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metal -MTL-

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About metal -MTL-

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  1. not done that part of the mission I edit right now so not sure where u been changing, use a compare tool such as winmerge and compare the files with the original ones.
  2. Not sure I undersand u correct. Are you saying you have the MHQ and Chopper menu added to your Hummers accedently or do you want them added?
  3. any errors showing in the RPT file?
  4. Did you place them in the editor or did you manually edit the mission sqm? If the later it's easy to mess things up that can brake it all. ---------- Post added at 03:01 PM ---------- Previous post was at 02:52 PM ---------- Also make sure u are in the right ifdef/ifndef section that corrospond with the version u using. I's a bit tricky to find especially in there where it's easy to track the logic wrong.
  5. I try, at a quick glance on yours u didnt make the numbers in sequence for the Hummer. this is what I've done in my files, note some lines removed do not copy paste.:cool: d_init // editor varname, unique number, true = respawn only when the chopper is completely destroyed, false = respawn after some time when no crew is in or chopper is destroyed if (GVAR(enemy_side) == "EAST") then { [[ch1,[color="red"]301[/color],true],[ch2,[color="red"]302[/color],true],[ch3,[color="red"]303[/color],false,1500],[ch4,[color="red"]304[/color],false,600],[ch5,[color="red"]305[/color],true],[ch6,[color="red"]306[/color],true],[ch7,[color="red"]307[/color],true,600],[ch8,[color="red"]308[/color],false,600]] execVM "x_server\x_helirespawn2.sqf" } else { [[ch1,301,true],[ch2,302,true],[ch3,303,false,1500],[ch4,304,false,1500]] execVM "x_server\x_helirespawn2.sqf" }; }; // editor varname, unique number //0-9 = MHQ, 10-19 = Medic vehicles, 20-29 = Fuel, Repair, Reammo trucks, 30-39 = Engineer Salvage trucks, 40-49 = Transport trucks [ [xvec1,[color="red"]0[/color]],[xvec2,[color="red"]1[/color]],[xmedvec,[color="red"]10[/color]],[xmedvec1,[color="red"]11[/color]],[xvec3,[color="red"]20[/color]],[xvec4,[color="red"]21[/color]],[xvec5,[color="red"]22[/color]],[xvec6,[color="red"]30[/color]],[xvec7,[color="red"]23[/color]], [xvec8,[color="red"]24[/color]],[xvec9,[color="red"]25[/color]],[xvec10,[color="red"]31[/color]],[xvec11,[color="red"]40[/color]],[xvec12,[color="red"]41[/color]],[xvec13,[color="red"]42[/color]],[xvec14,[color="red"]43[/color]],[xvec15,[color="red"]44[/color]],[xvec16,[color="red"]45[/color]],[xvec17,[color="red"]46[/color]] ] execVM "x_server\x_vrespawn2.sqf"; i_client GVAR(choppers) = [ ["HR1",0,"chopper1",[color="red"]301[/color],"n_air","ColorWhite","1-L","Lift One"], ["HR2",2,"chopper2",[color="red"]302[/color],"n_air","ColorWhite","1-Tr-A","Normal"], ["HR3",2,"chopper3",[color="red"]303[/color],"n_air","ColorBlue","2-Tr-A","Normal"], ["HR4",1,"chopper4",[color="red"]304[/color],"n_air","ColorBlack","W","Wreck Lift"], ["HR5",2,"chopper5",[color="red"]305[/color],"n_air","ColorWhite","Tr-SM","Normal"], ["HR6",2,"chopper6",[color="red"]306[/color],"n_air","ColorWhite","Tr-A-SM","Normal"], ["HR7",0,"chopper7",[color="red"]307[/color],"n_air","ColorWhite","2-L-A","Lift Two"],["HR8",0,"chopper8",[color="red"]308[/color],"n_air","ColorBlue","3-L-A","Lift Three"] ]; }; GVAR(p_vecs) = [ ["MRR1",0,"mobilerespawn1","HQ","ColorYellow","1","MHQ One"],["MRR2",1,"mobilerespawn2","HQ","ColorYellow","2","MHQ Two"], ["MEDVEC",[color="Red"]10[/color],"medvec1","n_med","ColorGreen","M",""],["MEDVEC2",[color="red"]11[/color],"medvec2","n_med","ColorGreen","M",""], ["TR1",20,"truck1","n_maint","ColorGreen","R1",""],["TR2",[color="red"]21[/color],"truck2","n_support","ColorGreen","F1",""], ["TR3",[color="red"]22[/color],"truck3","n_support","ColorGreen","A1",""],["TR6",[color="red"]23[/color],"truck4","n_maint","ColorGreen","R2",""], ["TR5",[color="red"]24[/color],"truck5","n_support","ColorGreen","F2",""],["TR4",[color="red"]25[/color],"truck6","n_support","ColorGreen","A2",""], ["TR7",[color="red"]30[/color],"truck7","n_service","ColorBlue","E1",""],["TR8",[color="red"]31[/color],"truck8","n_service","ColorBlue","E2",""], ["TR9",[color="red"]40[/color],"truck9","n_support","ColorGreen","T1",""],["TR10",[color="red"]41[/color],"truck10","n_support","ColorGreen","T2",""], ["TR11",[color="red"]42[/color],"truck11","n_support","ColorGreen","T3",""],["TR12",[color="red"]43[/color],"truck12","n_support","ColorGreen","T4",""], ["TR13",[color="red"]44[/color],"truck13","n_support","ColorGreen","T5",""],["TR14",[color="red"]45[/color],"truck14","n_support","ColorGreen","T6",""], ["TR15",[color="red"]46[/color],"truck15","n_support","ColorGreen","T7",""] ]; Belive I've read about the need of sequence for the numbers. IE: u can add 30, 31 and 40, 41, 42 etc but not 40,43,47. Also the numbers in d_init needs to match them in i_client. Hope this helps. Red colored numbers was them I saw in your code that was not in seq. ---------- Post added at 12:19 AM ---------- Previous post was at 12:12 AM ---------- You will find all related for what u want to do in the file I_server.sqf search after the lines // first element (array. for example: [2,1]): number of vehicle groups that will get spawned, the first number is the max number that will get spawned, // the second one the minimum. So [2,0] means, there can be no vehicle groups at all or a maximum of 2 groups of this kind // second element: maximum number of vehicles in group; randomly chosen it's pretty selfexplaining what all do below that point, above you have all the diffrent units and their cfg_group combinations. hope it helps.
  6. Here is what I want to do. Change the flags at the camps that spawns in the towns from us to a swedish flag that is loaded from a addon and changed the path in the handlecamp.fsm to _texture = ""\sfp_dc_objects\txtur\flag_swe_co.paa""; same in the file handlecamps2.fsm. The path works since I've also use it with a un flagcarrier in editor so the texture link is good. Since I changed the flagcarrier to the addonflag in the editor and added it to the var FWEST. #ifdef __CO__ ["FEAST", "FlagCarrierRU"] call FUNC(StoreAdd); ["FWEST", "sfp_FlagCarrierSWE"] call FUNC(StoreAdd); ["FGUER", "FlagCarrierGUE"] call FUNC(StoreAdd); #endif . also in the file i_common #ifdef __OWN_SIDE_WEST__ FLAG_BASE setflagtexture (if !(__A2Ver) then {"\sfp_dc_objects\txtur\flag_swe_co.paa"} else {"\sfp_dc_objects\txtur\flag_swe_co.paa"}); #endif Cant find any more places in any file using the flagtextures so Im puzzeld. Spent 2 days reading the whole thread and other than the early post about the flag there is none. Guess I overlooked something somewhere just cant find it. Well it was on 1 more places in the handlecamp2.fsm that I overlooked, also changed them for TT version in the FSM files, not that they should prevent it but it dosen't hurt :)
  7. same error ErrorMessage: Include file x\cba\addons\extended_eventhandlers\script_mod.hpp not found. ===================================================================== == C:\Program Files\Bohemia Interactive\ArmA 2\arma2OA.exe == "C:\Program Files\Bohemia Interactive\ArmA 2\arma2OA.exe" -nosplash -showscripterrors -maxmem=2047 -world=empty -mod=Expansion;@CBA;@ACE;ACEX;ACE_SM;ACE_USN;ACE_RU;@SAM_B1;@SFP;@MTL;@theFew;@warship ===================================================================== Exe timestamp: 2010/09/17 08:32:42 Current time: 2010/11/11 20:27:00 will try a clean run with only cba loaded and a default mission. running a clean run with a default mission and same error! ---------- Post added at 08:45 PM ---------- Previous post was at 08:31 PM ---------- Need to run off to work, back in tomorrow. reg M reverted to 1.5, wait for a CO version of the 1.6
  8. ctually had one in the Wings of Russia (not used in the mission just had it in for a test, thought I had turned off the mod switch), turned it off and then.... any ace mission ends with CTD!!!, both with 1st and 2nd fileset. ErrorMessage: Include file x\cba\addons\extended_eventhandlers\script_macros_common.hpp not found.
  9. [10365,671.467,0,"CBA_VERSIONING",["#CBA_HASH#",["cba","ace"],[[[0,7,0,136],-1],[[1,6,0,425],-1]],[[0,0,0],0]]] WARNING: ace requires extended_eventhandlers (@XEH) at version [3,0,2] (or higher) WARNING: cba requires extended_eventhandlers (@XEH) at version [3,0,2] (or higher) this after putting in the 2 files from the fix. overwritten the existing ones. Functionviewer works and found no real issues during the limited test, just the warnings.:j: reg M
  10. Have to add, that u now get a warning that ace need version 3.0.2 of extendeteventhandlers when running a mission that requier ace2.
  11. Confirmed to work. U guys trying to brake records in quick fix :bounce3: reg, M
  12. Running CO latest patch, in vanilla with no other addons except @CBA you cant see the codes in functionviewer, u see the list of functions but no longer the actual code nore can u copy to clipboard.
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