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Jigsor

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About Jigsor

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  1. Hi Jigsor!

     

    I'm curently working with your Naphwinter version, to make it fit 40 players during our cristmas milsim event, December 21'st.

    I wanna make it possible to have the Russian Winter units from Slashbacks "2035: Russian Armed Forces", due they have Winter units.

     

    We still using RHS and such but just wanna try theese out and see how it works and how they looks.. .Think it will make it more "real".

     

    Link: http://www.armaholic.com/page.php?id=29725

     

    Problem is that I really dont know what I'm doing here.. . I've taken one of the existing setups and changed to those units, but it still spawn in RHS units.

    You Think you cluld help out an old fart, making this work?

     

    In advance,

    Andreas a.k.a 8ody8ag @ Gameaholic.se

    1. Show previous comments  6 more
    2. bodybaq

      bodybaq

      After last edit, the one I've send the link to this morning, the mission starts up, all Squares goes red but no enemys showing up. Getting this in the logs:

       

      _unitType=selectRandom _pool;

      _unit = _grp createUnit [_unitTyp>

      8:58:38 Error position: <_pool;

      _unit = _grp createUnit [_unitTyp>

      8:58:38 Error Undefined variable in expression: _pool

      8:58:38 Error in expression <Size step 1 do {

       

      Funny thing is that I've those enemys from @min_rf in the side missions but not in the red Squares.. .

       

      Any clue?

    3. Jigsor

      Jigsor

      Bodybag, Thanks for your patience.
      Your addition was nearly perfectly done, just missing some "" in INS_definitions.sqf line 641, an extra }; in UnitPools.sqf line 330 and missing a " in line 333.
      I added a case : 18 in scripts/DefOp4Loadout.sqf so opfor players will not spawn naked and I discovered that original version of BMR_Insurgency_v1_49.napfwinter was missing a parameter in the 2 base protection triggers' activation fields ( the two triggers wich surround base ). You will want to fix these because they keep enemy players and AI out of base.
      I have updated the original version with the fix.
      The simple manual fix is below.

          name: trig_alarm1init
              change the activation field code to -
                  alarm1On = true; _nul = [((list trig_alarm1init) select 0),trig_alarm1init] call JIG_base_protection;

          name: trig_alarm2init
              change the activation field code to -
                  alarm1On = true; _nul = [((list trig_alarm2init) select 0),trig_alarm2init] call JIG_base_protection;

      I did not use your mission.sqm because there were many addons added to it so I didn't get to test changes you made in the editor. What ever changes you made there will have no impact on what has changed in the code.
       You should know that in INS_definitions.sqf,
      INS_Op4_fixedWing = ["min_rf_su_34"];
      may not be a good choice of fixed wing airpatrole because I observed it flying aimlessly in a spiral pattern higher and higher. Maybe vanilla classes would be better here?
      Even the Vanilla camo variant of Kajman heli had this same problem a few years ago and was reported on feedbacktracker and the forums by several people. I don't know if it was ever fixed so I don't use that version, only black version..
      The problem is that some aircraft cannot follow waypoints for some unknown reason.
      Overall it was great effort on your part, you should be proud :) Most never make it this far.. Thank you for the interest in BMR Insurgency, the community you server and the cool videos you make.
      I recommend to use Notepad ++ to edit if your not already because it can help reveal by bold or highlighting the opening and closing {} brackets for example the mistakes that were made.
      I admit the formatting/indentation is not so great in Unitpools and DefOp4Loadout mainly to save tab space/file size.
      Just replace these files I am returning with the changes.

       

      "Really wanted the civilians from Project_OPFOR and some civilan vehicles from Swedish Forces Pack in the civilian spawn due we using this mods on server. But in that case I would need to add those mods to the script too I guess?"

       

      Yes, the classnames will need to be added to INS_definitions and or Unitpools and the addons they come form will need to be added to detection and activation in init.sqf
      Try this and let me know if you have trouble with anymore changes if you choose to do more.

      Jigsor.

      https://www.dropbox.com/s/2kq2loc459ikupv/Bodybag.zip?dl=0
       

    4. bodybaq

      bodybaq

      Thank you so much Jigsor!

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