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Cytreen

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Everything posted by Cytreen

  1. Cytreen

    EOD Mod

    Thanks Nielsen. I will test this out asap. I am hoping this will address the issue i have been having. So for moduleName synchronizeObjectsAdd [playerName]; PlayerName is the named variable in the units name? So i would need to write a line for each player unit in the respawn.sqf for each playerName like. Respawn.sqf moduleName synchronizeObjectsAdd [player1]; moduleName synchronizeObjectsAdd [player2]; wouldnt that cause it to fire off every time anyone respawn and resync with every player in game even though still alive?
  2. I was a bit unsure of number 5 but leaving them cuffed is still vary viable option for me. I know the guys in the same realism unit as i am are having a great time testing this mod out. I can see the usefulness for people who play ease side or even independent like PMC but changing the chopper would be nice addition once you figure out the opfor capability. Not sure if its a bug or not but when i tell civs to dismount from a vehicle like a ural or something that has more than 1 civ per car. Once they get out they freeze in place and will no longer respond to commands. If i move the car away from them they everything works as it should. Keep in mind this was done within MSO mission so it might be something in there Civ AI causing the small issue.
  3. Cytreen

    EOD Mod

    It was not intended to be harsh. Cant get that to work as i have no idea what the modules name is or how to implement that. Is it _eod, _reezo_eod and how does it fit in with the player addeventhandler ["respawn"]. BIS documentation is spotty at best and provides no actual working examples. Its more of an Appendix of commands with no real functional examples showing how to implement it and when it should an should not be used. Its why so many mission have such locality and bandwidth issues. Another bug found. When player 1 is in gunner seat of a m224 mortar and another player load a mortar the gunner is hear the Allah Akbar sound.
  4. Fist off good work on this. It really adds to arma. However there are some issues id like fixed for your next release. 1. Chopper that spawn with the module. Please make this a init command in the module so for people who play USMC can have USMC equipment for the extraction chopper. 2. Init command for dictating what chopper spawns by class name so we can use other addons like CH-53 and CH-46 addons for the extraction chopper. 3. This biggest bug of all is. Locality when giving commands. So far the voice is global by anyone who gives a command so i can hear someone issuing order across all of Takistan. Needs to come from the players body instead. 4. Option to just turn off the extraction chopper all together. 5. Once in subject is in prisoner. An option to release him from group but the civ set to captive and not walk away so my ingame Holding area can function properly. I realy want to make use of the jail i have set up in my FOB on MSO lol. Maybe this new action to order the civ will only be avalable when within x meters of the POW map marker i have setup so players do not accidentally set some more civ lose in a town that is set to captive and not walk anyware for the rest of the game.
  5. Cytreen

    EOD Mod

    Its a really good mod so far but need serious mp improvement. bugs i have tested dedicated server. lose of loudspeaker functionality when player respawns/dissconects-reconnects/Not JIP compatible lose of all module funtionality from player slot espawns/dissconects-reconnects/Not JIP compatible. Zone modules have the same problems. Also when exiting loudspeaker vehicle you can still activate it from any distance away from the vehicle. Sound also comes from players body or it is played local. sound should be positioned from the vehicle it is synced to. Please fix this or provide documentation on how to fix it in mission. I really want to use this in persistent missions but with no respawn or jip support this mod is useless.
  6. Yeah that mission is basically what im trying to do but im using this in MSO. So i need to be able to use it over and over again throughout the mission just like in Domination. A one time use for the whole mission is no use to me. Right now i am able to Telaport from Flag to inside the C130 and halo jump out. Its a 1 time only thing though. When i go back to the flag to jump again the static c130 is gone. Im not trying to do the whole map click thing just yet but I at least want to get it working from the static pos. If i can get this to work im going to try to add a time limit between jumps so people dont come to rely on it. I had it working in single player but my multiplayer tests went down in flames. It worked 1 time but the plane keept getting deleted be for everyone exited.
  7. I am looking to make a Text link you can click on in the briefing notes. When clicked it will copy the text to the clipboard. Ben looking into this command but there is little info about it. copyToClipboard Has anyone ever got it to work?
  8. Cytreen

    EOD Mod

    Is it possible to get this new ACE Sr5 in script form? The unit that i make missions for does not allow me to use addons other than ACE so its really puts me in a bind when something is addon dependent.
  9. Cytreen

    Fallujah 1.2

    Did you name the bar gate objects at the FOB so we can animate them through triggers?
  10. Shadow the problem is when using the ace wounds timer after a few respawns the whole system does not work. Just by placing the ace wounds module down does not make it fully functional as the amount of RPT errors it creates will just lag the server out.
  11. sorry code but until WIT or warcontext supports ACE Wounds system we will be unable to use this system. It would be nice if there was a parameter that would allow you to choose what medical system you want to use.
  12. hay code is it an easy fix for the red screen problems and the disarm ied with ace.
  13. Made a video for thoughs of you who want to use the Real Time Editor but could never figure out how to export. Hope this helps. My first tutorial video ever lol. ill make a more proper one when i get somthing better than windows movie maker lmao. If this is in the Wrong Thread let me know http://www.youtube.com/watch?v=oGT5BWI-mZk At 6:56 in the Video when you Delete the object or make any changes from inside of the 2d editor you need to save it be for going back to the rte so that the misson.sqm is updated with the deleted object so that when you export new objects placed int he RTE you dont end up with duplicate stuff.
  14. Made i video of it working in game. http://www.youtube.com/watch?v=xJGCE9A4Tt8
  15. I have the Video projector screen working with textures in mission. Now i just have to test the new mission putting new textures on the projector. If i can get the syntax corrected it will work. This mean it would be completely possible to have fully functioning briefing rooms for each mission tasks. Still need to do some testing and make my own .paa pics so it will all be working and unique for each mission that is its current task. I dont know if its jip yet but hay atleast its working lol. When i finish ill post how i did it with a demo mission.
  16. Jaynus is there a way mission side to add vehicle radio racks to NZX hummves.
  17. Does this work on takistan and zargabad? Needs to have parameters to disable the other modules so its just a traffic system.
  18. has this ben done yet. I have ben looking into he mission pbo but not seeing how they are doing this as the object screen class name is Misc_Videoprojektor_platno. They named the object BIS_platno and in the Briefing.sqf in the mission C0_FirstToFight.Utes. Iv tryed to do it they way they have but fail to reskin the object every time. Can anyone help out with this?
  19. Need help setting object height using a game logic location. How do i set its height? logic init if(isserver)then{(createvehicle ["object",getpos this,[],0,"NONE"]) setdir ((getdir this)+90)};
  20. Anybody ever find out ware the Video projector screen is even located yet?
  21. Sweet code34. Now about moving the base location. As long as everything is moved it should work ok right? As there are a crap load of missions are there any that use the Airfields? I would really like to move the base to the North Airfield. If moving the base is going to break missions its cool. I will just redesign in the current spot. Are you using the XEH backup init any ware in this mission?
  22. Hay code34 is there a reason that when you try to disarm the test IED that you dont get any prompts for disarming. It just Disarms automatically even when the mission is set to simulation. ACE version that is. Is it currently possible to move the Players Base from its current location to say the North Airfield? I was unsure if that would have any side effects on how missions are propagated and qued.
  23. I am removing the current R3f_Revive Medical system and im going to replace it with the ACE Wounds Medical module as the server i play on will only use ACE Wounds. I know its possible as they have a older version of WIT with this already done but id like to run the more up to date Mission with all of the new changes and bug fixes. So far its working but i have not yet checked it on a dedicated Server for RPT logging. Going to be testing it on a live Dedicated tonight to see if it is going to cause any major problems. Is it possible with your Civilians to get something like SR5 Ambient Bombers working. Random suicide bombers in civilian populations can be nerve racking and extremely fun.:bounce3:
  24. Good one Code64:biggrin: I disabled the R3F_revive from the ClientsideW.sqf, and description.exe. Are there any other scripts or missions that are in use that make calls to functions inside R3F_Revive?
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