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ZeeSquared

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About ZeeSquared

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  1. I recently started playing again and I was greeted with this error after loading the game once, closing it to change the default face to a custom one, and then reloading it again. I'm not sure what caused the problem as everything was fine before. This is what the ARMA 2 Report File shows: ===================================================================== == D:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\arma2oa.exe == "D:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\ArmA2OA.exe" -noSplash "-mod=EXPANSION;ca;baf" ===================================================================== Exe timestamp: 2011/07/16 16:30:13 Current time: 2011/07/16 16:31:56 Version 1.59.79384 Check failed, sizes are different I downloaded the recent ARMA 2 and ARMA 2: OA patches and installed them again to see if that'd fix it but it's still not working. No clue as to what's causing the error.
  2. Since the latest 1.9 Update 2 I haven't been able to use the changeable glasses (which includes masks, balaclavas, etc). In 1.9 Update 1 I was able to do so with the following settings in the ace_clientside_config.hpp file: /*////////////////////////////////////////////// //CONFIG SETTING FOR : ACE 2 MOD - Changeable glasses ingame //-------------------- //FEATURES: Lets you choose different glasses //--------- //TO ENABLE: Please ADD your Player Profile Name //---------- //EXAMPLE: //-------- //#define ACE_IDENTITY John Doe // // // // ////////--E D I T below THIS LINE--//////////*/ #define ACE_IDENTITY =AFC= ZeeSquared =AFC= ZeeSquared is the profile name I use and it's spelled correctly (including the space in between). Like I mentioned this worked in 1.9 Update 1 but in 1.9 Update 2 it stopped functioning. UPDATE: Did some more searching and found this: http://dev-heaven.net/issues/18343 Thanks for the fix, Sickboy!
  3. You rock, shk! You've helped me many times on here and I can't thank you enough. This did the trick: getText (configFile >> "cfgWeapons" >> "M14_EP1" >> "picture") The whole thing would look like this: hint parseText format ["<t align='center' color='#f39403' shadow='1' shadowColor='#000000'>Rifle Image</t><br/><t align='center' color='#666666'>------------------------------</t><br/><br/><t align='center' color='#666c3f' shadow='1' shadowColor='#000000'><img size='4' image='%1'/></t><br/><br/><t align='center' color='#ffcc33' shadow='1' shadowColor='#000000'>This is a Rifle</t><br/><br/><t align='center' color='#ffffff' shadow='1' shadowColor='#000000'>Did an image of a rifle pop-up?</t>", getText (configFile >> "cfgWeapons" >> "M14_EP1" >> "picture")];
  4. I can't for the life of me figure this out. I searched the forums via Google with: site:forums.bistudio.com cfgweapons picture Lots of good results came up, but I couldn't get either to work unfortunately. What I'm trying to accomplish is putting an image of a rifle on a hint pop-up. The code I have so far is this: hint parseText format ["<t align='center' color='#f39403' shadow='1' shadowColor='#000000'>Rifle Image</t><br/><t align='center' color='#666666'>------------------------------</t><br/><br/><t align='center' color='#666c3f' shadow='1' shadowColor='#000000'><img size='4' image='%1'/></t><br/><br/><t align='center' color='#ffcc33' shadow='1' shadowColor='#000000'>This is a Rifle</t><br/><br/><t align='center' color='#ffffff' shadow='1' shadowColor='#000000'>Did an image of a rifle pop-up?</t>", getText (configFile >> "cfgWeapons" >> "Rifle" >> M14_EP1 >> "picture")]; Everything shows up correctly with the exception of the image of the rifle. Could someone point me in the right direction? Thanks in advance! :D
  5. ZeeSquared

    Insurgency

    Thanks a ton for the hard work and dedication! Our squad is anxiously awaiting the Fallujah version. I tried using the coordinates from sowens's version found here, but failed miserably. The grid squares pop up, but the ammo caches do not spawn and the MHQ, while deployable, doesn't teleport the rest of the vehicles next to it. Will the Fallujah version be out next release? If not, is there a way to import it into the mission? Thanks again!
  6. Would anyone know how to play custom music once the mission starts like in Domination? So far I have the following in my description.ext file: description.ext class CfgMusic { tracks[] = {}; class vonBondies { name = ""; sound[] = {"sounds\acme\vonBondies.ogg", db+0, 1.0}; }; }; I noticed that playMusic is used in the Domination introduction file. But I'd like a simpler method if it's possible. I can't for the life of me figure it out. Below is how Domination does it ... x_intro_old.sqf // by Xeno #include "x_setup.sqf" if (!X_Client) exitWith {}; disableSerialization; d_still_in_intro = true; sleep 4; #ifndef __OA__ playMusic "suzieQ"; #else playMusic "suzieQ"; #endif #ifndef __TT__ titleText ["D O M I N A T I O N ! 2\n\nOne Team", "PLAIN DOWN", 1]; #else titleText ["D O M I N A T I O N ! 2\n\nTwo Teams", "PLAIN DOWN", 1]; #endif sleep 14; titleRsc ["Titel1", "PLAIN"]; d_still_in_intro = false; if (d_reserverd_slot != "") then { if (str(player) == d_reserverd_slot) then { execVM "x_client\x_reserverdslot.sqf"; }; }; sleep 10; #ifndef __ACE__ if (!isNil {__pGetVar(d_p_ev_hd)}) then {d_phd_invulnerable = false}; #else player setVariable ["ace_w_allow_dam", nil]; #endif (suzieQ.ogg is our custom music file defined in description.ext) ... I'll poke around some more but if someone has any ideas, please let me know. Thanks in advance!
  7. ZeeSquared

    co30 DominationA2! One Team

    Xeno, Thank you for all your hard work. We run a custom version of Domination 2.54. We love it because of its stable code. I was wondering if you'd have an estimate on the next stable version of Domination? Will it stop at 2.57z or 2.58? The reason I ask, is because we'd love to customize 2.57p with all the new features, but I see there are multiple updates to it so we'd rather wait for a stable version before we add our custom scripts / mods. Thanks again for feeding our addiction!
  8. ZeeSquared

    Warfare BE: ACE Edition

    Great work, Joehunk! I was wondering ... on our edit we're having a problem where the medic mashes don't allow the usual "Heal at Field Hospital / Mash" option when injured. Is this intended with ACE? We have ACE wounds enabled via the game logic in the mission. I notice that even with a combat medic, morphine, and epinephrine, we'll still get the occasional groan and moan when healed to 100%. This leads us to believe that we're still a bit injured and should heal at the field hospital / mash, but sadly we don't get the option to do so and still get the groans / moans. ... tad bit off topic. But thanks in advance! (We look forward to running your Warfare version soon!) :D
  9. We just started to run ACE in our squad and we love it. To be honest I can't even bring myself to play the game without it now. Thanks so much!
  10. Would anyone know how to use the AH-1Z that Sabre has in his post? I have ACE and ACEX.
  11. We run three missions on our server, but sadly we can only initiate one at the moment. Here's part of our server.cfg: // VOTING voteMissionPlayers = 1; voteThreshold = 0.25; // MISSION CYCLE class Missions { class Domination_Chernarus { template = "ACME_Domination_BAF.Chernarus"; difficulty = "veteran"; }; class Domination_Takistan { template = "ACME_Domination_BAF.Takistan"; difficulty = "veteran"; }; class Evolution_Lingor { template = "GITSEvolutionLingor_v2.Lingor.pbo"; difficulty = "veteran"; }; }; When we log in as admin and do '#missions', the mission selection list shows the appropriate mission, but it also shows all the missions on the admin's personal computer. I'd imagine that it would only show the missions available on the dedicated server, no? If we select for example ACME_Domination_BAF.Chernarus, it'll load, but with the admin's ARMA 2 profile settings and not the server's. Would anyone know how to set it so that we can get a mission selection screen with only the dedicated server's mission list? That, as well as being able to vote on a mission? Because at the moment even doing '#vote missions' will throw you to the mission selection screen, causing the same problems as mentioned above. Is there a method to auto-rotate the missions, so that once the first one completes it'll auto load the next one without having someone needing to log in and hit 'Continue?' I've read the Wiki's server.cfg file, but for some reason we can't get it to auto rotate missions or even show a selection for the missions when we declare them under Class Missions. If this is how it's intended, then please disregard. :)
  12. I understand that, CarlGustaffa. I hope the tone in that quote didn't come off as me being pretentious and demanding. I appreciate those who can script on here. I am very thankful for their time. You can search my posts and threads to see that I put a lot of thought into a post to make sure I make it as clear and concise as can be. (Which is why they are usually quite long heh). I'm a JavaScript developer and I know how much of a pain it can be seeing posts on a forum for people demanding stuff done for 1) Free. 2) Right away. I can assure you that I am not one of those users (like mentioned: feel free to read all my posts / threads). I do not for one second expect people on here to script exclusively for me. If I did, I'd offer some type of compensation for their time. Also, my original posts has no edits so I did not add this after the fact, but I do remember saying ... ... as you can see, I asked for help. I suppose the challenge bit can be seen as in bad taste, depends on how you read it. Oh, and I am indeed up for it as well. I asked kylania for some tips in a PM and I'm starting to read Taurus's tutorial on SQF scripting. Hopefully I'll be on the other end offering help on here once I understand the language.
  13. I did a Google search via: site:forums.bistudio.com attach marker vehicle and a lot of good results showed up. Unfortunately the threads are old and I didn't want to necro them. ... plus I tried some of the methods in those threads and I unfortunately couldn't get them to work. (I'm still quite new at scripting). ... nonetheless I found kylania's Web site and managed to pick up a script snippet for a vehicle marker that seems to be working. It works by setting a marker on the map, naming it, and then calling it in the vehicle's init line. So far I have orange dot markers on 6 vehicles and it works. Here's the code below: null0 = [] spawn {while {not isnull yourVehicleNameHere} do {"yourMarkerNameHere" setMarkerPos getPos yourVehicleNameHere; sleep 0.5;}; }; I was hoping if someone could help me enhance it by: Set a mil_dot marker on a vehicle and color it orange. Have a custon name show up for the vehicle next to the marker. For example, our squad's A-10 shows up as an orange ACME A-10. (Already done, but not sure if there's a better way of doing it). Not have the marker show up on the map until a player gets in the vehicle. Then once the player exits the vehicle and abandons it, the marker stays visible on the map for 2 hours and then disappears, starting the process over. Or have it stay for 30 minutes after the vehicle has been completely destroyed. (Trying to avoid cluttering the map). I have a wonderful vehicle respawn script by Tophe where I set all vehicles to respawn to their original location after 2 hours once abandoned, 30 minutes once destroyed. My thinking is that if someone gets in the vehicle, a marker will attach to it, follow it, and once the person leaves the vehicle after it's been 2 hours it'll respawn, resetting the vehicle marker script and awaiting for someone else (or the same person) to enter it and start the marker process over again. I wonder if it's as easy as just making the marker script and executing it in Tophe's vehicle respawn parameters? Having the marker become 50% transparent once the vehicle is damaged. Having the marker turn gray once it becomes a wreck then adding "(Wrecked)" to the custom marker name followed by a 30 minute timer counting down before it respawns. Example: ACME A-10 (Wrecked) 00:25:30. Somehow sending a global hint letting the players know the vehicle has been wrecked with the type of vehicle and a picture. See below for an example (via kylania): Anyone up for the challenge? I hope it's possible. Heck, I'm starting to think that anything is possible in this game. I mean ... I saw kylania turn a Chinook into a tanker to refuel choppers mid-air. Talk about cool. If anything I would love to at least have some way to change the transparency on the markers to let our players know when the vehicle has been damaged and then a different color once it has been destroyed. :D I wish I knew the language that well to do this on my own. But for now I could use all the help I can get. Thanks in advance!
  14. That works awesome for the BAF machine gun tripod and anti-aircraft pods. Thank you! I tried putting the code in an AI-manned Jackal which has 3 crewmen but only one of them was not able to be killed. Does it have to do with the 'select' command? Thanks again! (:
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