Jump to content

TeTeT

Member
  • Content Count

    958
  • Joined

  • Last visited

  • Medals

Everything posted by TeTeT

  1. I just downloaded the Iowa and placed it besides the Nimitz and experienced no crash. I get a warning that battleship_detail_fowarddeck2_mask.paa is not found, but that's it. Can someone that experiences the crash shed some more light if the Nimitz and the scripts for it are related to the crash at all?
  2. @kennyleif, currently I do not work on the Nimitz. There's of course still plenty to do.
  3. I have not found a way to prevent the 'cracks' between the different parts of the carrier from being present. I tried to put the geometry models all in one LOD, but the game engine didn't like that and you fell through the carrier right away. If anyone has an interesting idea to solve this, please get in touch. Until that I recommend to use something like the 'rescue' module, which teleports a player that fell through the cracks back to the carrier. It's just a work around, but better than swimming to the shore...
  4. @Hutch1111, best you look at the traffic mission and the folder for take off and landing. It's quite heavily scripted as the AI will not recognize the Nimitz as landing strip at all...
  5. Two small missions for those whole like flying transport helos in SP. You need the CBA addon for the missions to work. The mission is a single player transport mission set in the future on Altis. You're the pilot of a PO-30 Orca and get tasked with some randomly assigned missions during your shift. Due to a problem with 'nearestObject' in ArmA3 expect long loading times. http://tspindler.de/arma/missions/HeloTransport.Altis/ The mission is a single player transport mission set in the future on Altis. You fly a MH-9 during an amphibious landing operation on the southwest coast of Altis. Due to the current lack of naval platforms the base has been moved ashore... http://tspindler.de/arma/missions/Landing.Altis/
  6. I use the following code to place the Nimitz on the sea randomly. The center pos is the player and a 30km circle around it is searched: private ["_pos"]; _pos = []; while {count _pos == 0} do { _pos = [[[getPos player, 30000]], ["out", "ground"], {true}] call BIS_fnc_randomPos; // refine it, not too close to shore? _pos = _pos isflatempty [1000, 0, 0, 1000, 2, true, ObjNull]; }; TeTeT
  7. TeTeT

    @A3MP - ArmA 3 Map Pack

    On the broken files during unpacking - I had that problem with 7zip too. For me the switch to using unrar on the Mac OS X command line did the job. Maybe try out a specialized utility for rar for Windows before downloading the files again?
  8. @rory_pamphilon, I just tested your mission on a dedicated server and the catapults worked fine for me. I saw one error with the rescue module in the logs and fixed that in http://tetet.de/arma/arma3/nimitz/experimental/ttt_nimitzfunctions.pbo I got some script errors from the mission, maybe you can fix init.sqf and just call [] execVM "marker-blu.sqf" once instead for any defined figure? On the catapult problem, maybe our servers are configured differently and hence the catapults don't work for you? Does your server log contain any entry like 'Flight deck activated" and "Syncing <unit name>"? Maybe the mod does not load correctly on your server?
  9. TeTeT

    @A3MP - ArmA 3 Map Pack

    Would like to seed from a linux server, but get this error with btdownloadcurses: [10:52:49] Problem connecting to tracker - <urlopen error unknown url type: udp> Any idea what might be wrong with the torrent file? I tried rTorrent as well and it doesn't download either. With vuze on Mac the torrent works just fine. [EDIT] Seems I used rTorrent not correctly, it downloads now. Seems btdownloadcurses doesn't support udp URLs.
  10. What's the output if you run $ ./arma3server in your arma directory?
  11. @rory_pamphilon, interesting thought on the ambient sounds, I'll investigate. On the module not working on dedicated server, can you provide some additional info? Like a small sample mission that illustrates the problem. From my testing it works quite well, though if you forget to add to sync the Towing module to something the high level modules tend to break.
  12. @sttosin, the flightdeck is actually like a building rooftop - not sure Arma choppers can land their without scripting? You might try to place a helipad at the flightdeck height or a bit above and see if the AI actually touches down. In one of the ambiance missions I tried to have the choppers land but it wasn't really successful.
  13. TeTeT

    USS Nimitz

    @okurz, quite sure there will be no more updates to the Arma2 Nimitz soonish. There are to many other interesting Arma3 projects going on to lose time in... Though I'm tempted to fix some of the script errors. On the Six-Network, I have no idea how to swap versions there and it may well be that the maintainer wants to keep JDog's version in their repo.
  14. I think the problem is with '_classname = configName _selection;' For some config entries this doesn't work. I'm not at my desktop right now, not sure how it is to be fixed out of my head. Maybe check 'isNull _classname' does the trick.
  15. I tried to taxi the Buzzard from the hangars at Altis airfield to the runway. When spawning the plane with crew they more or less taxi toward the runway, but do not manoeuvre any obstacles (and get stuck). To overcome this I tried using 'setVelocity' on the Buzzard, but instead of moving it will eventually blow up (when the velocity vector seems to reach some threshold). Until that there's not much more than a bit jittering on the plane. Is there any other recommended way to taxi a plane on the ground in ArmA3? Is this probably an effect of airplanex? The same taxi code works with the F/A-18 by John_Spartan and Saul.
  16. Thanks for the answers! @Zigomarvin, thanks, that command works, though it seems the AI gets stuck and does not continue the take off process at times. However, the underlying setVelocityTransformation command seems to move both the Buzzard and the F/A-18 with no problems. Once I've figured out how to use this function effectively I'll post the code here. @tryteyker, unfortunately the automatic taxiing didn't work for me - the AI did ignore the taxi way from the hangars and moved cross country. @Goblin, is the one hangar that does not work for you the one opposite the southern tower? It seems to be setup the opposite direction of the others, e.g. facing away from the taxi path.
  17. @Dravinist, is the flightdeck height wildly off or just a meter or two? @sttosin, for having the planes on station longer, check the FlightFunctions\fn_flightpath.sqf function. In the mission they are just flying a circle. I noticed the AI wandering into the ocean as well and removed them. If you need to place AI it's best to disable Anim or have them execute some animation endlessly, like in the ambiance module. On endless traffic, the main loop should task a new flight every 30 seconds as long as the Nimitz is alive. If this loop stops it's most likely that a resource was not freed correctly. If that happens to you, you can change debug to true in TeTeT_traffic/DebugFunctions/Debug.h and get some additional info.
  18. How does one count randomly? Do you mean having an array [1,2,3,4,5,6,7] and then shuffling that? That would be best accomplished via CBA: _shuffled = [[1, 2, 3, 4, 5, 6, 7]] call CBA_fnc_shuffle; See https://dev-heaven.net/docs/cba/files/arrays/fnc_shuffle-sqf.html
  19. @zach72, I sometimes had the same impression - that the server doesn't want to understand my code. Anyway, here is a sample mission with a sync after respawn: http://tetet.de/arma/arma3/nimitz/experimental/%5bMP%5dsimpleBlowup.Altis.pbo Init.sqf, a very hacked up respawn ... just for testing:
  20. Please take a look at the [MP]NimitzTestv08.Altis.pbo sample mission for a player respawn on the flightdeck. It utilizes onPlayerRespawn.sqf, which contains (among some dead code): player setPos (getPos NimitzSpawn); player setDir 0; [player, 17.5] call TTT_fnc_syncSimple; I guess you can place any object on the flightdeck and teleport to it. Not sure if I get the question. Ah, maybe it is that the teleport script best uses setPosASL and getPosASL?
  21. It's mentioned in one of the reps: 233780 is the tools steamid.
  22. There is setVehicleVarName, maybe that does the trick?
  23. @zach72, it's a locality issue as the addAction induced by the sync functions do only get executed on the server. You can try to replace the straight calls to the functions with BIS_fnc_MP: [[_vehicle], "TTT_fnc_syncTailhook", player, true] call BIS_fnc_MP; It's untested, but should execute the script on all client machines were player is always local.
  24. You need to set the height via setPosASL, depending on your respawn script the location will differ where to store that. The call should look like _unit setPosASL [getPos _unit select 0, getPos _unit select 1, 17.5]; with _unit being the respawned unit.
  25. @zach72, the towing does not work well on multiplayer servers due to some locality issue I could not overcome. When the player that controls the UGV sits in the towed planes cockpit it works, though. As the plane is then local to the system where the script is being run... Maybe running the towing script via BIS_fnc_MP on the server should overcome this. Nevertheless, you _have_ to place and sync the towing module, otherwise the simple modules (Briefing, Flightdeck, Hangar) won't run. On the check if _vehicle is a plane or not, I'd recommend calling _vehicle call BIS_fnc_log or diag_log str _vehicle, depending on where the script runs and check the rpt file what the result is. The typeOf info might also be interesting to log for _vehicle.
×