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7akata

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Everything posted by 7akata

  1. Aye, years later I still forget the simplest mistakes sometimes. Thank you VERY much for a beautiful mission.
  2. I edited the opfor presets after the game had started (we captured about 7 areas) to merge the RHS w/ the APEX vehicles to add some variety. The server map loads with us on an island alone with everything red again, unless I revert back to the unaltered preset. Is it true that I can't edit any 'presets' after the game has started (just trying to add variety)?
  3. 7akata

    RHS Escalation (AFRF and USAF)

    Might be a dumb question because of additional mods but: I've been playing Exile that has RHS mixed in (so troubleshooting may not be as easy, or incompatible), and the RHS helicopters are not spawning nor reloading with anything on their pylons. Ex. KA52, no matter what loadout it's supposed to have (gun pods or missiles), has empty pylons before and after reload. Anyone have a suggestion as to the issue, or maybe exile and RHS just aren't compatible. Thanks for an light you can shed to help me start my investigation.
  4. Hit another wall for the save game portion. I currently run it as a local host for a group, and am wanting to move it to the dedicated server (lets just say a dedicated on my own computer, barely a step up from the local host). I understand that he save game variable is in my user profile section (which appears binarized). But when I launch the dedicated server and choose my liberation map, it loads a brand new instance. I must be missing something here on how to get it to load my previously saved version. My currently gameplay_constatnts says "GRLIB_save_key = "GREUH_LIBERATION_SAVEGAME_TANOA"; // Change this value if you want different savegames on different maps or as different sides." I did a quick find inside my user profile for liberation, and found that exact same phrase. Edit: Using TADST is it matters.
  5. I appreciate it, but I'm going to take a look this afternoon. Shouldn't be to bad because I'm going to keep Far Revive and just delete the medical .pbo's off ACE. I want to keep most of the streamlined systems in place :D
  6. Thanks, that's pretty convenient (almost like its own checksum?). I haven't messed with ACE in a long while, but I thought you could only add certain "modules" that you want. I really don't want to run the medical, but DO want things like the new missile/laser rework (top down, etc). Essentially I didn't want to change any of the work already done, but wanted to add some ACE things in.
  7. Does anyone know if you're able to modify the map 'mid-game' without restarting the whole campaign. I run a local server, and wanted to possibly add ACE3 in, but we're about a week in. Will it auto restart the campaign after I make changes, or is there a way to 'save' the progress before modifying?
  8. So, I'm wondering if my game is perhaps bugged. I'm up to 15 intel, interrogated mutiple people, and have never recieved anything on the map w/ an idication of where the logistics fob is. We've been forced to play at 100% for a while now because we're never getting any indicators. Thoughts? I am really dumb, thought it was automatic. It can all be handled through the "Side Mission" scroll option at your fob, for anyone googling :) AJ: I'm using your Tanoa edit, love it. Thanks much!
  9. Curious, my Arsenal on Liberation doesnt seem to include the APEX scopes, but apex everything else (no ERCO, colored ARCO's etc). Any thoughts on why or how to remedy? Edit: It seems the Vanilla/APEX gun work with the new scopes, but not the RHS guns :(
  10. Just a quick question. I've managed to remove all of the hexagons from friendlies, but I'm still getting a Hexagon on people when I'm in an airplane. Is there something I missed? Class profile for reference, all HUD items disabled.: class regular { class Flags { Armor=1; FriendlyTag=0; EnemyTag=0; MineTag=1; HUD=0; HUDPerm=0; HUDWp=0; HUDWpPerm=0; HUDGroupInfo=0; StanceIndicator=1; AutoSpot=1; Map=1; WeaponCursor=1; ClockIndicator=1; 3rdPersonView=1; CameraShake=1; UnlimitedSaves=0; DeathMessages=1; NetStats=1; VonID=1;
  11. 7akata

    USS Nimitz

    I've ran into the problem, after landing my planes on the carrier successfully, it doesn't give me the option to "get out." It almost seems to believe that I'm still flying. Anyone else run into this problem?
  12. I figured it might not, but I figured I'd give it a try. Now to find something like this for Chern :)
  13. 7akata

    ACE for OA 1.11

    Just a quick question. Is there a way to disable blackouts while flying completely. I don't have any pilot classes in my map, so it's a compounding problem, and also, sometimes, you'll partially blackout, and it will never return to normal, even after you die.
  14. In the airfield_support mission folder, in the init.sqf (The only one I could fine close to what you said), It only had one line. It now says sleep 30; execVM "scripts\supinit.sqf"; Assuming I did that correctly, it still wasn't working. Edit: Bring up radio, then communications (8), and then it's just blank.
  15. I downloaded this and merged it onto a domination map I was working on. Copied the scripts folder over into my map, have all the assets on the map but dont have an anything available when I press 0 then go to communication. Any thoughts. It's obviously operator error on my end since every else is working. :-P
  16. Hello all! Maybe this isnt the right spot, but it's the best I could see. I recently came back to Arma 2 after a deployment, and went to get back into messing around with the old Dominion maps. I had some PBOviewer problems, which I thought was strange since I've never had a problem de-pboing things before, but found "Eliteness" and got around it. Extracted all the files form the PBO, tossed it in the correct spot, loaded up the editor and then.... nothing. A blank map. I took the dummy dominion map that comes in the pack as a base, and it loads up fine, but not ONE of the things I de-pbo'd has worked, they all are just blank maps. I have checked EVERY file inside the map folder after de-pboing it and it's all present and accounted for. I am completely at a loss here. The weird part is, I can't edit the mission (It's blank), but I can play the same mission that isn't blue (The normal colored ones that you can't edit), and everything loads fine, so I know it's there. Any thoughts?
  17. You're a genius, loaded up the mission.sqf and it was REALLY short compared to the one in Eliteness, copied over and it worked. Out of curiosity, when did this changes take place? I've been away for a while and looked all over the internet to find the source of the problem to no avail. Thanks again so much!
  18. I can see the maps just fine, the correct one is displayed in both blue and the tan color (Tan being the one you can't edit), but when I click the blue one and choose edit, it is completely blank. http://dev-heaven.net/projects/domination/files I chose the 2.60 Anniversary one, and also the 2.54 one (But take your pick, I've tried multiple maps in this pack and all of them ran into the same problem. I have no doubt that it's something wrong on my end though). All of my old reworks had been based off 2.54, so I chose this one also since I KNOW for sure it's worked for me in the past.
  19. 7akata

    AC-130 Script for ARMA2 (0.3)

    :o So it works the same, place the object and place the init, or can they share the same init
  20. 7akata

    AC-130 Script for ARMA2 (0.3)

    I'm curious. Is this 0.6 the UAV and the AC130?
  21. So is this a known bug, or do you think something else is broke somewhere. I appreciate your help!
  22. 7akata

    AC-130 Script for ARMA2 (0.3)

    Any luck on getting the Ac130 working correctly in OA standalone Lurchi?
  23. Anyone running into artillery errors in Domi Ace? I edited the map and added a bunch of stuff, and when my guy goes to call in artillery, the HE round will fire, make the noise like its going to land, and then nothing happens, no explosion. I got curious and tried the other rounds, and the DPCIM is the only arty round that will actually impact. Every other round will make the whistling noise right before impact and then nothing.
  24. Got my original question fixed, so now I'll put a new one in :) I noticed on the OA Domi Ace map, all of the Ace2 weapons only havea count of 1, and if I take one it will have a count of zero. I've found multiple files under "x_client" called "x_weaponcargo_ace.sqf" or "x_weaponcargo_ace_oa.sqf" and opening them shows what seems to be whats included in the ammo box. Are these what I need to edit to change, say, all weapons to a 10 count? Will this affect everyone on my server? If so, which one, I'm assuming weaponcargo_ace_oa.sqf, do I need to edit
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