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Shad0wCatcher

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Everything posted by Shad0wCatcher

  1. That is a possibility; columdrum would know more about beta patch compatibility than I would considering he made this. I personally haven't touched a beta patch in months.
  2. respawn ="BASE"; respawndelay = 10; disabledAI = true; all need to be in your description.ext file; not your init.sqf. The readme is a bit vague in that area. That may be why you were running into issues. Outside of that you can try making markers for 'respawn_west' and 'boot_hill'....boot hill being away from most everything and respawn west being the respawn point; though the script includes fallbacks for those two (generated procedurally in the revive sqf). If none of those work I'm pretty well out of ideas. May be that server FPS dropped too low and the killed handler didn't fire in time to hook the units
  3. Sounds like a description.ext problem; like lives weren't set in the description.ext file. The revive includes a spectator script in that if you run out of lives you're kicked into spectator mode for the rest of the mission.
  4. Shad0wCatcher

    Multi-Session Operations v3.3 is released!

    Appreciate the hard work you're doing to get the framework into usable missions sleep. And big thanks once again to the MSO team for putting this excellent framework together.
  5. Shad0wCatcher

    Multi-Session Operations v3.3 is released!

    This is about as sandbox as you can get Friz; literally you can go out on a regular patrol (day-to-day sort of missions) and run into stuff; log AARs and you're set. The 'overall' objective I suppose is to clear whichever map you're running of enemy forces (though there are no tasks set as to give the mission editor more freedom to mold this how he sees fit). Tasks as I see it are defined pretty dynamically via a virtual Commanding Officer (mission commander....basically whomever wants to lead at the time); or they can be set beforehand as sort of 'overarching goals' i.e. "Here's where we think the enemy base is; find it and dismantle it"; at which point the mission editor would add what's needed to complete said task. The other more dynamic tasks would be assigned via JIP markers and notes. For example; had the first version of this running on my dedi (my desktop with a separate combined ops install for mission creation / editing / testing) and went out on a patrol on Takistan. Not a mile from the US FOB was an artillery nest (D-30s / mortars and supporting units) I'd log that as a recon AAR; note number of enemy units found / killed and what I ran into and a task could be generated from that (if I was playing online) for a larger force to clear out. This isn't a mission that I can see people just hopping on and blowing stuff up; it's more deliberate than that in that you have to pay attention to your logistics so that you don't lose too many resources in too short a period of time (since their respawn is so long). It really rewards players for playing tactically and actually doing more than just 'waypoint to this area' style planning. Due to having limited lives etc. you're much more vulnerable and reliant on your team.
  6. Shad0wCatcher

    COOP 20 Takistan Force (OA)

    Thanks for the ports Mosh. And thanks for making this kickass mission Bon
  7. Shad0wCatcher

    Warfare BE: ACE Edition

    Don't believe you're going to get much help. 2.062 was Benny's own port for ACE. He's since stopped supporting ACE releases for his warfare. You're better off grabbing 2.067 from here.
  8. Shad0wCatcher

    Warfare BE: ACE Edition

    That was speedy >.> Didn't even get a chance to register on dev-heaven and you already had a fix out lol. Still though; much appreciate all the effort y'all put into this game to make it as enjoyable as it is.
  9. Shad0wCatcher

    Warfare BE: ACE Edition

    That would be nice. Medic AI isn't exactly the most useful with ACE wounds. They don't pull supplies out of their rucks so once they're out of their original 2 of everything they're done healing people unless you babysit them. Makes for a ton more micromanagement than it's worth. Mainly why I always choose a medic no matter which side I play as.
  10. My sincerest apologies. Apparently was missing a couple things in my mission. Works very well. Thank you for this excellent tool.
  11. Shad0wCatcher

    MCC Sandbox - Mission making the easy way

    Too cool. Thanks again for this fantastic tool. :)
  12. Shad0wCatcher

    MCC Sandbox - Mission making the easy way

    Yea I'll post it in about 5 hours when I get off work. Not sure if it's because of the size of the mission or if scripts within scripts aren't supported. (mission text is about 56 kilobytes) EDIT: too large to post. 65,000+ characters. safed mission
  13. Shad0wCatcher

    MCC Sandbox - Mission making the easy way

    Few things. One great tool. Absolutely love it guys. Really appreciate y'all putting it out there for us. Couple issues I've run into however. Recreating triggers isn't working once I've 'safed' a mission and reloaded it. Also briefings / intel etc don't get recreated. I can't script my way out of a paper bag however; so that may be an issue that isn't synced client -> server and I may just be ignorant of that.
  14. Any possible way to make this JIP compatible? I'm rather awful at scripting as it is combined with incomplete translations and I'm about entirely lost. Love this by the way. :)
  15. Looks nice. Will check it out. Thanks for the upload :)
  16. Shad0wCatcher

    MCC Sandbox - Mission making the easy way

    Make sure to set the side that it's meant for and change the explosion size. Small is good for infantry booby traps. Medium is good for light-skinned / wheeled vehicles. Large is best used against tracked vehicles. (Borne from testing using different convoys)
  17. Shad0wCatcher

    MCC Sandbox - Mission making the easy way

    CAWater is part of Arma 2.
  18. @Dwarden Affirmative. Running with and without throws the same error. EDIT: Should clarify; have tried editing the .cmd and running many combinations of mods; including just trying a vanilla version of combined ops. None have been fruitful thus far.
  19. Unable to join any multiplayer server. Arma 2 retail; OA / BAF / PMC via steam. Running combined ops via .cmd from these forums. Upon joining any server receiving this error: Script ca\modules_pmc\functions\Campaign\fn_initIdentity.sqf not found at which point I'm booted back to the multiplayer mission selection menu. Any assistance in resolving this matter would be greatly appreciated.
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