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woulffman

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Posts posted by woulffman


  1. Hi,


    Having issues with dedicated server.
    Error in log: Call extension 'url_fetch' could not be loaded: The specified module could not be found.
    I unloaded all mods, created a basic mission with the module set, put it on the dedicated server, with only this mod loading and it still doesn't work.
    I can get the menu through script but it is blank.
    I can fill in the information and populate and the menu appears correct but the weather doesn't change.

    If I run it from editor started server it behaves as expected.


  2. On 3/1/2020 at 1:00 PM, woulffman said:

    Thanks for the response.  Here is more detail.

    Updated video of towing point and improvised runway issues

    Video of towing point and improvised runway issues. (ignore this one)

    The first part of the video shows the tow point below ground for Lesh's Towing Mod.  I have seen the same issue with a towing mod in the unit I'm with but I don't know the name of that mod.

     

    The rest of the video also shows improvised runway issues.  One from a dirt runway on Altis (though I have had the issue on many maps with all sorts of runways) and another from a runway composition I created.

     

    If you need more info, let me know.

     

    Thanks again!

     

    Looks like the tow point was moved again.  Lesh's Towing Mod can no longer tow the A-10C.  Other aircraft seem ok (F-22, F-35B).  Can you correct the tow point again?

     

    Thanks


  3. 15 hours ago, firewill said:

    1. where

    2. what tow mod

    how can i just fix the problem even i don't know about the detail?

    Thanks for the response.  Here is more detail.

    Updated video of towing point and improvised runway issues

    Video of towing point and improvised runway issues. (ignore this one)

    The first part of the video shows the tow point below ground for Lesh's Towing Mod.  I have seen the same issue with a towing mod in the unit I'm with but I don't know the name of that mod.

     

    The rest of the video also shows improvised runway issues.  One from a dirt runway on Altis (though I have had the issue on many maps with all sorts of runways) and another from a runway composition I created.

     

    If you need more info, let me know.

     

    Thanks again!


  4. Larrow,

     

    I have my script working in single and was moving to server.  I changed the "isServer" to what you mentioned earlier in the thread.

    Spoiler

    if !( isServer ) exitWith {
        //RE function on server
        _this remoteExec[ "LARs_fnc_spawnComp", 2 ];

    };

    The composition builds fine but now does not delete.  Can you help with what I'm missing?

     

    Thanks


  5. This is really cool.  I could use some help though.  I built a FARP that I want to have assigned to a container (add action) and have the player interact with it to spawn the FARP.  I got that working but not the removal part.

     

    For the removal I get the following error:

    Spoiler

    '...target",

    "_caller",

    "_id",

    File LARs\sawnComp\functions\utility\fn_deleteComp.sqf

    [LARs_fnc_deleteComp]..., line 43

    "_args"

    ];

    [ |#|_FARP ] call LARs_fnc_deleteComp;

    Error Undefined variable in expression

     

     

    Here is my code:

    FARPBOX addAction [ "Build the FARP", 
    			{params
    			[
    			"_target",
    			"_caller",
    			"_id",
    			"_args"
    			];
    			private["_FARP"];
    			_FARP = ["WFARP",getPosATL FARPBOX,[0,0,-1.5],5,false,true,true ] call LARs_fnc_spawnComp;
    			[ _FARP ] call LARs_fnc_spawnComp;
    			},
    	[],
      	1.5, 
     	true, 
      	true, 
        	"",
        	"true", // _target, _this, _originalTarget
        	50,
        	false,
        	"",
        	""
    		];
    FARPBOX addAction [ "Dismantle the FARP", 
    			{params
    			[
    			"_target",
    			"_caller",
    			"_id",
    			"_args"
    			];
    			[ _FARP ] call LARs_fnc_deleteComp;
    			},
    	[],
    	1.5, 
    	true, 
    	true, 
    	"",
    	"true", // _target, _this, _originalTarget
        	50,
        	false,
        	"",
        	""
    		];

    Thanks


  6. 2 hours ago, pierremgi said:

    You are speaking about the player side, so I assume there are several players. Right?

    Your code will stay on players' PC. I mean local on each player, so your myCivKillCounter wil be local, allowing each player to kill 3 civilians (If I understood). Is it the expected effect?

     

    Yes.  Player side.  If it would be only local to player, how would one do this for all players on a server?  Also, I noticed in my tests that even destroying buildings counts against the civilian kills.  What if I only want to count civilian AI?

    What I was hoping to do is warn players if they are killing civilian AI and fail the mission if a number of civilian AI are killed.


  7. Thanks for this.  I found it useful.  I ended up with the section from Grumpy in my init.sqf.  I took the end parts out and put them in triggers so I could have hints to the players to stop as well as a countdown and fail mission.

     

    MyCivKillCounter = 0;
    
    addMissionEventHandler ["EntityKilled",{
    
        params ["_killedUnit","_killer","_triggerMan"];
    
        if (side _killedUnit isEqualTo civilian AND side _triggerMan isEqualTo west) then {
    
            MyCivKillCounter = MyCivKillCounter + 1;
    
        };
    
    }];

     

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