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CodeVision

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  1. Not sure if this is a coincidence, but this happened to me today as well. Game won't start, with launcher or without. Only my issues is with both OA and with Combined Ops. Do you use any other addons? Only thing I can think is maybe something I updated through SIX on Friday. I ran the update, but didn't try to start the game till today. ---------- Post added at 04:44 PM ---------- Previous post was at 04:41 PM ---------- Oh, i just checked the thread below and it points to a problem with JayArma2Lib. I added the fix in my modline and it works now....maybe it will help you as well.
  2. You fucking rock....it's working
  3. Hrmm.....I'm not too sure how to upload...Do I need to use filefront or something? I don't have anything like that set up, but I can if it's essential. Grimes, as far as executing, I used a trigger set for "Present" to call my ammobox spawn and fill script, which I called "i_client.sqf". The trigger is basically the same as the one you had in your JIP template. I even used the - call compile preprocessFileLineNumbers "ammobox.sqf"; - in the On Act field, which is what I saw in your mission. Let me go back and read how to post code, and I'll post what I put in the i_client.sqf. OK, let's see if this post works: //Init file for client //Uncomment Below for enable server check //if (isServer) exitWith {}; _Type = (typeOf player); // Class arrays _Tml = ["US_Soldier_SL_EP1", "US_Soldier_TL_EP1", "US_Soldier_Officer_EP1", "US_Delta_Force_TL_EP1"]; _Med = ["US_Soldier_Medic_EP1", "US_Delta_Force_Medic_EP1"]; _Mng = ["US_Soldier_MG_EP1", "US_Soldier_AMG_EP1", "US_Delta_Force_AR_EP1", "US_Delta_Force_MG_EP1"]; _Grn = ["US_Soldier_AA_EP1", "US_Soldier_AT_EP1", "US_Soldier_AAT_EP1", "US_Soldier_HAT_EP1", "US_Soldier_AHAT_EP1", "US_Soldier_LAT_EP1", "US_Soldier_GL_EP1"]; _Snp = ["US_Soldier_Marksman_EP1", "US_Soldier_Sniper_EP1", "US_Soldier_SniperH_EP1", "US_Soldier_Sniper_NV_EP1", "US_Soldier_Spotter_EP1", "US_Delta_Force_Marksman_EP1"]; _Pil = ["US_Soldier_Pilot_EP1", "US_Pilot_Light_EP1"]; _Eng = ["US_Soldier_Engineer_EP1"]; _Crw = ["US_Soldier_Crew_EP1"]; _Rfl = ["US_Soldier_EP1", "US_Soldier_B_EP1", "US_Soldier_Light_EP1", "US_Delta_Force_EP1", "US_Delta_Force_Assault_EP1", "US_Delta_Force_M14_EP1", "US_Delta_Force_Night_EP1", "US_Delta_Force_SD_EP1"]; if (_this != player) exitWith {}; // exit all other clients. //Ammobox Deployment _m = "client_ammobox_pos"; _mpos = getMarkerPos _m; _mdir = markerDir _m; _box = "USVehicleBox" createVehicleLocal _mpos; _box allowDamage false; _box setDir _mdir; _box setPos _mpos; player reveal _box; //player reveal _box; #define __awc(wtype,wcount) _box addWeaponCargo [#wtype,wcount]; #define __amc(mtype,mcount) _box addMagazineCargo [#mtype,mcount]; while {alive _box} do { clearMagazineCargo _box; clearWeaponCargo _box; //For All //Pistols __awc(M9,1) __awc(M9SD,1) __awc(Colt1911,1) __awc(revolver_EP1,1) __awc(revolver_gold_EP1,1) __awc(glock17_EP1,1) __awc(Sa61_EP1,1) __awc(UZI_EP1,1) __awc(UZI_SD_EP1,1) __awc(M16A2,1) //Rifles __awc(LeeEnfield,1) __awc(M4A1,1) __awc(M4A3_CCO_EP1,1) __awc(M14_EP1,1) __awc(SCAR_L_CQC,1) __awc(SCAR_L_CQC_Holo,1) __awc(SCAR_L_STD_HOLO,1) __awc(SCAR_L_CQC_CCO_SD,1) __awc(SCAR_H_CQC_CCO,1) __awc(SCAR_H_CQC_CCO_SD,1) __awc(FN_FAL,1) __awc(G36C_camo,1) __awc(G36_C_SD_camo,1) __awc(Sa58P_EP1,1) __awc(Sa58V_EP1,1) __awc(Sa58V_CCO_EP1,1) __awc(SCAR_L_STD_Mk4CQT,1) //Launchers __awc(M136,1) //Grenades //__amc(HandGrenade_Stone,50) __amc(HandGrenade_West,30) __amc(Smokeshell,20) __amc(Smokeshellred,20) __amc(Smokeshellgreen,20) __amc(SmokeShellYellow,20) __amc(SmokeShellOrange,20) __amc(SmokeShellPurple,50) __amc(SmokeShellBlue,50) __amc(FlareWhite_M203,20) __amc(FlareGreen_M203,20) __amc(FlareRed_M203,20) __amc(FlareYellow_M203,20) __amc(1Rnd_HE_M203,30) __amc(6Rnd_FlareWhite_M203,20) __amc(6Rnd_FlareGreen_M203,20) __amc(6Rnd_FlareRed_M203,20) __amc(6Rnd_FlareYellow_M203,20) __amc(6Rnd_HE_M203,30) __amc(6Rnd_Smoke_M203,20) __amc(6Rnd_SmokeRed_M203,20) __amc(6Rnd_SmokeGreen_M203,20) __amc(6Rnd_SmokeYellow_M203,20) __amc(1Rnd_Smoke_M203,20) __amc(1Rnd_SmokeRed_M203,20) __amc(1Rnd_SmokeGreen_M203,20) __amc(1Rnd_SmokeYellow_M203,20) //Ammo __amc(30Rnd_9x19_MP5,30) __amc(30Rnd_9x19_MP5SD,30) __amc(7Rnd_45ACP_1911,30) __amc(6Rnd_45ACP,50) __amc(20Rnd_B_765x17_Ball,30) __amc(10Rnd_B_765x17_Ball,50) __amc(15Rnd_9x19_M9,30) __amc(15Rnd_9x19_M9SD,30) __amc(17Rnd_9x19_glock17,50) __amc(20Rnd_556x45_Stanag,30) __amc(30Rnd_556x45_Stanag,30) __amc(30Rnd_556x45_StanagSD,30) __amc(30Rnd_762x39_SA58,50) __amc(20Rnd_762x51_FNFAL,30) __amc(10x_303,50) __amc(30Rnd_556x45_G36,30) __amc(30Rnd_556x45_G36SD,30) __amc(200Rnd_556x45_M249,30) __amc(100Rnd_556x45_M249,50) __amc(100Rnd_556x45_BetaCMag,30) //__amc(8Rnd_B_Beneli_74Slug,50) __amc(5Rnd_762x51_M24,6) __amc(20Rnd_762x51_DMR,50) __amc(10Rnd_127x99_M107,3) __amc(20Rnd_762x51_B_SCAR,30) __amc(20rnd_762x51_SB_SCAR,30) __amc(100Rnd_762x51_M240,30) __amc(M136,10) __amc(Dragon_EP1,10) __amc(MAAWS_HEAT,2) __amc(MAAWS_HEDP,2) __amc(Pipebomb,5) __amc(Laserbatteries,20) __amc(JAVELIN,1) __amc(STINGER,2) //__amc(30Rnd_545x39_AK,50) //__amc(PG7V,3) //__amc(PG7VR,3) //__amc(PG7VL,3) //__amc(100Rnd_762x54_PK,50) //__amc(60Rnd_762x54_DT,50) //__amc(75Rnd_545x39_RPK,50) __amc(30Rnd_9x19_UZI,50) __amc(30Rnd_9x19_UZI_SD,50) //__amc(30Rnd_762x39_AK47,50) //__amc(10Rnd_762x54_SVD,50) //Other __amc(IR_Strobe_Target,3) __amc(IR_Strobe_Marker,3) __amc(IRStrobe,3) __awc(NVGoggles,1) __awc(Binocular,1) //For Team Leaders if (_Type in _Tml) then { //Rifles __awc(M16A2GL,1) __awc(M4A3_RCO_GL_EP1,1) __awc(SCAR_L_STD_EGLM_RCO,1) __awc(SCAR_L_CQC_EGLM_Holo,1) __awc(M32_EP1,1) __awc(SCAR_H_STD_EGLM_Spect,1) __awc(FN_FAL_ANPVS4,1) __awc(Sa58V_RCO_EP1,1) __awc(G36A_camo,1) __awc(G36K_camo,1) __awc(SCAR_L_STD_EGLM_TWS,1) //Launchers __awc(M79_EP1,1) __awc(Mk13_EP1,1) __awc(M47Launcher_EP1,1) __awc(MAAWS,1) __awc(JAVELIN,1) __awc(STINGER,1) //Other __awc(Binocular_Vector,1) __awc(Laserdesignator,1) }; //For Medics if (_Type in _Med) then { }; //For Auto Gunners if (_Type in Mng) then { //Machine Guns __awc(MG36_camo,1) __awc(Mk_48_DES_EP1,1) __awc(m240_scoped_EP1,1) __awc(M249_EP1,1) __awc(M249_TWS_EP1,1) __awc(M249_m145_EP1,1) __awc(M60A4_EP1,1) }; //For Grenadiers if (_Type in _Grn) then { //Launchers __awc(M47Launcher_EP1,1) __awc(MAAWS,1) __awc(JAVELIN,1) __awc(STINGER,1) __awc(M79_EP1,1) __awc(Mk13_EP1,1) }; //For Pilots if (_Type in _Pil) then { }; //For Crewmen if (_Type in _Crw) then { }; //For Riflemen if (_Type in _Rfl) then { }; //For Snipers if (_Type in _Snp) then { //Rifles __awc(SCAR_H_LNG_Sniper,1) __awc(SCAR_H_LNG_Sniper_SD,1) __awc(SCAR_H_STD_TWS_SD,1) __awc(M24_des_EP1,1) __awc(M107,1) __awc(m107_TWS_EP1,1) __awc(M110_TWS_EP1,1) __awc(M110_NVG_EP1,1) }; //For Engineers if (_Type in _Eng) then { //Mine __amc(Mine,10) }; sleep 40; }; [/Code][color=Silver] [size=1]---------- Post added at 08:48 PM ---------- Previous post was at 08:39 PM ----------[/size] [/color]BTW, the sleep timer is just set to a low value so that I can test the refill.
  4. Thanks for the tip, I am now, and will use this going forward. I'm getting the same error as Grimes, and after reading around a bit on "sleep", I'm wondering if the problem is that the script is being "called" in the On Act field in the mission trigger. I am gathering that "sleep" can only be used on scripts executed with execVM and Spawn. Since this refill is going to happen every 5-10 minutes, I'm not sure if execVM is the way I should go. Maybe there's another way I could make the script "sleep", without using that command specifically. Either that, or I'll might need to run the ammo filler without using the Call function.
  5. Well in the Domination mission I got the problem when I tried to put some conditions on the available weapons based on class...I suppose there's any number of ways I could have broken that script.... But at this point, the ammobox loads just fine. I even added the "while {true} do {" prior to the clearing and reloading of the box. I set the timer to 20 seconds to test, but it doesn't refill the box. Still this is progress...I'll keep plugging away at it. Strikor, in your missions, have you had any issues refilling the box?
  6. OK, Grimes' example was a little easier for me to implement from scratch, at least for testing. The problem I ran into here is the same problem I had when I tried to edit the ammobox filler script that's built into Domination....The box spawns in the proper place, but the ammo doesn't clear, and it doesn't load with the items in the script. It's almost like the script works halfway. I tried the single and multiplayer editors, and I tried commenting out the server check line at the top of the script. Does this problem sound familiar at all? I'm going to give the Demonized script a try now to see if I get a different result. ---------- Post added at 05:04 PM ---------- Previous post was at 05:01 PM ---------- One thing I would add, Grimes...I have the same problem when I try to load your JIP demo mission. The only change I made was to comment out the "if (isServer) exitWith {};" portion. Again, I tried the single and multiplayer editors, so I wonder if this is an issue with some kind of addon I might be running, or something I'm missing altogether. ---------- Post added at 05:50 PM ---------- Previous post was at 05:04 PM ---------- Alright, I took out the "[] spawn {" section of Grimes' script, and it seems to be working now. Does this section of the script do anything specifically? I don't want to break anything. Thanks!
  7. this actually looks exactly like what I'm trying to add, and for the same purpose as well. I wanted to limit weapon options based on type, or failing that, based on name...Not sure if I'll go with the typeOf function, or keep the player name, but I will give this a try tomorrow to see if I can get it going. Thanks!!!
  8. Hi Guys, I've seen lots of threads with repeat questions, and folks advising on using the search function...I feel like this is a question that has to have been answered before, but believe me, I've tried the search function....I've been sitting on this question for weeks because I don't want to look like an ass, but I'm just going to ask. How can I spawn a client-side ammobox? I'm trying to build a basic mission template just a little at a time. I'm trying to get some fundamentals down, but an integral part of my template is the client-side ammo box like the one in Domination. Is it something that I need to put in the init.sqf? I'm lost here... If it's something that's explained in one of the guides, maybe you could point me to it? I hope I'm not clogging the editing forum with another repeat question, I just don't know what to do at this point. Thanks in advance.
  9. CodeVision

    Patch 1.56 Bug reports

    They reinstalled for me, and it all seems to work now. Not sure what the issue was. Thanks!
  10. CodeVision

    Patch 1.56 Bug reports

    Hi All...I have a server with AOWC running combined ops. I can't apply the update myself, so the team there did it. But now that the update's been applied, when I connect to the server, I just get "Wait for Host". I know that isn't very descriptive, and the team at Art of War Central is working on the problem now. But I wanted to know if these few details are enough to point to any particular problem. I tried removing the addons from the command line, but I got the same issue. But I haven't changed anything about the server since before the update, so I'm not sure where the problem could be. I tried to look at the log file, but I really can't understand it. Any pointers at all would be greatly appreciated. Thanks!
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