Jump to content

tholozor

Member
  • Content Count

    167
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by tholozor

  1. Okay, I think I fixed it. This worked for me, so I don't know about anyone else. I hope Walker doesn't mind, considering this is his script, but this seemed to work, so I thought I'd share with everyone having this problem. init_target.sqf if (WALKTARGETPUBVAR) then { sleep 0.1; _scoretable = null; //[COMBAT]Geo modification _scoretable = []; _score_table_count_before = 0; //[COMBAT]Geo modification WALKTARGETPUBVAR = false; publicVariable "WALKTARGETPUBVAR"; clear_target.sqf hintSilent "Target cleared"; WALKTARGETPUBVAR = true; publicVariable "WALKTARGETPUBVAR"; Taking out the underscores and making that variable operate directly as a boolean seemed to do the trick. I only did this test with a single target and monitor, so I'm testing to see if multiple works okay.
  2. First off, this script is fantastic. Must more realistic than just hitting a pop-up target anywhere and getting a 'kill.' Very good for marksmanship. Now on to the issue, I get this error as well: Error in expression <scoretable; }; if (WALK_TARGET_PUBVAR == _target) then { _scoretable = null; > Error position: <== _target) then { _scoretable = null; > Error ==: Type Script, expected Number,String,Object,Side,Group,Text,Config entry,Display (dialog),Control,Team member,Task,Location However, I discovered that the error occurs when there is a lot of stuff on the map. The map I'm using it on is a training map, with a couple of various weapon ranges and numerous teamwork scenarios spread out across the map. I made a copy of the map and started deleting areas. I eventually deleted all of the scenario areas and then the script worked perfectly, no error. Got me thinking; does this script have trouble overcoming script lag? Is the script getting slowed down to the point that it's attempting to call on variables that have not caught up yet? Given that the clear_target.sqf and check_target.sqf are separate from the init_target.sqf, it seems plausible. Either that or it's just a typo or syntax error and I'm over-complicating things.
  3. tholozor

    [CAMP] Carrier Operations - Duala

    Apparently the Armaholic download is the old version still. Big thanks to Miller for having the correct version up.
  4. tholozor

    [CAMP] Carrier Operations - Duala

    I downloaded the F-18 v2.1 before installing the campaign, and redownloaded it again after getting the error. It still shows up. I even tried downloading the Marine Naval Aviator by itself and it still doesn't work.
  5. tholozor

    [CAMP] Carrier Operations - Duala

    Unable to launch first mission. Appears to be looking for an older version of the marine pilot. Also found errors in the RPT.
  6. tholozor

    SOC-R Special Ops Boat

    Oh well, was just a suggestion, still love the boat regardless. Those camo nets are pretty sweet.
  7. tholozor

    SOC-R Special Ops Boat

    You could have the gunners in a static position and just rotate the turrets about like on transport helicopters? The gunners just sit there while the gun moves all around. Would give you more flexibility and freedoms with the model without having to worry about clipping. Could have the gunners sit in a low stance to negate the diminishing effect of the turret armor since they wouldn't move with it.
  8. tholozor

    SOC-R Special Ops Boat

    Reason this one's bigger than the actual thing is because this one has the turrets mounted in standing mounts on the deck. The real SOC-R has them mounted onto the top of the sides of the hull. http://ptdockyard.tripod.com/sitebuildercontent/sitebuilderpictures/SOCR.jpg But as Blackfox pointed out, it does look sweet, and it's the farthest I've seen anyone ever gone to make this for ArmA 2. Here's a nice 'overview' on the SOC-R with the amount of degrees each turret position can cover. http://www.navyseals.com/files/gunboats-diag-1-470-0309-60.jpg Still a very much a WIP beta, but coming along very nicely. I like how the 'cargo' seats have the passengers crouched down in cover. Question: will this SOC-R have the ability to 'brake?' Should be possible considering how the USS Nimitz addon enables aircraft to quickly come to a stop when landing on the arresting wires, but I would have no idea how that would be applied to a vehicle in itself.
  9. AI are affected by the animations, but don't use specific features such as urban prone or sliding.
  10. tholozor

    Diving Under Water

    Oh man we can't wait for this.
  11. tholozor

    ACE for OA 1.12

    Sorry 'bout that, I'll keep that in mind. Thanks for the quick hotfix though!
  12. tholozor

    ACE for OA 1.12

    Is anyone else unable to range grenade launchers up in 1.13 RC5? I get this in my RPT: File x\ace\addons\sys_sight_adjustment_gl\fnc_keypressed_sa.sqf, line 46 Error in expression <able) - 1; if (_el < (_table select _c) select 0) then { _el = _el + 50; _deg = > Error position: <select 0) then { _el = _el + 50; _deg = > Error Generic error in expression File x\ace\addons\sys_sight_adjustment_gl\fnc_keypressed_sa.sqf, line 46 Error in expression <able) - 1; if (_el < (_table select _c) select 0) then { _el = _el + 50; _deg = > Error position: <select 0) then { _el = _el + 50; _deg = > Error select: Type String, expected Array,Config entry I un-pbo'ed it and took a look at the sqf and can't make heads or tails of it. Other than that, fantastic work on everything! Looking forward to Arma 3 ACE.
  13. tholozor

    RH Pistol Pack Remake for OA/CO

    The USP Match can be chambered in 45 ACP.
  14. tholozor

    The ArmA III Engine

    You don't need nVidia hardware to use PhysX.
  15. tholozor

    A.I. should use magazines in backpacks

    You could probably make a script to monitor the number of magazines in the AI's inventory and the amount in their backpack. If the magazine count in their inventory drops below a preset number, check if there are any remaining in their backpack (if not terminate the script to avoid infinite looping), remove one, then add one to their inventory.
  16. tholozor

    F-22A Raptor

    I've heard this sound used in another soundmod (forget which one, but it was for the A-10), but this is perfect for a lot of sounds. - 1:23 for APU startup - 2:40 for engine startup - 6:00 for idle - 9:34 for thrust - 9:50 for engine idle from the rear
  17. tholozor

    OA color loss

    It's a weather effect that was added into Domination 2 by Xeno. I think what your describing is that all colors lose some saturation and look more monochrome. If you go to the Show Status screen in the action menu, on the left towards the bottom is weather information. When the monochrome effect occurs, it's generally used for the simulation of fog and light snow (yea, snow in a desert, I don't get it either). If you're getting it while not playing a mission using Domination, then I've got no clue.
×