Jump to content

Sardinia

Member
  • Content Count

    24
  • Joined

  • Last visited

  • Medals

Everything posted by Sardinia

  1. Join another one that already exists..
  2. The #shutdown command doest seem to work since the latest BE update ---------- Post added at 04:50 PM ---------- Previous post was at 04:12 PM ---------- well now it seems to have restarted, just 20 minutes late
  3. I shot you an email, everything to include the announcing of admins connecting works fine.. Except no commands work at all. I've had my server host look over my files and even he says everything is in order and to contact you guys about it. MY only guess was that it doesn't pull commands from sidechat, as I have global disabled.
  4. !commands still dont work for me, just updated to the latest version of BEC. Using it on a DayZ server. Do these NEED to go in global chat? or is side chat adequate enough
  5. This pertains to my private hive dayz server but it should be best answerable here. I modified the dayz_code.pbo and dayz_server.pbo and now I get the following errors. 2:01:49 Warning Message: Picture z\addons\dayz_code\gui\dayz_logo_ca.paa not found 2:01:49 Warning Message: Script z\addons\dayz_code\init\variables.sqf not found 2:01:49 Warning Message: Script z\addons\dayz_code\init\publicEH.sqf not found 2:01:49 Warning Message: Script z\addons\dayz_code\medical\setup_functions_med.sqf not found 2:01:49 Warning Message: Script z\addons\dayz_code\init\compiles.sqf not found 2:01:49 Warning Message: Script z\addons\dayz_server\system\server_monitor.sqf not found But they are in the repacked .pbo's which is why I'm confused. I've tried both binarized/not and using BinBPO and cbpo. Half of those files were untouched in the edit. What am I missing here?
  6. I mean am I missing a step? I unpacked the pbo, unwrapped the bin, edited, repacked the bin/pbo and re uploaded... Is their something else I'm supposed to do?
  7. Am I the only one who feels like this is an unfinished game a few patches or a nice mod away from being enjoyable? Right now if I had the option I'd ask for a refund as the game just isnt fun. And I love all strategy games from the total war series to dwarf fortress. So comon BI you can do better.. and comon modders, save this game.
  8. It's 3 minutes fast.. Just something I noticed.. might mess up the servers down the road if it continues
  9. exec "briefing.sqf"; exec "intro.sqs"; ////////////SCRIPTS {_x setVariable ["BIS_noCoreConversations", true]} forEach allUnits; execVM "Scripts\DRN\DynamicWeatherEffects\DynamicWeatherEffects.sqf"; ///////////RADIOS 7 setRadioMsg "NULL"; ///////////MARKERS "stage2" setmarkeralpha 0; "bad" setmarkeralpha 0; "extract" setmarkeralpha 0; ///////////RESPAWN myRespawns = 0; while {true} do { waitUntil {!alive player}; if (myRespawns >= 3) then {endMission "END1"}; waitUntil {alive player}; myRespawns = myRespawns + 1; }; Problems are if I have the intro.sqs line in there then the markers dont get hidden. Also if I add another line then the briefing doesnt show up. And I've never been able to get the radio command to work as it never fully disappears it just loses its assigned name. It's like I'm running out of space/time to run the file. ---------- Post added at 11:09 AM ---------- Previous post was at 10:00 AM ---------- was working, then i went back to edit the mission and its back to nto working again... i have the command line thing on and it keeps telling me im missing a ; on the same line even tho im not ---------- Post added at 11:15 AM ---------- Previous post was at 11:09 AM ---------- Well i moved the markers to the top, and it seems to work again.. which makes sense as i need them to fire before the briefing.. doesnt make sense that it worked before tho ---------- Post added at 11:25 AM ---------- Previous post was at 11:15 AM ---------- I take it back its doing it again WTF Current Init "stage2" setmarkeralpha 0; "bad" setmarkeralpha 0; "extract" setmarkeralpha 0; /////////// CheckVM = execVM "briefing.sqf"; exec "intro.sqs"; //////////// CheckVM = execVM "Scripts\DRN\DynamicWeatherEffects\DynamicWeatherEffects.sqf"; /////////// 7 setRadioMsg "NULL" /////////// myRespawns = 0; while {true} do { waitUntil {!alive player}; if (myRespawns >= 3) then {endMission "END1"}; waitUntil {alive player}; myRespawns = myRespawns + 1; }; waitUntil {!isNil "bis_fnc_init"}; BIS_Effects_Burn=compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; ---------- Post added at 11:39 AM ---------- Previous post was at 11:25 AM ---------- Doing the following waituntils fixes it.. dunno if i even did them right "stage2" setmarkeralpha 0; waitUntil {"stage2Done"}; "bad" setmarkeralpha 0; waitUntil {"badDone"}; "extract" setmarkeralpha 0; waitUntil {"extractDone"}; ///////////
  10. Sardinia

    Forum clock is wrong

    Not sure how sensitive their servers are too it, just something I noticed when i went full insomniac tonight and didnt sleep
  11. Sardinia

    Forum clock is wrong

    I checked using time-a.nis.gov and time.windows.com
  12. Using ///////////////////////////////////////////////////////////////////////////////////////////////// playMusic "Music3"; Player sideChat "Overlord This is Grab Team Requesting Helo For Prisoner Extract Over."; sleep (5); player sideChat "Grab Team This Is Overlord Stand-by."; sleep (5); "extract" setmarkeralpha 1; Player sideChat "Grab Team This Is Overlord Request Granted, Click A Suitable LZ On Map."; ///////////////////////////////////////////////////////////////////////////////////////////////// MapClicked = false; onMapSingleClick "ex1 move _pos; onMapSingleClick ''; true;" ex1 flyinheight 15; //////////////////////////////////////////////////////////////////////////////////////////////// sleep (2); playmusic "Music4"; player sideChat "LZ Recieved Super6/8 Inbound."; /////////////////////////////////////////////////////////////////////////////////////////////// sleep (15); player sideChat "Overlord to Grab Team, Job well done boys. Come on home. sleep (5); hint "Mission Accomplished!" sleep (5); As a script activated by a radio call, what do I end it with to well end the mission? I know how to end one with a straight trigger but dont know the script command
  13. gracias. I searched end and came up empty. Crappy wiki search
  14. I have a hostage rescue mission im trying to play with my friend, works fine single player. But whenever I try to play with 2 people the script activates automatically after about 10 seconds ingame and releases the hostage while teleporting player 2 to his location. Using this script // execute with in units initline. // _null = [this] execVM "Hostage_male.sqf" // hostage _CivnotRescued = true; _man = _this select 0; _man setcaptive true; _hostageact1 = _man addaction ["Untie","hostagevars.sqf","(_target distance _this) < 2"]; while {_CivnotRescued} do { _num=(ceil(Random 3)); if (_num==0) then {_man switchmove "civilsitting"}; if (_num==1) then {_man switchmove "civilsitting01"}; if (_num==2) then {_man switchmove "civilsitting02"}; if (_num==3) then {_man switchmove "civilsitting03"}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; }; _man removeaction _hostageact1; _man disableAI "MOVE"; if (alive _man) then { player attachto [_man,[0,-0.9,0]]; player setdir 0; player switchmove "AinvPknlMstpSnonWrflDnon_medic"; sleep 3; player switchmove "AinvPknlMstpSnonWrflDnon_medicEnd"; sleep 1; player switchmove ""; _man switchmove "SitStandUp"; detach player; sleep 2; _man enableAI "MOVE"; // just put // before this if you dont want the unit to join your group [_man] joinsilent player; }; ---------- Post added at 05:37 PM ---------- Previous post was at 05:29 PM ---------- I figured out why it teleports. But not why it triggers in the beginning when running multiplayer
  15. Is it possible to make a unit unkillable but woundable (in the sense that they need to be healed using the actions the first aid module adds?) Have a long mission and want there to be the threat of failing if everyone is incapacitated, but also dont want the player or his partners dying and ending the mission for them.
  16. I just read thru that, and the scipting there is way over my head. But from what I could decipher, it wont help with my particular problem.
  17. Is there any way to do this while stationary? Cause right now theirs alottttt of sitting around doing nothing waiting for stuff to build.
  18. Also engaged the carrier (he ran) but he never launched any units.. he just sat at my island til I damaged him enough to run. At the same time he absolutely raped my units with just beams of super death
  19. Attempted to patch my steam version with the exe on the site and shows game not found :( was hoping it would have some pathfinding fixes
  20. I'm starting to regret spending $60 on this... just hoping as a long time ARMA player the modders turn this thing into a gem
  21. Thats barely a computer.. it's a word processing and web browsing machine
  22. The walls that the ai continue to shoot and waste ammo at when the target is behind them our highly annoying.. But the pathfinding problem is that the waypoint triggers are too small. If a walrus rolls past one going in the correct direction but "misses" the waypoint then it will do its crazy 7 point turn and compound the problem by remapping waypoints that its turn radius cant hit.
  23. Sardinia

    First Impressions

    Thats too bad.. guess ill keep purposely running out of fuel and building then.. the enemy carrier has me pinned and my units seem to get raped when I attack an island so guess you have to turtle to win
  24. Sardinia

    First Impressions

    Got no response in my main thread.. my main problem besides pathfinding is I cant time warp while sitting still.. forces me to waste fuel in strategy mode to wait for stuff to build
×