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SavageCDN

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Everything posted by SavageCDN

  1. hmm...weird.. I wonder if there is a bug somewhere. Also respawnOnStart was broken until this week and is apparently fixed in latest dev update http://feedback.arma3.com/view.php?id=14585
  2. SavageCDN

    Vcom AI V2.0 - AI Overhaul

    Very interesting will check it out. Thanks for releasing it!! -This also affects any spawned AI during the mission? -With regards to the server running most of the scripts.... would there be an option to also run on AI generated by the client in a mission (like CQB guys in ALiVE for example)?
  3. There used to be an issue with addRespawnPosition only working with markers if you use the default BIS naming system ie: respawn_west respawn_west1 respawn_west2 Not sure if that is in any way related but ran into this problem myself and thought I'd post it up
  4. SavageCDN

    New to scripting

    for the default BIS ticket system: https://community.bistudio.com/wiki/Arma_3_Respawn#Respawn_Templates add this to your description.ext (applies to all sides) respawnTemplates[] = {"Tickets"}; If side specific templates are defined it will use those instead In your init.sqf add: This will add 5 tickets to the West side... so you can define your starting tickets here I believe you can also add more tickets mid-mission by using the same line but have not tested that
  5. You have an extra "]" - remove the 3rd-last line [] spawn { scriptName "initMission.hpp: mission start"; // set side colors private ["_colorWest", "_colorEast"]; _colorWest = WEST call BIS_fnc_sideColor; _colorEast = EAST call BIS_fnc_sideColor; // set transparency for colors {_x set [3, 0.73]} forEach [_colorWest, _colorEast]; [ [1219.54,8842.99,0.00143909], "Nato Amphibious Assault,|something here,|something here," // SITREP text 50, // 50m altitude 100, // 100m radius 120, // 120 degrees viewing angle 1, // Clockwise movement ["a3ui_fdatamapmarkersnatob_inf.paa", _colorWest, markerPos "Mission Start",, 1, 1, 0, "mission start", 0], [playMusic "mymusic"; 10 fadeMusic 0.8; waitUntil {!isnil "BIS_fnc_establishingShot_playing" && {!BIS_fnc_establishingShot_playing}}; 8 fadeMusic 0;] ] spawn BIS_fnc_establishingShot; }; If it still doesn't work I would try playMusic before the intro starts then the fadeMusic after the intro is complete (ie: take them out of the establishing shot spawn)
  6. to open the mission file search for a de-pbo tool like "cpbo" or "Eliteness" http://forums.bistudio.com/showthread.php?82738-DePBO For scripting, MP editing, etc search for Mr. Murray's Editing Guide and also check here: http://killzonekid.com/arma-scripting-tutorials-locality/
  7. My guess is a problem with a specific brand of router.... If you can try directly connecting to the net or swap in a different router to test. Also it might be obvious but make sure you are running everything as admin (steam, arma, any launchers) and that Steam is not in offline mode.
  8. SavageCDN

    ogg files not working mp

    how are you calling the sound? playSound? say3D? my guess is that one of those does not work in MP? also how do you have the .ogg file defined in description.ext? is it under cfgSounds, cfgMusic, etc? http://feedback.arma3.com/view.php?id=17678
  9. SavageCDN

    Arma2Net / MySQL

    The mission has to be made with DB saving taken into account - you can't just install @Arma2NET and it will auto-save stuff. If that KotH mission does support DB saving then you need to follow instructions for setting up an MSO or Life server, which includes installing and configuring mySQL. If you are renting the server you will need to find out first if your provider even supports this setup. Here's the MSO wiki: https://dev.withsix.com/projects/mso/wiki
  10. ^ also some rented servers do not allow things like mySQLdatabase backend (needed for Life, DayZ, not sure about Wasteland...) or usage of @Arma2NET (requires files installed outside the game dir). If you are looking to run those games/mods you'll need a provider that supports it.
  11. No problem... search for Mr. Murry's Editing Guide it is a big help (it's old but most of the stuff still applies). Also check here for MP stuff: http://killzonekid.com/arma-scripting-tutorials-locality/
  12. SavageCDN

    [MP] =BTC= Hearts and Minds

    Sorry had no time this weekend to test new version... anything in particular you want us to test for or just try and break something? ;)
  13. AJC you can register an account on the Dev pages and add tickets that way. https://dev.withsix.com/projects/alive?jump=welcome Join the ALiVE Public Channel as well - you can PM me your Skype username and I'll add you. Also work on the wiki but not sure what's involved - see what Fritz says.
  14. Saw the FX stuff on Armaholic today.. congrats and thanks for working on this.
  15. SavageCDN

    "X-Cam" and "DAC" Project

    Are you Santa Claus? It's like you've been reading my wishlist
  16. OK so place a new marker off somewhere safe (or re-use one of the Spawn_X ones), then place a trigger covering around that marker say 50m. Trigger should fire a script that teleports the player to the C130 - ie: _unit moveInCargo name_of_C130. If there is a wasteland thread here on BIF it might be best to ask there you'll probably get better help than what I can give you. edit: actually sorry the static C130 probably doesn't have cargo locations defined.. so you have to teleport them to another marker that is set at the height of the C130.. this is not easy to do and I believe involves moving the marker to the correct height in your init.sqf file (as you cannot set a markers height in the editor)
  17. Posting so I remember to come back and check out this script :p
  18. SavageCDN

    @A3MP - ArmA 3 Map Pack

    I can confirm this although they were non-union rabbits :p
  19. SavageCDN

    "X-Cam" and "DAC" Project

    ^ what do you need to do proper testing?
  20. SavageCDN

    @A3CV - ArmA 3 Coop: Vietnam

    I'm so excited I"ll drop some bananas :yay:
  21. Is the chinook in the CAF mod based on yours? I swear it's virtually the same as the one I remember from A2....
  22. Hard to guess with the above info but do you have unique Steam ports assigned in your server.cfg file?
  23. Sorry for the delay... I have never used TADST but make sure you have beserver.cfg file in your working BE directory with the RCON password and max ping value
  24. I checked one of the April 7th rpt files but didn't really see anything there that would indicated problems with Steam.. does the mission run at a very low FPS when people get kicked? Have you tried testing with another mission (not Wasteland)?
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