woulffman
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Posts posted by woulffman
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I fixed my issue by installing Visual C++ Redistributable for Visual Studio 2015 found here:
https://www.microsoft.com/en-us/download/details.aspx?id=48145 -
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. -
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
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Love this mod. Can't wait for the native Windows app for my Surface.
Any chance of getting the grid coordinates on the left side and top of map?
Thanks!
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Did you make a change (fix) to the APKWS? It seems they only hit targets now with a valid laser lock. Before that last update, I could just point and shoot without laser lock.
Having a laser lock is no a bug in my opinion. It is how it should work. I just have some pilots asking about it.
Thanks again for all the awesome mods.
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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!
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Thanks for all the updates! Can you fix the A-10 landing gear? It is overly sensitive to improvised runways. In addition, the tow point is below ground. This causes the aircraft to float above the ground when towing it.
Thanks again for all the beautiful aircraft and systems!
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Is it possible to have a delay between each component of a composition being spawned?
Thanks
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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.
Spoilerif !( 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
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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
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Very nice! Thank you and Happy New Year!
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Is it possible to have a player type a code for an action to work? I'd like to have a laptop that will allow a player who knows a 4 digit pin to be able to select for a list of actions. I have the addaction stuff down but don't know how to require a pin be entered first.
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Is it possible to get the landing gear fixed? It is sensitive on improvised runways and often takes damage. Also when using towing mods, the aircraft will sit a few meters above the ground. So the towing point seems to be below the ground.
The aircraft also explodes on Land_AirstripPlatform_01_F.
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On 8/16/2018 at 3:53 PM, bludski said:Barely working water tiles isn't very interesting.. there probably won't be any lakes but some sort of sites instead...
Ok. I didn't know that. Maybe instead you could make the lakes/rivers look frozen over? Just a thought. Even without the lakes and rivers, I still love this map!
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Excellent job! Love what I'm seeing. Can't wait for the lakes!
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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.
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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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Are the official missions like MP_GroundSupport01.Altis configured to use headless client? If so, what would the HC be named (i.e. HC1, HC2)?
Thanks
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I added my digital purchase to Steam hoping a reinstall would fix the issue with the game crashing all the time. Nope. Even with the beta patch, it still crashes when going from island to island. I would like to play this again but it doesn't look like it will ever get fixed.
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I found this helped http://forums.bistudio.com/showthread.php?163508-Description-ext-CfgRespawnInventory-Issues&highlight=CfgRespawnInventory. See the post by BangaBob.
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I understand there are a few missions like that. I was thinking about something more. Maybe a new campaign as a police officer. A focus on law enforcement aviation unit.
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I would like to see some "Cops" or "Blue Thunder" (minus whisper mode) stye added. Coop with JAFO maybe?
Maybe a police station with helipad and get calls day or night to support ground units?
FLIR or spot light to track suspects and vehicles?
Suspects shooting at helicopter?
Sounds like fun
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I think I just need practice. I've noticed with the X-65F that it's hard to tell how much for force I'm using when on the ground.
RHS terrains. RHSKATYA, RHSPKL, RHSVIDDA
in ARMA 3 - ADDONS & MODS: DISCUSSION
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