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DieselJC

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Posts posted by DieselJC


  1. So I ported BMR Insurgency to Everon and wanted to add in a Train system..so the issue I found was there isnt any actual rail bedding for the tracks so its tough to keep them level..my thought was..and I dont know if this is possible but adding in rail bedding that is say 2meters thick you could lay the bedding down and the track on top of it to get over those small elevation issues on maps. That would also allow you to run the train around a large hill/mountain by laying the bedding down first. Maybe even have the bedding as deep as say an H-Barrier is. If using the Tanoa track just have the bedding be the same configuration as the track lengths and radius.

    Anyway..just a thought for the future.

     

    Diesel

    • Like 2

  2. On ‎4‎/‎23‎/‎2017 at 7:01 PM, Jigsor said:

    Its in init_server.sqf lines 58, 65, 73 and 80.
    The second parameter is abandoned minutes currently 60. Change it to what ever you like.
    example line -

    
    _nul = [MHQ_1, 60, 0.01, {_this setVariable["persistent",true]; _VarName = "MHQ_1"; _veh setVehicleVarName _VarName; _veh Call Compile Format ["%1=_This ; PublicVariable ""%1""",_VarName]; INS_MHQ_killed = "MHQ_1"; publicVariable "INS_MHQ_killed";}] execVM "vehrespawn.sqf";

    The third parameter (0.01) is respawn time. It may not work if you extend it especially in multiplayer.

    Can I set the respawn so it doesn't respawn when abandoned?

     

    Diesel


  3. 31 minutes ago, commy2 said:

    Is that your mission?

    No its Battlezone I had from awhile back..I originally tried it with a Modset but no luck..then tried it totally vanilla and it works fine..then I tried it with just CBA running and it doesnt work..wont load the objectives at all..really strange deal.

     

    That was just the error I got off the rpt.

    I havent had any issues with other missions except this one so far.

     

     

    Diesel


  4. Anyone having an issue with missions and CBA..I am running this one in the editor but no tasks are showing up like they did before the last update..I assume its a CBA issue with the error I am getting...can someone confirm this or possibly point me in the correct direction..

     

     

     

    Error in expression <

    params [
    ["_group",grpNull,[grpNull,objN>
    15:05:43   Error position: <params [
    ["_group",grpNull,[grpNull,objN>
    15:05:43   Error 2 elements provided, 3 expected
    15:05:43 File \x\cba\addons\ai\fnc_taskPatrol.sqf [CBA_fnc_taskPatrol], line 1752

     

    Diesel


  5. I use EPM RCon and dont have any issues..also what do you use for your squad XML? I use a Squad Generator from dtclanand havent had any issues at all. I thought the Arma Squad in game was supposed to do that but I had heard issues with it..the dtclan is free and works really well.

     

    http://www.dtclan.co.uk/

     

    There is another post about the RCon changes in the forum someplace..I'd go back and just re-check your cfg and port settings..I know Dwarden posted awhile back about what ports to use but cant find the topic now. If I do I'll post the link.

     

    Diesel


  6. 7 hours ago, Applejakerie said:

     

    @DirtyG16 Which version are you using? How do you mean they're not overwriting properly? The RHS preset actually still includes some vanilla stock units, such as the crew, pilots, trucks, drones and boats. I'm going to make an update to all of these entries soon as well as the rest of, and other, preset file(s). Price changes and enemy spawn changes will be more "suitable" and "gritty" respectively. Also, the F/A-18, if you don't load the mod server-side then clients will not be able to use it, so the variable will not show in the build list regardless. No need to comment it out is all I mean to say.

     

    I will also remove the vanilla crew, pilots for RHS, the trucks once their ammo box config has been worked out and add the US Mk.V SOCOM boat.

     

    @Huski_ The production time in the latest 0.95 is available for edit within the kp_liberation_config.sqf file, you still think it should be made a parameter lobby also? Yes, as long as your server config reads persistent = 1; and your server is online, where the mission is started (use an autoinit or be on at each restart to start the mission) then production will continue, as will almost everything else. Correction: The production system does NOT tick unless at least 1 player is online, sorry about that. 

    Ok I'm confused..who is continuing work on this..Wyqer or Applejarkie..I thought Wyqer was doing the new KP liberation...or are you both working on this together? I just see some of the scripting is different and dont know if it will crossover old with new.

     

    Diesel


  7. I thought I read in the forums someplace that you can unlocl a whole ton more of the Whiteboard textures..that include breifing maps etc etc. Someone posted a list on here awhile back..if I find the link I'll post it.

     

     

    Diesel

     

    I made a copy of the list that was posted awhile ago..didnt find the post but here is what was in it.

     

    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_blufor_air_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_blufor_autonomous_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_blufor_expo_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_blufor_ground_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_blufor_water_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_blufor_weapons_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_independent_air_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_independent_autonomous_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_independent_expo_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_independent_ground_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_independent_water_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_independent_weapons_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_opfor_air_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_opfor_autonomous_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_opfor_expo_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_opfor_ground_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_opfor_water_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_opfor_weapons_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_sp_fd05_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_sp_fd07_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_sp_fd06_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_sp_fd08_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_sp_fd09_co.paa
    \a3\missions_f_gamma\data\img\whiteboards\whiteboard_sp_fd10_co.paa
    \a3\missions_f_epa\data\img\whiteboards\mapboard_altis_c_in1_co.paa
    \a3\missions_f_epa\data\img\whiteboards\mapboard_stratis_c_in1_co.paa
    \a3\missions_f_epa\data\img\whiteboards\whiteboard_a_in_camp_co.paa
    \a3\missions_f_epa\data\img\whiteboards\whiteboard_a_in_lz_co.paa
    \a3\missions_f_epa\data\img\whiteboards\whiteboard_briefing_a_m01_co.paa
    \a3\missions_f_epa\data\img\whiteboards\whiteboard_briefing_a_m02_co.paa
    \a3\missions_f_epa\data\img\whiteboards\whiteboard_briefing_a_m03_co.paa
    \a3\missions_f_epa\data\img\whiteboards\whiteboard_briefing_a_m04_co.paa
    \a3\missions_f_epa\data\img\whiteboards\whiteboard_briefing_a_m05_co.paa
    \a3\missions_f_epa\data\img\whiteboards\whiteboard_briefing_a_out_co.paa
    \a3\missions_f_epa\data\img\papermaps\papermap_briefing_b_hub01_co.paa
    \a3\missions_f_epa\data\img\papermaps\papermap_briefing_b_m01_co.paa
    \a3\missions_f_epa\data\img\papermaps\papermap_briefing_b_m02_co.paa
    \a3\missions_f_epa\data\img\papermaps\papermap_briefing_b_m03_co.paa
    \a3\missions_f_epa\data\img\papermaps\papermap_briefing_b_m05_co.paa
    \a3\missions_f_epa\data\img\papermaps\papermap_briefing_b_m06_co.paa
    \a3\missions_f_epa\data\img\papermaps\papermap_briefing_b_out2_co.paa


    this setObjectTexture[0,"InsertPAAPathHEre"];


    Diesel

    • Like 1

  8. So I am having an issue with my server not showing up in the MP Lobby. My server host did upgrades these last 2 days with new CPU Memory etc. But now even when I run vanilla the server does not show in the lobby.

    I get the error:

     

    Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    a3_characters_f

     

    No other errors and it says connected to Steam servers. I have gotten that error before but never had it not be able to have the server show up. I also validated the game with the steam server update and it validated fine. I'm a bit loast as that error is part of the vanilla game and I am not running any mods at this time. Any help would be appreciated.

     

     

    Diesel


  9. 12 minutes ago, Knight81 said:

    Seems that the doors are broken?! We can't open/close the doors on that map :( Anyone else with this problem?

    Doors are broken...I believe you can open them using the ACE Interact..otherwise I saw a fix for the doors on Steam Workshop..as far as I know this isnt being updated anymore. Try the ACE Interact.

     

    Diesel


  10. Not sure about the game but in real life when you look through a high power scope your eyes focus on what you are looking at..then take your eye away from the scope and in real life things are a bit blurry until your eyes adjust again..at least mine do that at the range..but that may be my age..lol..the other thing to think about is the game has to render the maginification quickly then render it back down again..to have some slight lag I wouldnt say that is out of the question depending on terrain and graphics settings. Does it do the same thing in the VR editor with no objects?

     

     

    Diesel


  11. On 4/14/2017 at 11:36 PM, i eat yellow cake said:

    Bump. Still getting the issue. Repacked and Resigned all the mods twice now and still no difference.

    Did you make the Mods you are re-packing? What you are saying doesnt make any sense..download a Mod..put the Mod in the main Arma 3 folder on your server and copy the key from the Mod into the "keys" folder..I dont understand what or why you are trying to re-pack mods. Unless you made the Mods yourself you should not be re-packing and trying to sign them.

     

    Diesel


  12. 3 hours ago, Delta Hawk said:

     

    Aircraft carries don't have a "well deck" for LCACs, AAVs and LCTs.  Only LHDs, LPD, and LSDs.  Damn the military is ridiculous with acronyms.

    Well that sucks...lol..thanks for the info though,,appreciate it.. I use your USM Mod on my server and love it by the way!

     

     

    Diesel


  13. Not being a big jet fan or helos for that matter,I hope the Carrier has space and a wet dock inside like the CUP one does to use a landing craft  for vehicles...would be really neat to use an offshore base.

     

    Diesel


  14. Got the add location to work using the define_mod.sqf

     

    Ended up with this in the script and works perfectly!

     

    btc_custom_loc = [
    [[11181.1,11456.1,0.00135803],"NameVillage","Sainte Eligous Island",300,300,true],
    [[1142.08,11500.8,0.00144196],"NameCity","Olde Castle Island",300,300,true],
    [[11738.3,2057.82,0.00135803],"NameCity","Olde Chapel",300,300,true],
    [[2899.93,1970.15,0.00143814],"NameCity","Sainte John Monastery",300,300,true],
    [[3428.06,4417.5,0.00144958],"NameVillage","Le Mounte",300,300,true],
    [[2360.62,6834.96,0.000904083],"NameCity","Camp Woode",300,300,true],
    [[10874.5,8657.82,0.00170898],"NameVillage","Camp Elle",300,300,true],
    [[8774.2,3882.18,0.00126648],"Hill","Mt. Elise",300,300,true]
    ];

     

    I appreciate the reply Vdauphin!

     

     

    Diesel

    • Like 1
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