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Everything posted by J. Schmidt
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Few Scripts with Problems
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@F2k Sel Thanks for the update. -
Few Scripts with Problems
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Lifted86 the init_hq.sqf is executed with putting this script within the supply container: nul = [this] execVM "scr\veh_sys\init_hq.sqf; @F2k Sel I just tried your suggestion and the error is still happening. To explain my question for the loadingscreen when I opened up Hohei Evolution to figure out how the creator of Hohei Evolution was able to get the loadingscreen to randomize. So I opened the description.ext file and found this: loadScreen = __EVAL(["\ca\ui\data\loadscreen_generic_co.paa","\ca\ui\data\loadscreen_test_a_co.paa","\ca\ui\data\loadscreen_test_b_co.paa","\ca\ui\data\loadscreen_test_c_co.paa","\ca\ui\data\loadscreen_test_e_co.paa","\ca\ui\data\loadscreen_test_f_co.paa","\ca\ui\data\loadscreen_test_g_co.paa","\ca\ui\data\loadscreen_test_h_co.paa","\ca\ui\data\loadscreen_test_i_co.paa","\ca\ui\data\loadscreen_test_j_co.paa"] select round random 9); How come this is able to work, or better yet how can I implement this into my mission but with my own pictures? I think my next step I'm going to try is to create a "ca" folder withing the mission, then create the other folders within that "ui", "data" and put my own pictures in it and see if it works. I also would like to figure out how to create the cargo system that is found in domination but this will be another time until these two scripts I'm having troubles with work. -
B.E.C. "Battleye Extended Controls" - Admin Tool
J. Schmidt replied to nuxil's topic in ARMA 2 & OA - Servers & Administration
This is my first time in ever using BEC and I have ran into a problem when I start up BEC after launching my dedicated server. I keep getting an error that BEC couldn't check for updates which then causes BEC to close on me. Is it suppose to do that, for I have followed the online install and config guides but have had no success. Any Ideas on how to fix this or is it a bug? -
Frozen Skies:War In The East
J. Schmidt replied to Freelancer's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looking great, keep up the hard work. -
Ranked Weapons Crate not creating Correct Weapons
J. Schmidt posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've been working on this for about 6 hrs now and it's not creating the correct weapons for any of the ranks. Instead it just spawns a crate which has the default load-out, I've searched on Google for hours, the only thing that I wasn't able to find is how to correctly create the ranking system. Here are my scripts that I'm using. Init.sqf: // Begin init.sqf // Add Mission Scripts []execVM "briefing.sqf"; []execVM "scr\triggers.sqf"; []execVM "scr\rank_sys\rank_system.sqf"; enableTeamSwitch true; waitUntil{!(isNil "BIS_fnc_init")}; [str ("Revolution v0.1") , str ("Takistan, 2012") , str ("10:00:00hrs")] spawn BIS_fnc_infoText; if(true) exitWith {}; Rank_System.sqf: while {(local player)} do { if (score player >= 125 AND rankid player == 5) then { Player setRank "Colonel"; hint format ["You have been promoted to %1",rank Player]; }; if (score player >= 100 AND rankid player == 4) then { Player setRank "Major"; hint format ["You have been promoted to %1",rank Player]; }; if (score player >= 75 AND rankid player == 3) then { Player setRank "Captain"; hint format ["You have been promoted to %1",rank Player]; }; if (score player >= 50 AND rankid player == 2) then { Player setRank "Lieutenant"; hint format ["You have been promoted to %1",rank Player]; }; if (score player >= 25 AND rankid player == 1) then { Player setRank "Sergeant"; hint format ["You have been promoted to %1",rank Player]; }; if (score player >= 5 AND rankid player == 0) then { Player setRank "Corporal"; hint format ["You have been promoted to %1",rank Player]; }; sleep 60; }; Jip.sqf: private ["_cr01"]; _cr01 = "USBasicWeapons_EP1" createvehiclelocal (getMarkerPos "ammo1"); _cr01 allowdamage false; nul = [_cr01] execVM "scr\rank_sys\ammo.sqf"; Ammo.sqf: private ["_unit", "_ammostuff", "_playrank", "_privweapons", "_corpweapons", "_sgtweapons", "_ltnweapons", "_captweapons", "_majweapons", "_colweapons"]; _unit = _this select 0; _ammostuff = _this select 1; _playrank = rank player; _privweapons = [ "ACE_M16A4_Iron", "ACE_M16A4_GL_UP", "M4A1","ACE_M4A1_GL_UP", "M249_EP1", "M9", "M136" ]; _corpweapons = [ "M16A4", "ACE_M16A4_CCO_GL_UP", "ACE_M4_Aim", "ACE_M4_AIM_GL_UP", "ACE_M249_AIM", "ACE_Mk12mod1", "ACE_Javelin_CLU", "Javelin" ]; _sgtweapons = [ "ACE_M16A4_EOT", "ACE_M16A4_EOT_GL_UP", "ACE_M4_Eotech", "ACE_M4_Eotech_GL_UP", "M249_m145_EP1", "M24" ]; _ltnweapons = [ "M16A4_ACG", "ACE_M16A4_ACG_GL_UP", "ACE_M4_RCO_GL_UP", "ACE_M4A1_ACOG", "ACE_M249_PIP_ACOG", "Stinger" ]; _captweapons = [ "ACE_SOC_M4A1", "ACE_SOC_M4A1_GL", "ACE_SOC_M4A1_Aim", "ACE_SOC_M4A1_GL_AIMPOINT", "m107" ]; _majweapons = [ "ACE_SOC_M4A1_Eotech", "ACE_SOC_M4A1_GL_EOTECH", "ACE_SOC_M4A1_Eotech_4x", "ACE_SOC_M4A1_RCO_GL", "ACE_SOC_M4A1_SHORTDOT" ]; _colweapons = [ "ACE_M4A1_Aim_SD", "ACE_M4A1_EOT_SD", "ACE_M4A1_ACOG_SD", "M249_TWS_EP1", "ACE_SOC_M4A1_TWS", "M9SD", "ACE_M109" ]; while {alive _ammostuff} do { if (_playrank == "PRIVATE") then { clearMagazineCargoglobal _ammostuff; clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; }; if (_playrank == "CORPORAL") then { clearMagazineCargoglobal _ammostuff; clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _corpweapons; }; if (_playrank == "SERGEANT") then { clearMagazineCargoglobal _ammostuff; clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _corpweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _sgtweapons; }; if (_playrank == "LIEUTENANT")then { clearMagazineCargoglobal _ammostuff; clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _corpweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _sgtweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _ltnweapons; }; if (_playrank == "CAPTAIN") then { clearMagazineCargoglobal _ammostuff; clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _corpweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _sgtweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _ltnweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _captweapons; }; if (_playrank == "MAJOR") then { clearMagazineCargoglobal _ammostuff; clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _corpweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _sgtweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _ltnweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _captweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _majweapons; }; if (_playrank == "COLONEL") then { clearMagazineCargoglobal _ammostuff; clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _corpweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _sgtweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _ltnweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _captweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _majweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _colweapons; }; sleep 20; }; // Linked to While do Triggers.sqf private ["_trg1","_trg2","_trg3"]; _trg1 = createTrigger ["EmptyDetector", getPos player]; _trg1 setTriggerArea [5, 5, 0, false]; _trg1 setTriggerActivation ["WEST", "PRESENT", true]; _trg1 setTriggerStatements ["local player", "nul = [] execVM ""scr\rank_sys\jip.sqf""", ""]; _trg2 = createTrigger ["EmptyDetector", getPos player]; _trg2 setTriggerArea [0, 0, 0, false]; _trg2 setTriggerActivation ["WEST", "PRESENT", true]; _trg2 setTriggerStatements ["this", "nul = [""mrkr_1""] execVM ""scr\missions\mission1.sqf""", ""]; _trg3 = createTrigger ["EmptyDetector", getMarkerPos "mrkr_2"]; _trg3 setTriggerArea [0, 0, 0, false]; _trg3 setTriggerActivation ["WEST", "PRESENT", true]; _trg3 setTriggerStatements ["player distance mrkr_2<= 300", "nul = [""mrkr_2""] execVM ""scr\missions\mission2.sqf""", ""]; Did I forget something? Do I have it sat up incorrectly? Any help will be greatly appreciated. -
Ranked Weapons Crate not creating Correct Weapons
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Mikie Boy thanks you very much for sharing this with me, I can't wait to see this work. -
Ranked Weapons Crate not creating Correct Weapons
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Weirdo10o4 I tested the mission after changing everything you asked me to change, and even then some, and still no luck. If need be I can upload the mission and have it in a link for you to check. I still haven't figured out how to incorporate the rating system or the loop for the players rank within the ammo.sqf yet. I've done a little bit of the "hint" statements and so far so good. For the Rank_System.sqf as far as I know it's working, for when I get 5 kills or more I then am promoted to Corporal. I also have some questions with the other scripts I'm using in the mission, but I'll wait until this is fixed before I move on. Here are the updated scripts... Trigger.sqf private ["_trg1","_trg2","_trg3", "mrkr_1", "mrkr_2"]; _trg1 = createTrigger ["EmptyDetector", getPos player]; _trg1 setTriggerArea [5, 5, 0, false]; _trg1 setTriggerActivation ["WEST", "PRESENT", true]; _trg1 setTriggerStatements ["local player", "nul = [] execVM 'scr\rank_sys\jip.sqf'", ""]; _trg2 = createTrigger ["EmptyDetector", getMarkerPos "mrkr_1"]; _trg2 setTriggerArea [0, 0, 0, false]; _trg2 setTriggerActivation ["WEST", "PRESENT", true]; _trg2 setTriggerStatements ["((player distance (getMarkerPos 'mrkr_1')) <= 200)", "nul = ['mrkr_1'] execVM 'scr\missions\mission1.sqf'", ""]; _trg3 = createTrigger ["EmptyDetector", getMarkerPos "mrkr_2"]; _trg3 setTriggerArea [0, 0, 0, false]; _trg3 setTriggerActivation ["WEST", "PRESENT", true]; _trg3 setTriggerStatements ["((player distance (getMarkerPos 'mrkr_2')) <= 200)", "nul = ['mrkr_2'] execVM 'scr\missions\mission2.sqf'", ""]; Rank_System.sqf while {(local player)} do { if ((score player >= 125) AND (rankid player == 5)) then { Player setRank "Colonel"; hint format ["You have been promoted to %1", rank Player]; }; if ((score player >= 100) AND (rankid player == 4)) then { Player setRank "Major"; hint format ["You have been promoted to %1", rank Player]; }; if ((score player >= 75) AND (rankid player == 3)) then { Player setRank "Captain"; hint format ["You have been promoted to %1", rank Player]; }; if ((score player >= 50) AND (rankid player == 2)) then { Player setRank "Lieutenant"; hint format ["You have been promoted to %1", rank Player]; }; if ((score player >= 25) AND (rankid player == 1)) then { Player setRank "Sergeant"; hint format ["You have been promoted to %1", rank Player]; }; if ((score player >= 5) AND (rankid player == 0)) then { Player setRank "Corporal"; hint format ["You have been promoted to %1", rank Player]; }; sleep 60; }; Jip.sqf private ["_cr01"]; _cr01 = "USBasicWeapons_EP1" createvehiclelocal (getMarkerPos "ammo1"); _cr01 allowdamage false; nul = [_cr01] execVM "scr\rank_sys\ammo.sqf"; Ammo.sqf private ["_unit", "_ammostuff", "_playrank", "_privweapons", "_corpweapons", "_sgtweapons", "_ltnweapons", "_captweapons", "_majweapons", "_colweapons"]; _unit = _this select 0; _ammostuff = _this select 1; _playrank = rank player; _privweapons = [ "ACE_M16A4_Iron", "ACE_M16A4_GL_UP", "M4A1","ACE_M4A1_GL_UP", "M249_EP1", "M9", "M136" ]; hint "Your rank determines what weapons you get."; _corpweapons = [ "M16A4", "ACE_M16A4_CCO_GL_UP", "ACE_M4_Aim", "ACE_M4_AIM_GL_UP", "ACE_M249_AIM", "ACE_Mk12mod1", "ACE_Javelin_CLU", "Javelin" ]; _sgtweapons = [ "ACE_M16A4_EOT", "ACE_M16A4_EOT_GL_UP", "ACE_M4_Eotech", "ACE_M4_Eotech_GL_UP", "M249_m145_EP1", "M24" ]; _ltnweapons = [ "M16A4_ACG", "ACE_M16A4_ACG_GL_UP", "ACE_M4_RCO_GL_UP", "ACE_M4A1_ACOG", "ACE_M249_PIP_ACOG", "Stinger" ]; _captweapons = [ "ACE_SOC_M4A1", "ACE_SOC_M4A1_GL", "ACE_SOC_M4A1_Aim", "ACE_SOC_M4A1_GL_AIMPOINT", "m107" ]; _majweapons = [ "ACE_SOC_M4A1_Eotech", "ACE_SOC_M4A1_GL_EOTECH", "ACE_SOC_M4A1_Eotech_4x", "ACE_SOC_M4A1_RCO_GL", "ACE_SOC_M4A1_SHORTDOT" ]; _colweapons = [ "ACE_M4A1_Aim_SD", "ACE_M4A1_EOT_SD", "ACE_M4A1_ACOG_SD", "M249_TWS_EP1", "ACE_SOC_M4A1_TWS", "M9SD", "ACE_M109" ]; while {alive _ammostuff} do { if (_playrank == "PRIVATE") then { clearMagazineCargoglobal _ammostuff; clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; }; if (_playrank == "CORPORAL") then { clearMagazineCargoglobal _ammostuff; clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _corpweapons; }; if (_playrank == "SERGEANT") then { clearMagazineCargoglobal _ammostuff; clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _corpweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _sgtweapons; }; if (_playrank == "LIEUTENANT")then { clearMagazineCargoglobal _ammostuff; clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _corpweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _sgtweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _ltnweapons; }; if (_playrank == "CAPTAIN") then { clearMagazineCargoglobal _ammostuff; clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _corpweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _sgtweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _ltnweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _captweapons; }; if (_playrank == "MAJOR") then { clearMagazineCargoglobal _ammostuff; clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _corpweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _sgtweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _ltnweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _captweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _majweapons; }; if (_playrank == "COLONEL") then { clearMagazineCargoglobal _ammostuff; clearWeaponCargoglobal _ammostuff; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _privweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _corpweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _sgtweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _ltnweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _captweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _majweapons; { _ammostuff addWeaponCargoglobal [_x,10]; } foreach _colweapons; }; sleep 20; }; // Linked to While do -
Ranked Weapons Crate not creating Correct Weapons
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Iceman77 I'll post my rpt in a couple of minuets I have to find it. ---------- Post added at 01:19 PM ---------- Previous post was at 01:10 PM ---------- Here's my ArmA 2 OA rpt file. ArmA2OA.rpt: ===================================================================== == c:\program files (x86)\steam\steamapps\common\arma 2 operation arrowhead\expansion\beta\arma2oa.exe == "c:\program files (x86)\steam\steamapps\common\arma 2 operation arrowhead\expansion\beta\arma2oa.exe" -showscripterrors "-cpucount=4" "-name=JSF 82nd Reaper" "-mod=C:\Program Files (x86)\Steam\SteamApps\Common\ArmA 2;expansion;expansion\beta;expansion\beta\expansion;@CBA_A2;@CBA_OA;@CBA;@ACE;BAF;ACR;@ACEX;@ACEX_USNavy;@ACEX_SM;PMC;@ACEX_RU;@JayArma2Lib;@ACRE" ===================================================================== Exe timestamp: 2012/12/20 02:43:59 Current time: 2012/12/21 13:05:26 Version 1.62.100257 Error: Audio - enumeration output devices failed. Warning: Audio device creation failed, attempt to create default audio: SamplesPerSec: 44100, channels: 2, bitsPerSample: 16 Audio device successfully created with default settings. Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl [1386,85.663,0,"XEH: PreInit Started. v1.0.0.189. MISSINIT: missionName=intro, worldName=Bootcamp_ACR, isMultiplayer=false, isServer=true, isDedicated=false"] [1386,98.686,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] [1386,96.79,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"] [1389,106.253,0.133,"XEH: PostInit Started"] [1389,106.662,0.133,"CBA_VERSIONING: cba=1.0.0.190, cba_a2=1.0.0.8, cba_oa=1.0.0.6, ace=1.14.0.588, acex=1.14.0.370, acex_ru=1.14.0.76, acex_usnavy=1.14.0.77, "] [1389,108.106,0.133,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=1, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-A:1, group=L 1-1-A, player=<NULL-object>, _playerType="", _playerGroup=<NULL-group>"] "JayArmA2Lib: ACTIVE" [7350,152.359,0,"XEH: PreInit Started. v1.0.0.189. MISSINIT: missionName=revolution_v0%2e1, worldName=Takistan, isMultiplayer=false, isServer=true, isDedicated=false"] [7350,153.262,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] Strange convex component01 in x\ace\addons\sys_ruck\backpack_data\ace_backpack_small_baf.p3d:geometryView "JayArmA2Lib: ACTIVE" [7350,153.223,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"] [8889,166.081,0,"XEH: PostInit Started"] [8889,166.139,0,"CBA_VERSIONING: cba=1.0.0.190, cba_a2=1.0.0.8, cba_oa=1.0.0.6, ace=1.14.0.588, acex=1.14.0.370, acex_ru=1.14.0.76, acex_usnavy=1.14.0.77, "] [8889,166.322,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=2, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-A:1, group=L 1-1-A, player=B 1-1-A:1 (JSF 82nd Reaper), _playerType="US_Soldier_EP1", _playerGroup=B 1-1-A"] [10517,212.507,0,"XEH: PreInit Started. v1.0.0.189. MISSINIT: missionName=intro, worldName=takistan, isMultiplayer=false, isServer=true, isDedicated=false"] [10517,213.405,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] "JayArmA2Lib: ACTIVE" [10517,213.365,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"] [10519,220.128,0,"XEH: PostInit Started"] [10519,220.187,0,"CBA_VERSIONING: cba=1.0.0.190, cba_a2=1.0.0.8, cba_oa=1.0.0.6, ace=1.14.0.588, acex=1.14.0.370, acex_ru=1.14.0.76, acex_usnavy=1.14.0.77, "] [10519,220.363,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=3, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-A:2, group=L 1-1-A, player=<NULL-object>, _playerType="", _playerGroup=<NULL-group>"] ca\missions\MPScenarios\MP_Deathmatch.chernarus: string @str_mpdeathmatch_subname cannot be localized client-side - move to global stringtable "############################# Start intro #############################" Mission revolution_v0%2e1.Takistan: Number of roles (1) is different from 'description.ext::Header::maxPlayer' (32) [11086,261.881,0,"XEH: PreInit Started. v1.0.0.189. MISSINIT: missionName=revolution_v0%2e1, worldName=Takistan, isMultiplayer=true, isServer=true, isDedicated=false"] [11086,272.269,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] "JayArmA2Lib: ACTIVE" [11086,270.764,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"] [11088,273.187,0,"XEH: PostInit Started"] [11088,273.267,0,"CBA_VERSIONING: cba=1.0.0.190, cba_a2=1.0.0.8, cba_oa=1.0.0.6, ace=1.14.0.588, acex=1.14.0.370, acex_ru=1.14.0.76, acex_usnavy=1.14.0.77, "] [11088,274.22,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=false, _startInitDone=true, _postInitDone=true, _mpRespawn=true, _machineType=1, _sessionId=4, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-A:1, group=L 1-1-A, player=B 1-1-A:1 (JSF 82nd Reaper), _playerType="US_Soldier_EP1", _playerGroup=B 1-1-A"] Ref to nonnetwork object 2bc26b00# 438941: empty.p3d Ref to nonnetwork object 2c6c8800# 438971: usbasicweapons.p3d Ref to nonnetwork object 2c6c8800# 438971: usbasicweapons.p3d Mission revolution_v0%2e1.Takistan: Number of roles (1) is different from 'description.ext::Header::maxPlayer' (32) [12566,325.92,0,"XEH: PreInit Started. v1.0.0.189. MISSINIT: missionName=intro, worldName=takistan, isMultiplayer=false, isServer=true, isDedicated=false"] [12566,326.827,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] "JayArmA2Lib: ACTIVE" [12566,326.787,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"] [12568,328.93,0.028,"XEH: PostInit Started"] [12568,328.997,0.028,"CBA_VERSIONING: cba=1.0.0.190, cba_a2=1.0.0.8, cba_oa=1.0.0.6, ace=1.14.0.588, acex=1.14.0.370, acex_ru=1.14.0.76, acex_usnavy=1.14.0.77, "] [12568,329.157,0.028,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=5, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-A:2, group=L 1-1-A, player=<NULL-object>, _playerType="", _playerGroup=<NULL-group>"] ---------- Post added at 01:38 PM ---------- Previous post was at 01:19 PM ---------- @Weirdo10o4 I just went through and replaced the things you suggested, and used your suggestions for the rest of the scripts. I haven't tested it out yet, but I do have one question; How would I get the players rank to refresh? I know it's to do with looping but I don't know how to do that, and how would I incorporate the rating system in the script as well? -
Headquarters (Static, Mobile, Aerial) With Teleport Script
J. Schmidt replied to Vigil Vindex's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cool, I'll be looking forward to this, and keep up the good job. -
Headquarters (Static, Mobile, Aerial) With Teleport Script
J. Schmidt replied to Vigil Vindex's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks and I'm sure you'll be hearing from me here and there, for I don't have any knowledge other than trial and error, which gets quite frustrating. Also would I be able to use your script that you created here for my mission? -
Headquarters (Static, Mobile, Aerial) With Teleport Script
J. Schmidt replied to Vigil Vindex's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No problem, but I have a question, would you be willing to help me with scripting a mission I'm working on? It looks like you have a good understanding of ArmA's scripting. I'm currently doing small stuff right now, but I hope to be moving on to more advanced scripts in a week or so. -
Headquarters (Static, Mobile, Aerial) With Teleport Script
J. Schmidt replied to Vigil Vindex's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Great news I figured out your problem, the vehicle that you are using for the MHQ for both East and West do not have a cargo position. You have to make the player "moveInDriver" instead. -
Headquarters (Static, Mobile, Aerial) With Teleport Script
J. Schmidt replied to Vigil Vindex's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
K, I am able to view it now, and I'm going to list what each side name is for you to check in your scripts. "WEST", "EAST", "GUER", "CIV". -
Headquarters (Static, Mobile, Aerial) With Teleport Script
J. Schmidt replied to Vigil Vindex's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Also you may try to get the program called "Squint", to see if it can figure out what's wrong. But I'll let you know if I figure it out, I'm just having some issues with viewing the mission right now, due to some addons it's using that I have to get. -
Headquarters (Static, Mobile, Aerial) With Teleport Script
J. Schmidt replied to Vigil Vindex's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Have you tried "-showscripterrors" in your launch parameters, for it helps me a lot when I can't get a script working. I'll try your mission and see if I can help out, but I can't promise anything for I'm still pretty new to scripting. -
Add Action/Variable issue
J. Schmidt replied to eagledude4's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
K, well I just looked at the script again and you should put this code on the first line at the top by itself: private ["_Houses","_House1Price","_House1Owner"]; And I checked to see which variable was undefined and it came up with this: "Unknown Variable House1". If you would like we can meet up in teamviewer sometime in the afternoon today, for I'm heading to bed here, for it's 6:30am now. -
Random sets of missions at start and during game
J. Schmidt replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just to confirm what your asking; So you have 17 different objectives in your mission and you want to select 1 out of 3 missions that are closest to your starting point? ---------- Post added at 04:40 AM ---------- Previous post was at 03:02 AM ---------- I recently came across this script and I'll tinker around with it to see what can be done with it or added to it. http://www.armaholic.com/page.php?id=17112 -
Dialog not appearing
J. Schmidt replied to mongomiller's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hmm, well I'll look into when I get up tomorrow and hopefully figure it out. If you figure it out before I do just let me know and explain it to me, for I've been wanting to create my own dialog for awhile as well. -
Dialog not appearing
J. Schmidt replied to mongomiller's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I don't really know anything about creating dialogs, but here's a link you should check out if you haven't and check to see if your missing anything. http://community.bistudio.com/wiki/Dialog_Control -
UV Editor not working
J. Schmidt replied to armyf35's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
That looks like a good start, are you just beginning to learn how to model? I've been learning how to 3d model for about a year now, but I have the tendency to create really high or too high of Polly models. -
UV Editor not working
J. Schmidt replied to armyf35's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
Glad to help, so are you just re-texturing the suv or are you actually modeling one? -
UV Editor not working
J. Schmidt replied to armyf35's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
K you need to make sure the texture paths are only using the P: Drive, for example: "P:\pt101_destiny\data\texture\paa\hull.paa" So your should look something like: "P:\armys_suv\textures\material_0_16.paa" -
Add Action/Variable issue
J. Schmidt replied to eagledude4's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Could you send me your mission and I'll take a look? From what I'm gathering is that you may have an undefined variable and it's causing the script not to work. That's where I believe the _Handler = this execVM may cause the script to work, but I'm not sure. What I did was take your scripts and put them into the program named "Squint" for ArmA 2, and it came up with an undefined variable as an error. -
UV Editor not working
J. Schmidt replied to armyf35's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
In oxygen 2 do you have the window resource library active? If so click on the current lod folder within that window, then textures. What are the texture path-names? -
UV Editor not working
J. Schmidt replied to armyf35's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
Did you use TexView 2 (provided with the BI Tools) to convert the .tga files to .paa? I'm going to give you another way to try in getting your textures you created in Photoshop converted to .paa hopping that it'll work. Open up your created textures in Photoshop, save them as .jpg, then go to this website: http://www.online-convert.com/ and go to the Image converter. Then scroll down to convert to .tga, after that it'll ask for the files to convert (you can only select one file at a time.) Next let it upload the file, and then download to your computer. Once you get all your .jpg textures converted to .tga, move them to your folder in which your addon is in, and open TexView 2. After that drag one file at a time from the folder to TexView 2 and save it as .paa. (Do not navigate through folders when your saving a file to .paa in TexView for it crashes everytime.) Let me know when your done and if it works, if not I'll give you some more instructions.