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Catgut

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Posts posted by Catgut


  1. Awesome! Also, I noticed that the time in the current version is always midnight for everyone except the host, no matter what the time of day is set to via the parameters. I was able to fix this by moving the skipTime command in preload.sqf up a little bit in the file, to right after progressLoadingScreen .9;, and now it seems to work as intended.

    As for feedback, I really like how the zombies can be set to spawn in and concentrate around towns, but then they don't spawn elsewhere at all. Would it be possible to get a setting that would have them mostly spawn in and around towns, but then spawn a few out in the countryside as well- maybe with like 1/5th the density of in the towns?

    Also, I find that even with the number of vehicles set to Small there are usually a couple in each town. Personally I'd like vehicles (and the weapons they contain) to be fairly rare, making fuel more important as a resource since you can't just go to another town and grab the first car you see. Perhaps an additional Minimal setting for Vehicle Spawn Number?


  2. Hi, I was experiencing the same thing and took a look through the PBO. Basically, it was doing this every time I chose the 'find and defend' mission, or hosted on a dedicated server (with any settings). I think I've narrowed down the problem, in tasks.sqf. When running a dedicated server with the helicopter mission, it's getting hung up on this section:

    if (taskType == 0) then {
    startLoadingScreen ["Loading Tasks", "CVG_LoadingScreen"];
    if (isServer) then {
    	_choppatype = ["Mi17_Ins","Ka52","Mi24_P","Mi17_rockets_RU","Mi17_CDF","Mi24_D","MV22","UH1Y","MH60S","Mi17_Civilian"]  call BIS_fnc_selectRandom;
    	_Pos = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition");
    	_towns = ["CityCenter",[_pos,50000]] call bis_fnc_locations;
    	_town = _towns call BIS_fnc_selectRandom;
    	_newpos = getpos _town;
    	_townpos = [_newpos, 0, 500, 15, 0, 60 * (pi / 180), 0] call BIS_fnc_findSafePos;
    	Choppa = createVehicle [_choppatype,_townpos, [], 0, "NONE"];
    	publicVariable "choppa";
    };
    
    waitUntil {!isnil "choppa"};
    
    newTask = player createSimpleTask ["Get to the chopper and escape!"];
    _choppos = getpos choppa;
    newTask Setsimpletaskdestination _choppos;
    newTask setSimpleTaskDescription ["Get to the chopper, and fly away to safety, ASAP", "Escape!", "Chopper!"];
    newTask setTaskState "Assigned";
    player setCurrentTask newTask;
    player sidechat "loading tasks DONE";
    endLoadingScreen;

    By taking out the startLoadingScreen and endLoadingScreen calls I was able to get it to work (as in, players could enter the game and not be stuck on an infinite loading screen), but it's definitely failing to generate the objective- "loading tasks DONE" never appears in the side chat, and ingame the helicopter icon with distance isn't there, although I'm not sure if the helicopter's still spawning. I just got this game a few days ago and have no experience with coding in it, so I'm afraid I can't do much more, but hopefully you can replicate the problem and hunt it down knowing this.

    Edit: Oh yeah, and just to clarify, the helicopter mission works A-OK when hosting a listen server (and clients have no problems). It's only when either hosting the find and defend mission (on listen or dedicated) or the helicopter mission on dedicated that clients get hung up.

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