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zuff

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About zuff

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    zakfrazier

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  1. Armarize gets a "Update Information retrieval has failed" error every time and can't seem to connect to the update servers.
  2. zuff

    =BTC= Revive

    Jman any way you could upload an updated version of your BTC Revive? I tried to pull it from your mission but I'm getting task popups after healing someone with no text in them. My init has this: call compile preprocessFile "=BTC=_revive\=BTC=_revive_init.sqf"; My description.ext has this: #include "=BTC=_revive\=BTC=_respawn.h" And I put the BTC folder in my mission. Anything else I should have done?
  3. brians200 you rock! Quick question, you said I could have probably put the _group variable in the "call", what do you mean by this? I need to start thinking with Functions more, and it didn't even cross my mind to preprocess it to save server load. Thanks a lot.
  4. Ended up using the editor to place triggers and addactions. Saved me a lot of headaches.
  5. I'm trying to do a HALO jump with a group of players. I am the only one that pulls my chute, the other players are just falling to their death. I have an addaction for "Group Halo Jump" that opens this: haloGroupJump.sqf hint "Click on the Map where you'd like to HALO jump."; openMap true; onMapSingleClick { onMapSingleClick {}; {_x setPos [(_pos select 0),(_pos select 1), 200];} forEach units group player; player execVM "scripts\haloGroupJumpEach.sqf"; hint ''; openMap false; }; This code runs scripts\haloGroupJumpEach.sqf through BIS_fnc_MP. haloGroupJumpEach.sqf removeBackPack player; player addBackpack "B_Parachute"; [] spawn { waitUntil {(getPos player select 2) < 150 || animationState player == "para_pilot" && alive player}; player action ["OpenParachute", player]; }; Now it works for me but not for them, so I'm imagining it's because they aren't considered "player" on the server? I've tried passing variables but nothing seems to work. Any help would be greatly appreciated.
  6. I'm working on a fairly big project which I hope to release soon to the public, but i'm having a few snags with Addactions and BIS_fnc_mp as the host of a listen server. I have a base setup with a map board that has an addaction on it for selecting a mission. Here's how it looks: init.sqf [] execVM "scripts\addActions.sqf"; addActions.sqf [[mapBoard,"<t color=""#C4EAFF"">" + "Select Mission Type","scripts\missionSelect.sqf","missionSelect",10], "fnc_addactionMP", true, false] spawn BIS_fnc_MP; functions.sqf fnc_addactionMP = { private["_object","_screenMsg","_scriptToCall","_arguments","_priority"]; _object = _this select 0; _screenMsg = _this select 1; _scriptToCall = _this select 2; _arguments = _this select 3; _priority = _this select 4; if(isNull _object) exitWith {}; _object addaction [_screenMsg,_scriptToCall,_arguments,_priority]; }; When another player is in game on the map board I get two "Select Mission Type" addactions. How can I prevent this from happening? I figure it's happening because the code is running on all machines from bis_fnc_mp and so I'm seeing the code run on the other players machine plus my own. It works great for all players except if I'm hosting a listen server. I'd like this mission to be compatible with SP/MP/Dedicated so It's something I'd like to figure out now. I figured some isServer checks would fix but I really haven't yet grasped locality and multiplayer issues at their fullest. Thanks in advance!
  7. Excuse me if I've missed it in this massive thread, but search hasn't given me much results. Could someone give me a rundown of the Opcom "Occupation" and "Invasion" modes? What I'm trying to do is have two nearby towns assault each other in a TvT scenario. I have two Civilian Military Placements for each town's marker. I have a CQB synced to both of them. I have two Opcom modules synced to each of the Civ Mil Placement modules. One Opcom controls Nato the other Iran. I have the Profile System synced to the two Civ Mil Markers as well. What happens is a lot of units stand around. I keep switching between Occupation and Invasion but I don't see any difference in the units orders. So to sum it up: 1) What is the difference between Occupation and Invasion and what would be best for my mission? 2) For Player Tasks, are they always supposed to be the same objective? Thanks in advance.
  8. Someone else can correct me if I'm wrong, but you could set a check to add the addaction to all ammo boxes at the start of a mission. But you'd have to turn it into an adding to function in the campaign, and I have zero knowledge of how to do that.
  9. Yeah it's definitely bugging out with the scroll bars. Before updating to 2.3 I noticed some popup errors about scroll bars so it's definitely the new patch. But without MCC it runs fine from what I can tell. ---------- Post added at 01:12 AM ---------- Previous post was at 01:06 AM ---------- Yeah it's definitely bugging out with the scroll bars. Before updating to 2.3 I noticed some popup errors about scroll bars so it's definitely the new patch. But without MCC it runs fine from what I can tell.
  10. Tonic I'm getting the same bug as SpectreRSG. The mod that seems to be causing the trouble is MCC Sandbox (addon edition). Other than not being able to see attachments, I can't drag items into the containers. All it does is post a hint saying this: http://steamcommunity.com/sharedfiles/filedetails/?id=219420704 I'm using 2.3 of VAS instead of the one included with MCC but that could be conflicting. I'll run with errors on and report back anything else I find. Quick edit, also I noticed the lefthand menu constantly scrolling slowly after clicking on a button in the middle, for example: I click on "Magazines" and the Magazine window populates and then slowly starts scrolling.
  11. Cupcake please tell me if I'm wrong, but is there no visual indication on whether you are bleeding or not? I noticed all of a sudden it said "Apply Patch" though I had no idea I was bleeding. I didn't see any sort of blood or screen effect on my person. If not, you should definitely add some sort of feedback to the player to let them know something isn't going well for them.
  12. So since the stable updated I tried to host my own dedicated server on the same PC as my client but get kicked from it on join. I get this error: http://forums.bistudio.com/showthread.php?155517-Kicked-from-own-server Reading through this thread it seems other had this issue but it was supposedly fixed? Could someone explain the solution to me like I'm 8 so I can finally get back to developing this mission. Thanks!
  13. using stable dedicated exe with this error: NetServer::SendMsg: cannot find channel #851400580, users.card=0 NetServer: users.get failed when sending to 851400580 Message not sent - error 0, message ID = ffffffff, to 851400580 (Editing) NetServer::SendMsg: cannot find channel #851400580, users.card=0 NetServer: users.get failed when sending to 851400580 Message not sent - error 0, message ID = ffffffff, to 851400580 (Editing) NetServer::SendMsg: cannot find channel #1549262913, users.card=0 NetServer: users.get failed when sending to 1549262913 Message not sent - error 0, message ID = ffffffff, to 1549262913 (Editing) NetServer::SendMsg: cannot find channel #1549262913, users.card=0 NetServer: users.get failed when sending to 1549262913 Message not sent - error 0, message ID = ffffffff, to 1549262913 (Editing)
  14. zuff

    SHK_pos

    You're using the marker-based paramaters, right? Then those numbers "[100,200]" are being read to the script as blacklisted markers, which probably don't exist.
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