were the stock missions taht came with the game. I did a search, but i'm not quite sure how to phrase what the problem is. It could be me (most likely). I did nothing different than i've ever done. Has something changed or did I miss something important? It was a multiplayer mission for 8 people. Took place in chenarus. I checked all maps and none of the user-created ones showed up for them either. Checked my mission folders and they are where they've always been. I am updated to 1.62 and am running no mods. Thanks for any replies.
  8. Used the init code (because I found it last night in the wiki) and it worked like a charm. Appreciate the help!
  9. Tried your sample. Really like it. However, when I attempt to change the WEST to EAST, it doesn't work. I've gone over the script a dozen times. I'm obviously missing something because there isn't much to it. The really cool part is that I put another line in the script to call specific enemy units, much like the wiki page shows. Did not work until I made the enemies WEST... when I shot them, I got the "blue on blue" message. any help?
  10. One of TBC's guildies used "careless" with much success. Here's the link to his thread on it. http://forums.bistudio.com/showthread.php?t=107415 I played the mission several times. Without fail, the helo would land even if under fire.
  11. Thank you! I didn't know that there was a cargo capacity for each vehicle. We had a URAL with literally 20-50 of every ACE and BIS weapon, hundreds of magazines, mines, grenades, backpacks, launchers, etc... and it never gave us an issue. I do know that boats have some sort of capacity. There was stuff in the RHIB every time I got out to look. We used to stick it on the "rifle ranges" we would build instead of having 30 weapon crates lying around. Thanks for the link to the cargo capacity spreadsheet. Got it bookmarked and thanks again for the change. I'll make the change when I get home tonight. :bounce3:
  12. I searched. I tried damn near everything i've found. Here's the whole lowdown - Players spawn into a RHIB (boat) named "c". (which means I use the moveInCargo for the players). I have been trying to fill this boat with weapons so I don't have to plant a bunch of boxes on the beach. I've filled vehicles and crates with weapons well over a year now and have never had a problem. Since Sunday night, i've tried everything to get this to work and it just won't! I don't know what the problem is. The only difference I can see between then and now is that this boat has a name. Most of the vehicles i've used in the past have not had names. I'm using mostly ACE weapons, with a few BIS things in there but again, it hasn't been a problem in the past. Please take a look at my code and point out what i'm overlooking. Thank you for any help. In the boats init: nul = [this] execVM "loadout.sqf"; The loadout script: private ["_crate"]; _crate = _this select 0; clearMagazineCargo _this; clearWeaponCargo _this; //weapons _crate addWeaponCargo["MAAWS",2]; _crate addWeaponCargo["M136",15]; _crate addWeaponCargo["M249_m145_EP1",5]; _crate addWeaponCargo["ACE_TAC50_SD",5]; _crate addWeaponCargo["VSS_vintorez",10]; _crate addWeaponCargo["M110_NVG_EP1",10]; _crate addWeaponCargo["SCAR_H_LNG_Sniper",5]; _crate addWeaponCargo["SCAR_H_CQC_CCO_SD",10]; _crate addWeaponCargo["M32_EP1",5]; _crate addWeaponCargo["ACE_UMP45_AIM_SD",10]; _crate addWeaponCargo["ACE_SOC_M4A1_SHORTDOT_SD",10]; _crate addWeaponCargo["ACE_SOC_M4A1_AIM_SD",10]; _crate addWeaponCargo["ACE_MP5SD",10]; _crate addWeaponCargo["ACE_M4A1_AIM_GL_SD",10]; _crate addWeaponCargo["ACE_M4A1_ACOG_SD",10]; _crate addWeaponCargo["ACE_HK416_D10_SD",10]; _crate addWeaponCargo["ACE_HK416_D10_COMPM3_SD",10]; _crate addWeaponCargo["UZI_SD_EP1",10]; _crate addWeaponCargo["M9_SD",15]; _crate addWeaponCargo["ACE_USPSD",15]; _crate addWeaponCargo["MK_48",3]; //magazines and Ordinance _crate addMagazineCargo["ACE_C4_M",20]; _crate addMagazineCargo["MAAWS_HEAT",20]; _crate addMagazineCargo["ACE_MAAWS_HE",20]; _crate addMagazineCargo["ACE_100Rnd_556x45_T_M249",70]; _crate addMagazineCargo["ACE_HuntIR_M203",20]; _crate addMagazineCargo["ACE_5Rnd_127x99_S_TAC50",50]; _crate addMagazineCargo["20Rnd_9x39_SP5_VSS",50]; _crate addMagazineCargo["ACE_20Rnd_762x51_S_M110",80]; _crate addMagazineCargo["ACE_20Rnd_762x51_S_SCAR",150]; _crate addMagazineCargo["6Rnd_HE_M203",50]; _crate addMagazineCargo["ACE_25Rnd_1143x23_S_UMP45",50]; _crate addMagazineCargo["30Rnd_9x19_MP5SD",50]; _crate addMagazineCargo["1Rnd_Smoke_M203",20]; _crate addMagazineCargo["ACE_1Rnd_HE_M203",50]; _crate addMagazineCargo["30Rnd_556x45_StanagSD",200]; _crate addMagazineCargo["30Rnd_9x19_UZI_SD",30]; _crate addMagazineCargo["15Rnd_9x19_M9SD",]; _crate addMagazineCargo["ACE_12Rnd_45ACP_SD",]; _crate addMagazineCargo["100Rnd_762x51_M240",50]; _crate addMagazineCargo["HandGrenade_West",10]; _crate addMagazineCargo["TimeBomb",12]; //Medical _crate addMagazineCargo["ACE_Morphine",100]; _crate addMagazineCargo["ACE_Bandage",100]; _crate addMagazineCargo["ACE_Epinephrine",50]; _crate addMagazineCargo["ACE_LargeBandage",50]; _crate addMagazineCargo["ACE_Medkit",100]; //Tools _crate addWeaponCargo["NVGoggles",8]; _crate addWeaponCargo["ACE_Earplugs",30]; _crate addWeaponCargo["ACE_Glasses_LHD_glasses",12]; _crate addWeaponCargo["ACE_HuntIR_monitor",15]; _crate addWeaponCargo["ACE_Rucksack_MOLLE_Green_Medic",10]; _crate addWeaponCargo["ACE_Backpack_US",20];
  13. Roger roger. I'll check it out.
  14. Hi Ace Team. I've been doing custom ACE weapon crates for over a year now without problems. I'm trying to load up a RHIB with ACE weapons and it doesn't work. The only gun it picks up is the M110 (BIS) and some ammo. I have been off and on with ARMA and ACE for a while now, but am back in and fully upgraded. Did something change? I don't need code or anything...unless I need to change something in it. It just appears that I can't put ACE weapons in a non-ace vehicle... but even there, I tried putting it in an ACE vehicle weapons crate (just for looks) and it didn't work there either. I'm assuming theres something i'm missing and it's probably pretty minor. I would ask in the Editing forum, but again, I tried a weapon crate script with Standard ARMA weapons and it worked in the boat. The ACE stuff wouldn't.
  15. I didn't know there was a delete vehicle command. I'll try that out.