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Heaney

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Everything posted by Heaney

  1. Heaney

    ACE for OA 1.13

    In what way is the medical system screwed up? The medical system in the latest version of ACE is superior to the 1.13 system. What exactly is your problem with it?
  2. Can people who don't know what they're talking about PLEASE just not post, and halt the spread of their misinformation about the different "versions" of JayArma2Lib? Right. ON SIX UPDATER JayArma2lib_new is used for 1.62 and all the beta patches up to the 100000 series. On any newer beta though, JayArma2Lib is used (which is just JayArma2Lib_new with SU support for versions 100000 and above). They're almost identical though! And, you don't need to worry at all! SIX Updater/Play withSIX will handle this all automatically for you. If you're confused, just forget about it, and launch the freaking game.
  3. Hello. I want to have a trigger that continuously deletes: Civillians Civillian Vehicles Animals In the triggers area of effect. However, I do NOT want to delete empty Blufor vehicles, but the problem is that empty vehicles are assigned civillian. So basically I tried a continuous trigger with the condition civillian present and the on act being {deleteVehicle _x} forEach thisList But is there any way I can get this to exclude my empty vehicles that I have placed? I think I need to stick something in the empty vehicles' init field to make them excluded, or maybe I can add something to the trigger to exclude them?? Bare in mind there are about 20 vehicles that need to be excluded. Thanks in advance for any help!
  4. This is great! I've edited it quite significantly for personal use, adding ACE damage configs etc... The only thing it's sorely missing is half-damaged textures. Even if you could have the normal textures but darkened, that would be amazing. Because right now, there's no way to know if it's disabled or damaged or completely active.
  5. Any chance for ACE configs?
  6. Heaney

    ACE for OA 1.13

    Calling 1.13 stable is hilarious. There are more bugs in 1.13 than 1.14 RCs. I make bug reports every week, probably too many actually. As SB said, there is 1 year of progress in 1.14 over 1.13. I was astounded at hearing that people still play 1.13.
  7. Is this ACE compatible?
  8. Heaney

    ACE for OA 1.13

    Why are you running 1.13 ? That's a very old build. You need ACE Latest for cookoff. You can get it on SIX Updater or Play withSIX.
  9. I run a public server. Have been getting semi-frequent server crashing since the 10000 series of builds. Issue still present in this build. I have sent the logs to the email listed.
  10. This is crashing the server a lot :( I've sent the bidmp and mdmp
  11. Hi. So say I am editing an MP mission, and I have multiple playable units, and I have "disabledAI=1" in my description.ext If I have any script and I want to do something based on which unit the player is, I do something like this: if (player in [alpha_2,alpha_4]) then { //Whatever }; if (player in [alpha_3,alpha_5]) then { //Whatever }; Now, I have used this type of technique in a wide variety of scripts and it works fully. However, I get errors in my RPT that the first unit that isn't the player that's referenced in each script referencing a playable unit is an undefined variable. So if the player was alpha_5, then the undefined variable in expression would be alpha_2. If the player was alpha_2, it'd be alpha_4. So I'm wondering: since it works fine, but I'm getting RPT errors (only once, at the first load of the script), am I doing something wrong? I realise I could check typeOf player, but some units have the same classname but need different behaviour. Any suggestions on what I should do here are appreciated, thanks in advance.
  12. Hahaha! In this script section itself (the isNil _x), I get "undefined variable in expression: alpha_1. It seems to be that any time I reference a currently empty playable slot, I get this. Very annoying! EDIT: Wait, I think I could just change "_x" to _x and have the forEach array as strings. Although how do I convert from string back to variable? ---------- Post added at 13:34 ---------- Previous post was at 13:20 ---------- Okay, I managed to fix this through an adaptation of your idea. { if (isNil _x) then { _call = format ["%1 = objNull",_x]; call (compile _call); }; } forEach ["alpha_1","alpha_2"];
  13. Ah, I think I tried this but used isNull by accident. isNil should work, thanks, I'll get back to you!
  14. It isn't. Just launch the game and it'll choose the suitable one. You don't have to worry about anything.
  15. Heaney

    ACE for OA 1.13

    What is the best way to make a low altitude (say 250m or so) paradrop from an Mi-8 by the AI in ACE? > Should I use "ACE_ParachutePack" or "ACE_ParachuteRoundPack"? > Should I use sys_eject\eject.sqf, sys_eject\jumpout.sqf, or sys_eject\jumpout_cord.sqf ? Remember, entirely AI. Thanks in advance.
  16. One script error with JayArma2Lib, not sure whether this is right place to post it. I frequently see in my RPT: Error in expression < }; _args = _args + _str; }; _return = _JERR_ERR_U; _call = _functionName + ","> Error position: <_JERR_ERR_U; _call = _functionName + ","> Error Undefined variable in expression: _jerr_err_u File x\jayarma2lib\addons\common\XEH_preinit.sqf, line 24
  17. Yeah I will run without ACE. What about I44? Can we run this and I44 at the same time?
  18. Is this compatible with ACE, or should we run this without ACE like I44?
  19. Heaney

    ACE for OA 1.13

    Another Friday where there are changes in the repository on the dev heaven but not pushed to SIX Updater? Is there a technical glitch, or intended. Just wondering, it's fine if intended.
  20. Amazing! Except for the suppression system. It's kind of bad, though I realise this is beta. You might want to simply integrate http://forums.bistudio.com/showthread.php?136304-TPWC-AI-suppression-system 's player effects.
  21. I fixed it by making the bunker invunerable. Massive amount of other issues with domi in the latest betas. 1st AO works fine, second AO spawns no radiotower or bunkers. Each vehicle spawns 2 wrecks, etc...
  22. Heaney

    Arma Memes...

    My attempt. *Shrug*
  23. I posted this a while ago, but just want to post a reminder. @Nou & Jaynus Please find the time to impliment these simple API functions: http://tracker.idi-systems.com/issues/279 http://tracker.idi-systems.com/issues/286 These would make ACRE on public servers so so much better. Thank you in advance if you choose to :)
  24. Heaney

    ACE for OA 1.13

    I didn't say it was hard. I use the mortars all the time effectively. I'm just saying that IRL they use the MBC, meaning that fire missions would come out at a much faster rate. No need to be a dick. ---------- Post added at 14:29 ---------- Previous post was at 14:27 ---------- Any reason there hasn't been a Friday update in 2 weeks? Seems strange, as it's been clockwork for quite some time.
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