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mia389

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Everything posted by mia389

  1. Great. We use R3F on our domination map and once that is fixed, I will disable this new arty computer. Thank you so much Kylania. I dont know where I would of found out how to disable the arty system.
  2. Did use ACM in the init.sqf. Sounds like you broke the init somehow.
  3. I had this problem with an end trigger. When I deleted it and placed it back in again it started working like it was suppose to.
  4. Great, I have been looking for this. This goes into the init.sqf correct? Or does it go into the mortarts,M119s,D30s ect.
  5. 6 more days :-). I hope. I think I check this thread about 5 times a day. The new arty system is just to arcadish for us. I cant wait to get R3F back up and running
  6. I modified GeneralCarver's Vehicle Rearming Script. Make a trigger 0 x 0 to repeat. This will be airplane service. condtion: local player && player distance gcvrslvrp7 < 20 && driver vehicle player == player && vehicle player != player && vehicle player iskindof "Plane" && gcvrsservicescriptactive == "false" On Act: gcvrspv = vehicle player; gcvrsactionid = gcvrspv addAction ["Alternate Service", "scripts\gcvrs\servicevehicle.sqf", "", 0, true, true, "", ""] On Dea: gcvrspv removeaction gcvrsactionid Now make an invisable H and name it gcvrslvrp7 . This is where service will happen. Not where the trigger is. Now for the Heli pad. Setup trigger same way On Condition local player && player distance gcvrslvrp4 < 10 && driver vehicle player == player && vehicle player != player && vehicle player iskindof "Helicopter" && gcvrsservicescriptactive == "false" ACT gcvrspv = vehicle player; gcvrsactionid = gcvrspv addAction ["Alternate Service", "scripts\gcvrs\servicevehicle.sqf", "", 0, true, true, "", ""] DEA gcvrspv removeaction gcvrsactionid Name invisible H gcvrslvrp4 as you can see above you need a folder called scripts and inside that one a folder called gcvrs. That is where you are going to put servicevehicle.sqf servicevehicle.sqf _veh = vehicle player; _orgpos = position player; _servicefailed = "false"; gcvrsservicescriptactive = "true"; titleText ["SERVICING PROGRESS:[| ]COMPLETE", "PLAIN DOWN"]; sleep 1; titleText ["SERVICING PROGRESS:[|| ]COMPLETE", "PLAIN DOWN"]; sleep 1; titleText ["SERVICING PROGRESS:[||| ]COMPLETE", "PLAIN DOWN"]; sleep 1; titleText ["SERVICING PROGRESS:[|||| ]COMPLETE", "PLAIN DOWN"]; sleep 1; titleText ["SERVICING PROGRESS:[||||| ]COMPLETE", "PLAIN DOWN"]; sleep 1; titleText ["SERVICING PROGRESS:[|||||| ]COMPLETE", "PLAIN DOWN"]; sleep 1; titleText ["SERVICING PROGRESS:[||||||| ]COMPLETE", "PLAIN DOWN"]; sleep 1; titleText ["SERVICING PROGRESS:[|||||||| ]COMPLETE", "PLAIN DOWN"]; sleep 1; titleText ["SERVICING PROGRESS:[||||||||| ]COMPLETE", "PLAIN DOWN"]; sleep 1; titleText ["SERVICING PROGRESS:[||||||||||]COMPLETE", "PLAIN DOWN"]; if ((position player distance _orgpos > 10) || !(driver vehicle player == player)) then { titleText ["SERVICING PROCESS ABORTED", "PLAIN DOWN"]; _servicefailed = "true"; } else { vehicle player setdamage 0; vehicle player setfuel 1; vehicle player setVehicleAmmo 1; titleText ["SERVICE COMPLETE", "PLAIN DOWN"]; }; gcvrsservicescriptactive = "false"; Im sure there is an easier way of doing this but it worked for me. I do know if you run ACE and MANDO the Appache will not reload one set of hellfires. I forget if its the L or Ks. Without mando all hellfires rearm. But then again if your using mando you can use mando rearm ---------- Post added at 03:54 PM ---------- Previous post was at 03:31 PM ---------- I almost forgot. Add this to your init.sqf gcvrspv = "none"; gcvrsactionid = 0; gcvrsservicescriptactive = "false"; gcvrsrespawnnotescript = "none";
  7. I keep crashing with this as well. It also slows my ArmaII way down. I will post a rpt. and dump file soon.
  8. We have some addon planes/choppers that do not get reloaded properly. We ended up using our own rearm/repair script.
  9. I get this error as well. It has to do with one of the thousand mods I have installed. I think its the CH53. I think it uses something from the ACE MH60 that is not in arrowhead. If you want to get rid of it just remove that from your mission and see if you still get the error
  10. Frosties, Your second question I had just a few pages back. Your first question has been asked a million times. Its in the readme and also in this forum. You put this in the init of the vehicle: this addAction ["<t color=""#dddd00"">Artillery computer</t>", "R3F_ARTY_AND_LOG\R3F_ARTY\poste_commandement\ouvrir_dlg_saisie_mission.sqf", nil, 6, false, true, "", ""]; Madbull showed me that you can make the aritllery computer at the main tent only to appear to certain players. This is the code I used in our domination map. Its found in R3F_ARTY_AND_LOG\R3F_ARTY\poste_commandement\caluculateur_init.sqf You will see two addactions at the bottom of the script. You modify the first one. _calculateur addAction [("<t color=""#dddd00"">" + STR_R3F_ARTY_action_ouvrir_dlg_SM + "</t>"), "R3F_ARTY_AND_LOG\R3F_ARTY\poste_commandement\ouvrir_dlg_saisie_mission.sqf", nil, 6, true, true, "", "(player in [Delta_1, Delta_2, Delta_3, Delta_4, Delta_5, Delta_6]) && vehicle player == player && ((isNil ""R3F_LOG_active"") || ( isNull R3F_LOG_joueur_deplace_objet && isNull (_target getVariable ""R3F_LOG_est_deplace_par"") || (!alive (_target getVariable ""R3F_LOG_est_deplace_par"")) && isNull (_target getVariable ""R3F_LOG_est_transporte_par"") )) && (_target getVariable ""R3F_ARTY_est_calculateur"")"]; Delta_1,- Delta_6 is our Artillery guys. So just put the names of the units in the code above replacing my delta guys
  11. I have a table sqf called table_vil_PALmag_HE.sqf Its a long one. This is in my R3F_ARTY/init file R3F_ARTY_tables = [ #include "tables\table_M119_et_D30.sqf" , #include "tables\table_M252_et_2b14_82mm.sqf" , #include "tables\table_vil_PALmag_HE.sqf" ]; This is my R3F_ARTY/config.sqf R3F_ARTY_CFG_pieces_artillerie = ["M119", "D30_Base", "M252", "2b14_82mm", "vil_m109_sph"]; It has the 109 come up in the computer but no range tables are found for it. When I get in the 109 it has the interface for arty. The round for the 109 in the arty computer say Default HE. I thought that was kindof fishy. ---------- Post added at 04:06 PM ---------- Previous post was at 03:56 PM ---------- @Frosties put this in the init of the object you dont to be able to be moved or lifted this setVariable ["R3F_LOG_disabled", true];
  12. we had to have the userconfig folder on our server for it to run
  13. Yes it was, TY very much. Im guessing when the new version comes out I will have to do it again?
  14. Im getting that error as well now. I waited 2 hours to get my range table created and I put everything in where it is supose to go and none of the range tables work now. I thought I broke it but even after redownloading V1.4 test mission and trying it out it does not work. I am using Steam ---------- Post added at 06:49 PM ---------- Previous post was at 06:41 PM ---------- Im also running ACE I took off ace and tried the test mission again and still no rangetables found for any equipment or ammo.
  15. I tried it again it indeed it does work. I thought for sure I was above 100meters before but I guess not.
  16. It seems this mod does not work with arrowhead. I see the bomb fall but see no expolsion. I love how mando is configured for this. Am I right about arrowhead?
  17. Still getting the same errors. I seen some other guys made some tables for this vehicle in this thread. I wish they would of posted them :D. So here is what I am doing. I am using your test mission to do this. 1. I open your mission and place the vil109A3 in from US Vehicle pack http://www.armaholic.com/page.php?id=8580 2. Add the computing code from above post to the init.sqf. I also tried at the end of the arty and log/ init.sqf 3. Save mission click preview. I also tried to export to mp mission and try run mission from mp missions. I also tried opening just Arma2 and running it from there, but still get same errors. ---------- Post added at 03:07 PM ---------- Previous post was at 03:04 PM ---------- Frosties this might help. In description do you have this? #include "x_setup.sqf" #include "R3F_ARTY_AND_LOG\desc_include.h" onLoadMission=__D_VER_NAME__; class RscTitles { #include "x_dlg\IntroText.hpp" #include "R3F_ARTY_AND_LOG\desc_rsct_include.h" #ifdef __MANDO__ #include "mando_missiles\mando_missiletitles.h" #endif }; class CfgIdentities { class DHQ_EN1 {
  18. update: I seen I used wrong classname. Now I can get it to start computing but then I get some script errors and it goes right into the mission. My init looks like this now execVM "R3F_ARTY_AND_LOG\init.sqf"; startLoadingScreen ["Computing..."]; // Permits to compute very faster [ // Méta-données (meta-data) [ getNumber (configFile >> "CfgMagazines" >> "vil_PALmag_HE" >> "initSpeed"), -(getNumber (configFile >> "CfgAmmo" >> (getText (configFile >> "CfgMagazines" >> "vil_PALmag_HE" >> "ammo")) >> "airFriction")), R3F_ARTY_table_altitude_impact_defaut, R3F_ARTY_table_angles_defaut ], // Données (data) [] // Vide, sortie (empty, output) ] call compile preprocessFile "R3F_ARTY_AND_LOG\R3F_ARTY\calcul_balistique\generer_table.sqf"; endLoadingScreen; // <- DON'T forget this line ! and my rpt. looked like this /****** DEBUT DE LA TABLE ******/ [ // Meta-donnees [ 1000, // Vitesse initiale 0.00038, // Coefficient de frottement // Liste des paliers d'altitudes d'impact any, // Liste des angles d'elevation [ Error in expression <vation = 0}, {_indice_elevation < count _liste_elevations}, {_indice_elevation => Error position: <_liste_elevations}, {_indice_elevation => Error Undefined variable in expression: _liste_elevations ] ], // Donnees [ Error in expression < = 0}, {_indice_altitude_impact < count _liste_altitudes_impact}, {_indice_altit> Error position: <_liste_altitudes_impact}, {_indice_altit> Error Undefined variable in expression: _liste_altitudes_impact ] ] /****** FIN DE LA TABLE ******/ I also tried this classname "vil_PAL_155" time for bed now
  19. put a ; on the end Here is what it look like in our Domination map #include "x_setup.sqf" diag_log format ["############################# %1 #############################", missionName]; execVM "R3F_ARTY_AND_LOG\init.sqf"; if (!isNil "d_init_started") exitWith {}; d_init_started = true;
  20. I need help again. Im trying to enable the R3F arty with a mod. Its a 109A3. I put this in the init line and it does not seem to be working. startLoadingScreen ["Computing..."]; // Permits to compute very faster [ // Méta-données (meta-data) [ getNumber (configFile >> "CfgMagazines" >> "vil_PALmag_HE" >> "initSpeed"), -(getNumber (configFile >> "CfgAmmo" >> (getText (configFile >> "CfgMagazines" >> "vil_PALmag_HE" >> "ammo")) >> "airFriction")), R3F_ARTY_table_altitude_impact_defaut, R3F_ARTY_table_angles_defaut ], // Données (data) [] // Vide, sortie (empty, output) ] call compile preprocessFile "R3F_ARTY_AND_LOG\R3F_ARTY\calcul_balistique\generer_table.sqf"; endLoadingScreen; // <- DON'T forget this line ! I got the names from inside the config file for the mod class vil_m109_sph : vil_tank { ARTY_MissionPrep[]= { "\ca\modules\arty\data\scripts\missionprep\ARTY_mobileMissionPrep.sqf" }; ARTY_MissionFinish[]= { "\ca\modules\arty\data\scripts\missionprep\ARTY_mobileMissionFinish.sqf" }; ARTY_IsArtyVehicle=1; displayName = M109A3; vehicleClass = "vil_us_veh"; faction = "vil_us_veh_Army"; scope = 2; crew = "USMC_Soldier_Crew"; model = "\vilas_m12\vil_m109"; picture = "\ca\tracked\Data\ico\M1_abrams_CA.paa"; Icon = "\vilas_m12\m109ico.paa"; mapSize = 11; forceHideDriver = 1; side = 1; nameSound = "cannon"; accuracy = 0.7; armor = 400; cost = 4000000; maxSpeed = 55; driverForceOptics = 1; class Exhausts { class Exhaust1 { position = "vyfuk start"; direction = "vyfuk konec"; effect = "ExhaustsEffectBig"; }; }; soundEngine[] = {"\ca\Tracked\Data\Sound\Brdm_engine_3", 7.94328, 1.1}; soundEnviron[] = {"\ca\Tracked\Data\Sound\M1A1_treads2", 10, 1}; soundGetOut[] = {"\ca\Tracked\Data\Sound\tank_door", 0.01, 1}; soundGetIn[] = {"\ca\Tracked\Data\Sound\tank_door", 0.01, 1}; typicalCargo[] = {"SoldierWCrew", "SoldierWCrew", "SoldierWCrew"}; class Turrets : Turrets { class MainTurret : MainTurret { body = "OtocVez"; gun = "OtocHlaven"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; animationSourceHatch = "poklop_gun"; gunnerAction = "Abrams_Gunner"; gunnerInAction = "Abrams_Gunner"; weapons[] = {"vil_PAL_155"}; soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate", 0.00316228, 1}; magazines[] = {"vil_PALmag_HE"}; forceHideGunner = 1; I tried it both in the init for mission and also tried to post it in the init in R3F arty and log folder. Wasnt sure wich it went into.
  21. mia389

    No more online multiplayer ?

    http://support.gamespyarcade.com/ics/support/default.asp?deptID=3235 :-)
  22. mia389

    No more online multiplayer ?

    lol, bad timing ghost. Im sure it will be back up soon. I have never seen this before
  23. Love the script. I am trying to figure out how to only give Alpha_1, Alpha_2 and Alpha_3 the ability to access the arty computer at the artillery tent. Is the line I modify? Thats in the calculateur_init.sqf. If so what would I change it to?
  24. No it wouldnt because there is over 600 lines of weapons. I put the cords to all 0s and that worked fine. TY
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