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Shinz

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Posts posted by Shinz


  1. Thanks Tank. I have tried a few different setobjectscripts in x_client/x_initvec.sqf and was unable to get it to work. I am guessing I am either using the wrong command line or putting it in the wrong place. These are the two I tried.

    _ch2 setobjecttexture [0,""UH60M_SANDCAMO.paa"]

    and

    if (typeOf _vehicle == "tried both object and vehicle name here") then {
       _vehicle setVehicleInit "this setObjectTexture [0, ""UH60M_SANDCAMO.PAA""]";
       _vehicle setVehicleInit "this setObjectTexture [1, ""UH60M_SANDCAMO.PAA""]";
       processInitCommands;
    };

    You forgot a double quote on the first line.

    Make sure you didnt paste your code in the middle of a "bad" #ifdef/#ifndef.

    You should also have different textures names applied in each setObjectTexture as the first parameter (here 0 or 1) corresponds to a section of the vehicle model.

    If you don't do use it already, add -showScriptErrors to your shortcut launch options this will help you.


  2. I just will put another video here :p

    EoZJkC_48iQ

    Very nice video!

    The only thing I noticed in the whole video (and I think the only thing that the mod needs to be perfect, apart from bug fixes) was that explosions and shots fired from a distance need to have a lot more bass as someone already suggested.


  3. Any reason why this mod would be screwing with my custom vehicle weapon loadouts? Some of their ammunition is gone and others need to be reloaded before firing. It wasn't like this before I used the mod.

    Does it have to do with how I saved my mission? I saved it only using the mods @CBA and @Lingor running and then hosted it doing the same. I then launched my client with @JSRS installed (full with all DLC and ACCN beta) and my vehicles are then screwy.

    Got in an A-10, Hellfires are empty, GBU's need to be reloaded.

    Am I doing this right? How should I be exporting my mission and with what mods activated? Whenever I try to export to multiplayer while running the @JSRS mod, the mission fails on joining due to missing "jsrs_m230"

    Should I be hosting the server using the JSRS mod? So many questions! My brain's about to explode!

    EDIT: Here's my A-10 init code:

    _resp = [this,60] execFSM "fsm\vehicle_lifecycle.fsm"; 
    this addAction ["HALO JUMP","zuffs\jump.sqf",[],1,false,true,"","_this in 
    _target && getPosATL _target select 2 > 600"];
    this removeMagazinesTurret ["2Rnd_Sidewinder_AH1Z",[-1]];
    this removeMagazineTurret ["2Rnd_Maverick_A10",[-1]];
    {this addMagazineTurret ["4Rnd_GBU12",[-1]];} forEach [1,2,3,4];
    this removeWeapon "SidewinderLaucher_AH1Z"; 
    this removeWeapon "MaverickLauncher";

    Here's the result in game:

    All the ammo is either gone or needs to be reloaded in the A-10, except the GAU8. It used to just have the removed weapons completely gone, and the GBU was already loaded and ready to go.

    EDIT 2: This does work in preview mode with the mod running, it's when I'm on my dedicated that it freaks out.

    It's not that big of a deal, I guess. I can always remove the code and just have default A-10s. :/

    Other than this, I'm enjoying the hell out of your mod. It is definitely the best sound mod out right now.

    I'm getting the same kind of problem on an A10 with a default loadout.

    Hydras are empty until I get to the jet service of the domination and I think I also need to reload the sidewinders and maybe the GBUs too.


  4. Maybe you can help me. Where would I put this if I wanted to use if for a unit like and M1A1 that I have added to the mission. Or can you show where you put it in the bonus/targetbonus scripts please. Maybe just show half the script or something. Thank you very much for your help my friend.

    Nuke

    What do you mean by added to the mission? Do you mean added to the vehicle rewards list (for main targets or side mission?) or directly added via the editor?


  5. Hey guys,

    I have been running into a multiplayer issue while changing a vehicle texture using the setObjectTexture method.

    Basically I have added the LAV25 to the list of bonus vehicles and I am trying to apply a desert camo texture to it.

    In the x_getbonus.sqf/x_gettargetbonus.sqf I have added the correct setObjectTexture lines right after the bonus vehicle is created (if that's a LAV25) also did a few changes to the wreck repair script when the vehicle is recreated, and everything works fine as long as I am hosting the domi.

    On a dedicated server this simply just doesn't work at all though.

    I have read here that setObjectTexture in MP only has a local effect and I should execute it on each client to avoid this problem.

    Anyone with an idea on how to do that? Also what about the JIP players?

    Any help would be much appreciated! :)

    I finally managed to fix it myself, this also seems to be working for JIP :yay:

    For those interested here's how I (sort of) did it:

    if (typeOf _vehicle == "LAV25") then {
       _vehicle setVehicleInit "this setObjectTexture [0, ""desert_camo\LAV25\texture1.paa""]";
       _vehicle setVehicleInit "this setObjectTexture [1, ""desert_camo\LAV25\texture2.paa""]";
       processInitCommands;
    };


  6. Hello,

    We have this error on a dedicated server running domination each time after 15/20 hours of playing.

    I tryed to google it but cant find info on what this error means exactly and why it does happen.

    the hardware is rockstable,i've done a 8 hours memtest and a prime95 for 20 hours.

    the server running combined operation version 1.57.(no addon)

    we are about 6/7 players playing on it

    since there is already a ticket,i just come here to know if someone found a "workaround" because we would like at least be able to finish the mission.

    server's specs :

    e8400 @ 3 ghz

    4GB ram

    velociraptor 150

    pagefile 10 go

    windows 7 x64

    30 mb/s down/5 mb/s up

    thanks.

    I've got the same problem.

    I came across the bug report on DH http://dev-heaven.net/issues/16020 but no real info from BIS unfortunately :(

    This is a very annoying bug...


  7. Hey guys,

    I have been running into a multiplayer issue while changing a vehicle texture using the setObjectTexture method.

    Basically I have added the LAV25 to the list of bonus vehicles and I am trying to apply a desert camo texture to it.

    In the x_getbonus.sqf/x_gettargetbonus.sqf I have added the correct setObjectTexture lines right after the bonus vehicle is created (if that's a LAV25) also did a few changes to the wreck repair script when the vehicle is recreated, and everything works fine as long as I am hosting the domi.

    On a dedicated server this simply just doesn't work at all though.

    I have read here that setObjectTexture in MP only has a local effect and I should execute it on each client to avoid this problem.

    Anyone with an idea on how to do that? Also what about the JIP players?

    Any help would be much appreciated! :)


  8. indexbn.png

    My face after playing on my edited domination with jsrs woody clear dlc + latest edited sonic cracks from accn + warfx blastcore. :D

    Happy new year LordJarhead and everybody else, may this new year bring us some even more awesome (is that even possible? :D) sounds!!!


  9. Well, I have some already like these (
    ).

    Hope this is good enough fir the first?

    Jarhead

    Yeah those are really good, I was talking about a few sonic cracks from like PKM (I think?) and some other weapons which dont sound right from a distance and I think you said you packed the wrong sonic cracks sounds with the 1.2 release.

    I was just wondering if we could get the correct ones in a patch maybe. :D


  10. I know about the engine mate! I have close and far sounds... but it seems they're not good enough... well, I come never out of this :D

    Ohh, I apologize Mate! I saw some game minutes ago, that I was packing the wrong pack of soniccracks (have 4 different Versions) that was the old one! I have already a new one with nice popping sounds... lol, my fault!

    Jarhead

    I would love to get those sounds! in a small patch maybe?

    Currently some of them sound weird. And if we could get something similar to this video http://www.youtube.com/watch?v=qZHrubLXGR8 that would be really awesome.

    Thanks for all your hard work!


  11. Jarhead, note that the primary weapon sound in the beginning of the seconds video isn't the gun but the impacts. 30m rounds hitting the ground at such a high rate of fire sounds very unique.

    Its actually the sound of supersonic bullets in flight breaking the sound barrier, and not the impacts on the ground.


  12. )rStrangelove;1811542']
    I have a config error LJH' date=' ArmA says it cannot find jsrs_m230 when I join games. I can still play and so on, thought I should let you know.[/quote']

    Yup, me too. DLed 1.0, then patch 1.1. and patch 1.2.

    Also: i put all pbo's in 1 DIR and noticed i was asked to overwrite something 2 times.

    I am getting the same error here's the exact line in my arma2oaserver.rpt file

    Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    jsrs_m230

    Obviously it happens on every map using an AH64D and it wont let me connect to my own arma2oaserver.exe :(

    I am getting these messages too

    Cannot load sound 'jsrs_m240\m240_a1.wss'
    Cannot load sound 'jsrs_m240\m240_a2.wss'
    Cannot load sound 'jsrs_m240\m240_a3.wss'
    Cannot load sound 'jsrs_m240\m240_a4.wss'

    I'm using WoodyClear DLC if it can help.

    Also is there any chance you could tone done the very high pitched sound a little bit when rolling with a M1 & MLRS when outside (inside is ok)? I think the previous one was much better, the idle sound is great though.

    Hopefully this can help you a little

    Thanks


  13. Very nice work as usual!

    Just one quick question LordJarhead,

    if I apply the patch and I previously had one of the DLCs enabled (let's say WoodyClear pack which I love) what will it do?

    Will I have the "default" JSRS sounds again, or will I still have the ones from the WoodyClear pack?

    Thanks!


  14. Well there are different sounds for 12.7mm and cal.50. The cal.50 has just soniccracks on it while the 12.7mm rounds have soniccracks and bulletby's on it. So you can hear different sound when you getting under fire by an 50cal and an M107.

    Yap, thats the plan. All earlier Version are in the complete RC 1.0 Version. So you can choose between all the older sounds and some new Packs. For Example -> The new Soundpack with sounds for Chernarus and Woody area's with an extreme loud Echo on it. I will make an Sample-Video so you can see what Im talking about ;)

    Thanks so far,

    Jarhead

    Yes Yes Yes !! :yay: Can't wait for it!


  15. Wow thanks a lot for this quick reply! ;)

    Since I'm using this script on a domination, this is why I would like to have the call chopper extraction still available after landing at base :

    Imagine I'm using the HALO jump feature to quickly go to the first side mission then, when everything is done there, I'm calling in the chopper for an evac and I return to base.

    For the next side mission I will just not be able to get an evac if I previously went there "on my own".

    Glad to hear you're also going to add a few more features to this script.

    Thanks for the info!


  16. ,...managed to get the group in the CH-47 and to a destination, but as an option,unable to call for an extraction, I am typing the exact words = "Broadsword setVariable ["NORRN_taxiHeli", slick1, true];" in the init section within the game, is this correct, still unable to see the heli coming???

    steve:confused:

    player is the name of a variable there's no need to change it.

    player setVariable ["NORRN_taxiHeli", slick1, true];

    is what you should have inside of your init.sqf, slick1 being the name you assigned to your chopper in the editor.

    ---------- Post added at 01:06 ---------- Previous post was at 00:40 ----------

    Ok I managed to fix it. Pilot no longer has to disembark and stuff. The chopper lands nicely.

    Basically I modified three files: Land_destination.sqf, RTB.sqf, Extraction_destination.sqf

    Instead of a doMove towards the target heliH I create a waypoint with a TR UNLOAD or LOAD action. When the chopper arrives I do a doStop heli and heli land "LAND" action.

    Anyway to make a long story short, just overwrite the above three files with the files from this rar file www.dikkeduif.be/arma2/heloGoTo_fix.rar

    Nice fix although it seems there is still a bug.

    When I first call the chopper at the begining of the mission, ( I'm using player setVariable ["NORRN_taxiHeli", slick1, true]; ) everything works fine.

    Then if I click on "Return to base" the chopper will head back to base, land and then sometimes one or more crew members will get out and never get back inside, the pilot will get out and get in, and I won't have the "Call chopper extraction" action anymore. :eek:

    I will be able to get inside the chopper and choose the "Set chopper destination" action though.

    Could you please investigate on this?

    Thanks!


  17. Very nice script.

    However, I am trying to use it on a ranked Domination with no AI.

    The problem is whenever I create a Blufor chopper in the editor it will switch to the AI version of Domination and I don't want that, does anyone have an idea on how to be able to use it without adding an AI chopper in the editor?

    Thanks!

    ---------- Post added at 03:31 PM ---------- Previous post was at 03:12 PM ----------

    Very nice script.

    However, I am trying to use it on a ranked Domination with no AI.

    The problem is whenever I create a Blufor chopper in the editor it will switch to the AI version of Domination and I don't want that, does anyone have an idea on how to be able to use it without adding an AI chopper in the editor?

    Thanks!

    Edit: nevermind figured that out it works fine now :)

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