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Everything posted by 1para{god-father}
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iniDB - Save and Load data to the server or your local computer without databases!
1para{god-father} replied to SicSemperTyrannis's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Would this save Object locations as well ? i.e abandomed cars , FOB'S we build in game etc.... -
OK been trying to get this to work for ages but having no luck with JIP does anyone have a working addaction for JIP on a dedi I have tried all sorts of things but have no luck so far This is what I have, which works but not for JIP it is a side mission so comes up during the mission. init.sqf fnc_unitinit= {_this addaction ['Capture', 'scripts\capture.sqf', [],1,false,true,'',''];}; SideRescue.sqf if(not isServer) exitWith{}; sleep 5; _location = AO_locations call BIS_fnc_selectRandom; _pos = (position _location); _locationName = (text _location); AO_locations = AO_locations - [_location]; _grp = createGroup WEST; _TAG_pilot = _grp createUnit ["B_Helipilot_F", _pos, [], 0, "FORM"]; _TAG_pilot setCaptive true; _TAG_pilot allowDamage false; _TAG_pilot setHit ["hands",1]; _TAG_pilot setHit ["head_hit",0.4]; _TAG_pilot setHit ["body",0.5]; _TAG_pilot playMoveNow "AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon"; _TAG_pilot disableAI "MOVE"; _TAG_pilot disableAI "ANIM"; removeAllWeapons _TAG_pilot; [_TAG_pilot, "fnc_unitinit", true, true] spawn BIS_fnc_MP; // works but not for JIP ........ ... Can anyone please help thanks !
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addaction and JIP
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
still having no joy , if anyone has a working example that would be great :) -
addaction and JIP
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hmmm works fine in MP , but does not even give me the option on our Dedi ? _grp = createGroup WEST; _TAG_pilot = _grp createUnit ["B_Helipilot_F", _pos, [], 0, "FORM"]; _TAG_pilot setCaptive true; _TAG_pilot allowDamage false; _TAG_pilot setHit ["hands",1]; _TAG_pilot setHit ["head_hit",0.4]; _TAG_pilot setHit ["body",0.5]; //_TAG_pilot playMoveNow "AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon"; _TAG_pilot disableAI "MOVE"; _TAG_pilot disableAI "ANIM"; removeAllWeapons _TAG_pilot; _pilotAction = _TAG_pilot addAction ["Rescue Pilot","[[_this,'scripts\capture.sqf'],'BIS_fnc_execVM',true,true] spawn BIS_fnc_MP",[_TAG_pilot]]; -
addaction and JIP
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
hmmmmmmmmmmmmm do not get anything now? any other idea ? -
Nice work , will all players need this MOD if i run this on a Dedi or it is all run on the server ?
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look here:-http://forums.bistudio.com/showthread.php?159952-ZGM-Visitor-Objects-for-ArmA-3-BETA
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ALiVE - Advanced Light Infantry Virtual Environment
1para{god-father} replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Merry Christmas to the ALIVE team early xmas present this was for me best MOD out there and looking forward to the future of ALIVE ! Got me back interested in A3 ! -
ALiVE - Advanced Light Infantry Virtual Environment
1para{god-father} replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Also just as a note that if i Sync from Logistics to OPCOM I get the ML is not Synced but if I sync from OPCOM to Logistics it works without issue. So that could be the issue as well -
Capture Unit
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Still no joy ! Anyone got a working reliable Capture script to be able to Recue someone / add them to your squad must work on Dedi MP as my one does not work for JIP. _grp = createGroup WEST; _TAG_pilot = _grp createUnit ["B_Helipilot_F", _pos, [], 0, "FORM"]; _TAG_pilot setCaptive true; _TAG_pilot allowDamage false; _TAG_pilot setHit ["hands",1]; _TAG_pilot setHit ["head_hit",0.4]; _TAG_pilot setHit ["body",0.5]; _TAG_pilot playMoveNow "AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon"; _TAG_pilot disableAI "MOVE"; _TAG_pilot disableAI "ANIM"; removeAllWeapons _TAG_pilot; -
Having an issue with capturing a unit init.sqf fnc_unitinit= {_this addaction ['Capture', 'scripts\capture.sqf', [],1,false,true,'',''];}; _grp = createGroup WEST; _TAG_pilot = _grp createUnit ["B_Helipilot_F", _pos, [], 0, "FORM"]; _TAG_pilot setCaptive true; _TAG_pilot allowDamage false; _TAG_pilot setHit ["hands",1]; _TAG_pilot setHit ["head_hit",0.4]; _TAG_pilot setHit ["body",0.5]; _TAG_pilot playMoveNow "AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon"; _TAG_pilot disableAI "MOVE"; _TAG_pilot disableAI "ANIM"; removeAllWeapons _TAG_pilot; [_TAG_pilot, "fnc_unitinit", nil, true] spawn BIS_fnc_MP; Works great on testing in MP but then on Dedi it works fine unless you leave and rejoin then you never get the addaction again ? Any way to get this working with JIP as i thought this would work. Thanks
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ALiVE - Advanced Light Infantry Virtual Environment
1para{god-father} replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ahh thanks was still in the area as it was our FOB , that would be why - many thanks for the heads-up :) -
ALiVE - Advanced Light Infantry Virtual Environment
1para{god-father} replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can anyone confirm if the Garbage collector works as we played for about 3 hours and it did not remove any dead set it to clean every 300sec - -
ALiVE - Advanced Light Infantry Virtual Environment
1para{god-father} replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yes admin restart , but now full dedi restart and it worked , but again hit/miss as i run the same mission on our other slot and got no Intel , but the other one did ? I will set .rpt on and debug , and see what is going on -
ALiVE - Advanced Light Infantry Virtual Environment
1para{god-father} replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yep found one under it :o - so resolved ! Any idea on the Intel issue ? if we use the Sector Intel it works 100% - ( would be nice to be able to set the Time interval in future ? ) I have Intel Syn to OPCOM OPFOR but we get no Intel ? -
ALiVE - Advanced Light Infantry Virtual Environment
1para{god-father} replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yep 100% off ill remove the Module and replace to be safe - thanks -
ALiVE - Advanced Light Infantry Virtual Environment
1para{god-father} replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The Intel module is very hit / miss not sure if anyone else is having any issues with it ? We played last night for 2 hours and get Intel now and again which is graet - after a restart we did not get any Intel for whole mission- and again today no Intel ? Very strange Also all debug are off but we get this on the map still? https://www.dropbox.com/s/hh3rvwmii7qk8l9/2013-12-20_00002.jpg -
Capture Unit
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
hmmmmm so i would have this in my INIT ? still seems not to work on JIP fnc_unitinit= {_Act =_this addaction ['Capture', 'scripts\capture.sqf', [],1,false,true,'','((side _this) == west)'];}; if (isNil "_Act") then {fnc_unitinit= {_Act = _TAG_pilot addaction ['Capture', 'scripts\capture.sqf', [],1,false,true,'',''];};} else {}; -
Capture Unit
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks :) -
ALiVE - Advanced Light Infantry Virtual Environment
1para{god-father} replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i am trying to stop players turning off the Grass but with no luck , the view distance seems to work fine when I change the setting on the module , but what would i need to set to stop grass from being turned off? No matter what i set it to I can still turn it off -
Will not Empty Ammo Crate ?
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Any idea why this will not clear the Ammo Crate ? for some reason is is full ? I have publicVariable "TAG_ammobox" because i need to create a marker local , will that be causing the issue ? if(not isServer) exitWith{}; BLAR BLAR BLAR CODE.....then TAG_ammobox = createVehicle ["TKSpecialWeapons_EP1",getmarkerpos "marker_clear", [], 0, "NONE"]; clearWeaponCargo TAG_ammobox; clearMagazineCargo TAG_ammobox; publicVariable "TAG_ammobox"; -
ALiVE - Advanced Light Infantry Virtual Environment
1para{god-father} replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just had a 3 hour test on our dedi with about 15 players and I must say it runs extremely well the AI was about perfect once they spotted you - Well done such a great MOD !! only 2 issues 1. we never received any Intel 2. never had tasks 3. some of the time you could walk up to the AI and they did nothing until you fired at them then they reacted -
ALiVE - Advanced Light Infantry Virtual Environment
1para{god-father} replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
for some reason it was not deleting the module i removed it in mission.sqm and it now works - weird Can i have 2 OPCOM thou say 1 for occupation top of map the other for invasion other end of map or are you saying only ever use 1 per faction ? -
ALiVE - Advanced Light Infantry Virtual Environment
1para{god-father} replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Having an issue and no idea why ? I have just 2 markers 1st marker > Military Placement > OPCOM - this one works great if i test on its own then i add in the next marker 2nd marker > Military Placement > OPCOM - same set-up apart from Military Placement has a different TAOR i get an error about module ALIVE_ML - they all spawn fine in both zones ? can i have more than 1 OPCOM using the same faction ? RPT ALIVE Live Analysis - active sector analysis Faction OPF_G_F is already used by another OPCOM (side: EAST)! Please change the faction! ALIVE Registry - ALIVE_ML Startup [module_6] ALIVE Registry - ALIVE_ML [module_6] has required modules defined: ["SYNCED"] ALIVE Registry - ALIVE_ML [module_6] required synced ALIVE_OPCOM module has started:false ALIVE Registry - ALIVE_ML [module_6] is not ready to be started, waiting on: ["SYNCED"] ALIVE Registry - Startup queue not empty, looping... ALIVE Registry - ALIVE_ML Startup [module_6] ALIVE Registry - ALIVE_ML [module_6] has required modules defined: ["SYNCED"] ALIVE Registry - ALIVE_ML [module_6] required synced ALIVE_OPCOM module has started:false ALIVE Registry - ALIVE_ML [module_6] is not ready to be started, waiting on: ["SYNCED"] ALIVE Registry - Startup queue not empty, looping... ALIVE Registry - ALIVE_ML Startup [module_6] ALIVE Registry - ALIVE_ML [module_6] has required modules defined: ["SYNCED"] ALIVE Registry - ALIVE_ML [module_6] required synced ALIVE_OPCOM module has started:false ALIVE Registry - ALIVE_ML [module_6] is not ready to be started, waiting on: ["SYNCED"] ALIVE Registry - Startup queue not empty, looping... ALIVE Registry - ALIVE_ML Startup [module_6] ALIVE Registry - ALIVE_ML [module_6] has required modules defined: ["SYNCED"] ALIVE Registry - ALIVE_ML [module_6] required synced ALIVE_OPCOM module has started:false ALIVE Registry - ALIVE_ML [module_6] is not ready to be started, waiting on: ["SYNCED"] ALIVE Registry - Startup queue not empty, looping... ALIVE Registry - ALIVE_ML Startup [module_6] ALIVE Registry - ALIVE_ML [module_6] has required modules defined: ["SYNCED"] ALIVE Registry - ALIVE_ML [module_6] required synced ALIVE_OPCOM module has started:false ALIVE Registry - ALIVE_ML [module_6] is not ready to be started, waiting on: ["SYNCED"] ALIVE Registry - Startup queue not empty, looping... ALIVE Registry - ALIVE_ML Startup [module_6] ALIVE Registry - ALIVE_ML [module_6] has required modules defined: ["SYNCED"] ALIVE Registry - ALIVE_ML [module_6] required synced ALIVE_OPCOM module has started:false ALIVE Registry - ALIVE_ML [module_6] is not ready to be started, waiting on: ["SYNCED"] ALIVE Registry - Startup queue not empty, looping... ALIVE Registry - ALIVE_ML Startup [module_6] ALIVE Registry - ALIVE_ML [module_6] has required modules defined: ["SYNCED"] ALIVE Registry - ALIVE_ML [module_6] required synced ALIVE_OPCOM module has started:false ALIVE Registry - ALIVE_ML [module_6] is not ready to be started, waiting on: ["SYNCED"] ALIVE Registry - Startup queue not empty, looping... ALIVE Registry - ALIVE_ML Startup [module_6] ALIVE Registry - ALIVE_ML [module_6] has required modules defined: ["SYNCED"] ALIVE Registry - ALIVE_ML [module_6] required synced ALIVE_OPCOM module has started:false ALIVE Registry - ALIVE_ML [module_6] is not ready to be started, waiting on: ["SYNCED"] ALIVE Registry - Startup queue not empty, looping... ALIVE Registry - ALIVE_ML Startup [module_6] ALIVE Registry - ALIVE_ML [module_6] has required modules defined: ["SYNCED"] ALIVE Registry - ALIVE_ML [module_6] required synced ALIVE_OPCOM module has started:false ALIVE Registry - ALIVE_ML [module_6] is not ready to be started, waiting on: ["SYNCED"] ALIVE Registry - Warning module startup appears to be broken, aborting. Check your module syncronisation settings for possible errors - Module remaining to be started: ALIVE_ML -
ALiVE - Advanced Light Infantry Virtual Environment
1para{god-father} replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have placed a few Vehicles/Heli down and I am using our own cargo script and that goes into the Vehicles INITfor the addaction , but the Profile system seems to pick up theses empty vehicles and in doing so they lose their add action. I have tried syncing them with the profile module and selecting the option to ignore any synced units but it still removes the add action How do i get the Module to ignore pre placed vehicles ?