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Kerc Kasha

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Everything posted by Kerc Kasha

  1. Cool! glad to hear it, will try it out when I play next time and hopefully it'll be fixed. It's strange that it never happened to me until like maybe the 4th or 5th latest release
  2. Oh no I don't mean like that I mean like, I have the Lifetime counter going and I'm unconcious/half-dead and instead of waiting it out because I know I'm not going to get revived I hit respawn to kill myself and it respawns me at boot_hill as per usual but the spectator script breaks. This is with the respawns turned off by the way, just lives and revives.
  3. I'm getting an issue with the spectator aspect after you hit respawn while bleeding out or wait to bleed out. I don't think it happens when you run out of lives but what happens is the spectator script initializes(it says so in the chat) but it doesnt work instead your view gets locked onto whatever unit the spectator script chooses and stays there, the spectator bars etc and the ability to select a unit is completely gone as if the script stopped working. I tried to set up something so it kicks back in if this happens but it didn't seem to help either. I know Tab hides it but this wasn't the issue - respawning while dead didn't work either it was very strange.
  4. Found a bug with the ace 'ifak' system - or atleast how you use it. You've got the medical items around the wrong way for example: [s1,2,0,0,true] call ACE_fnc_PackIFAK; This gives 2 Morphine - when it should be giving two bandages, which would be [s1,0,2,0,true] call ACE_fnc_PackIFAK; so: [unitname,morphine,bandage,epe,true] call ACE_fnc_PackIFAK; edit: whoops i got it wrong myself it was morphine first not epe
  5. I just tried it out and it didn't seem to work - when players rejoined(mind you they didnt reconnect, jsut hit abort and reselected their spot - but we tried reconnecting afterwards and it didnt help) they respawned but immediately went into the spectator script - it was very weird EDIT: tried something different - it worked when the jipping player disconnected before the data was reset - previously they rejipped after
  6. Colum regarding resetting the lives with the "Colum_Revive_Funcion_Reset_Data" function is this done just by executing something like null = call Colum_Revive_Funcion_Reset_Data; in a trigger or script? as I want a trigger in a mission to allow for players to rejip/respawn
  7. Not sure I haven't tried it myself either
  8. Actually it's caused by ACE's Map Module feature which is an optional module you place on the map that removes all ItemMap from the game requiring you manually add the ACE_Map which has some limitations and minor benefits - like not being able to look at the map while moving and being able to share your map with people who do not have one. It's off by default.
  9. Ah okay I must have misremembered. It's not that big of an issue as I just edit the sqf a little bit but it'd be great to have an option for it.
  10. Major_shepard: I found another issue regarding ace backpacks or more so, the ace 'back' slot. When you put an item in your backslot in LEA but not have anything in the 'in hands' back slot it'll move the ace back slot item to the regular one, it tends to show this in LEA immediately after saving or exporting the .sqf. It's not that big of a deal but i'm pretty sure it used to work fine, as I always preferred to put rucks in that slot so people can easily grab AT etc without having to worry about moving their backpack.
  11. Kerc Kasha

    COOP 20 Takistan Force (OA)

    Bon is there anyway to 'fix' the mobile uav terminal variable in the config.sqf so that it actually works? As no matter what vehicle I add it never adds the option. While on the subject is it also possible to make it so a certain vehicle is able to authorize supply drops? Right now I did it the dirty way by making it call the interface like so: this addAction ["<t color='#FFFFFF'>Supply Drop</t>","bon_supplydrop\open_supplydialog.sqf"] but I'm not sure how to manage this for the UAV EDIT: Also Bon I noticed that on line 5 of FOP.SQF that it refers to 'respawn_west' also. I changed it to: if(position _location distance getMarkerPos format["respawn_%1",tfor_friendly_side] < 3000) exitWith{}; It seems to work fine. If you don't do this you end up getting FOP's spawning in your base etc
  12. Kerc Kasha

    COOP 20 Takistan Force (OA)

    Ahah! I thought the marker might be the issue but I remembered seeing 'respawn_west' directly being referenced in the capture officer script so I wasn't too sure that I should mess with it. Thanks for the help Edit: I had some more trouble with the recruitment script but that problem was solved with capitalizing the U in RU. The Spetsnatz commander still can't seem to recruit even though the class name is directly from the .sqm so I just put their recruitment list in the generic area and it works fine.
  13. Kerc Kasha

    COOP 20 Takistan Force (OA)

    Hey Bon I've been playing TFOR for awhile but yesterday I decided to make a Russian Vs USMC/CDF port of CFOR North. However even after successfully modifying the config.sqf and the recruitable_units.sqf I am unable to recruit units nor do enemies actually spawn. This is the 1.05 Ace version of the map. Here's my config.sqf and recruitable_units.squf And the recruitable: I'm positive I got all of this right but nothing seems to work at all
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