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Sharpshooter221

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About Sharpshooter221

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    Lance Corporal
  1. Sharpshooter221

    Mission works on localhost but not dedicated

    Yessir, they are.
  2. Recently I put together a mission for use on my clan's server that's basically a template for MCC mission building. It's pretty simple and just has a couple of bases set up at Stratis Air Base and Camp Maxwell with a few playable units at each. It all works just fine through the editor and on localhost, yet it just refuses to load on the clan's dedicated server. It will do the loading screen that shows Stratis and once it's complete it will hang for a while before displaying a blank map screen and then jumping straight back to the mission select menu. I haven't the foggiest idea what could be causing this and I was hoping one of the many brilliant minds here might be able to help me crack this nut. I went ahead and uploaded the mission so you can poke around it yourself, though it requires Massi's SOCOM/DEVGRU Units and RH's M4/M16 pack. You can find the mission here: https://www.mediafire.com/?h8wn5ls4dpjzgbc I hope someone here can chase down a solution and maybe teach me how to avoid having this happen again. Thanks in advance. - Sharpshooter.
  3. Sharpshooter221

    A3 Wounding System (AIS by Psycho)

    Which file exactly? I looked around for a 'config' and even poked around through some of the other files to try and find what you were talking about, but to no avail.
  4. Sharpshooter221

    A3 Wounding System (AIS by Psycho)

    This is probably the issue then, as I'm trying to use it with Massi's Rangers. Any idea if/when they'll be supported?
  5. Sharpshooter221

    A3 Wounding System (AIS by Psycho)

    I can't get this to work and for the life of me I can't figure out why. From what I can tell, everything is set up as it was in the demo mission and yet I'm having no luck with it when trying to use it in my own mission. Does anyone know what might be the issue? Thanks in advance. - Sharpshooter.
  6. I never planned on or said that I'd be publishing anything anywhere. I'm simply trying to use the units in such a way that they won't lock out other content so I can make missions for personal use. If that is not possible or no one is willing to discuss such a thing, that's fine. If what I'm trying to do is in fact illegal, go ahead and lock the thread. I won't bring it up again.
  7. DayZ has been modified and repackaged about twenty times over already. I figure if anyone was going to kick up a stink legally it would have happened by now.
  8. The zombies aren't what I'm trying to use. I'm looking to put the different survivor/bandit skins in a mission.
  9. First of all, apologies if this is in the wrong section or has been asked and answered before, but a search yielded one result that might help me, but the poor fellow was never answered. So basically I'm a fan of DayZ (though I'd been heavily into ARMA before I even knew DayZ existed) and I've been wanting to use DayZ units in mission editing for a long time now. What I've tried so far is to depbo the dayz.pbo which contains the units and then take the ones I need and place them into another PBO, but this obviously didn't work as I couldn't find the units anywhere in the editor. Afterwards I tried to open the mission I wished to use these units in with the editor while running the @DayZ addon and though the mission did open, most units that were placed were coming up as big question marks, apparently locked out by the addon itself. So I guess my question is this: Is there a way to take units from one addon, put them into another and then run the addon and use the units in missions also involving other ARMA II content such as USMC units and so on? And if not, is there an addon floating around somewhere with these units on their own already that I haven't been able to find? Any help is greatly appreciated. - Sharpshooter.
  10. Animus is right as far as what I'm trying to do. This is for multiplayer and the idea is that if anyone shoots nearby, she'll stop whatever animation she's doing and seek cover. I'll check out the event handler later on and get back to you. Your help is much appreciated. - Sharpshooter.
  11. First of all I apologise if this has been covered before. I searched but couldn't find anything. So here's my problem: I've got a unit outside a house doing an animation. Thing is that no matter what happens, they continue to stand there smoking their cigarette, totally ignorant of whatever happens in front of them. So what I'd like is for that animation to stop if someone nearby fires a weapon and then seek cover. Is this possible? I've placed the following code into a waypoint to initiate the animation: monique_wade playMove "ActsPercMstpSnon_damsel_smoking" Any help is much appreciated. - Sharpshooter.
  12. So my friends have complained about 20-30 minutes of preparation/planning going to hell when a Taki one-hits them and they drop dead. Their main request is some sort of revive/medical system. Now I know there's already the revive mode, but we play on AI and I was wondering if there was a way to merge the two modes so that we can have both Revive and AI at once. Any help is greatly appreciated. - Sharpshooter.
  13. Bumping this because this error has stopped me from playing DayZ for months now and I really need a solution before I put my fist through the screen.
  14. Well then I don't see why it should be a problem. Is there anyone from BI who might have a better insight?
  15. Running the patch again seems to have fixed the issue with non-DayZ servers. The same error persists on DayZ servers however. I don't understand how a file that doesn't exist for me or anyone else could be causing so much trouble. Does anyone anywhere have an addons.pbo?
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