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Amnesty

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Everything posted by Amnesty

  1. I am having a really annoying and persistent issue when launching a server using basic units with ghillies, any oa or vanilla ghillie unit has a disappearing body, would anyone know why this would be happening at all? would this be a mission/pbo specific issue? http://i.imgur.com/ubpTT.jpg 533 kb
  2. Amnesty

    AC-130 Script for ARMA2 (0.3)

    Having the same problem as this user, Is the AI AC130 and remote AC-130/UAV disabled in multiplayer? everything worked fine during the mission editor phase, I assigned all of the privileges to the appropriate units, tested them all and it all worked fine, but when I actually pbo it up and launch it in a multiplayer game, no scroll options are available, but I can still fly the plane while someone else guns. But that is not what I want it for. Also, we're still getting the mouse cursor as well.
  3. Amnesty

    ACE for OA 1.13

    this may seem like a silly question, but I cannot for the life of me figure out how to do it, is there a way for me to drop a crate that uses the x_weaponcargo_oa_ace.sqf list? I am using a brand new island and this one doesn't seem to have a default location for the weapon/ammo crate. I keep putting down crates, but they all only seem to have limited items within them. Also, I am having trouble with any unit with a ghillie on glitches out and their body goes missing, so it is just a floating head, has anyone had a similar issue?
  4. How do I spawn the default crate that uses the x_weaponcargo_oa_ace.sqf contents?
  5. Amnesty

    Invisible Body

    virtual memory, w.. like RAM? or GPU Memory? I'm sorry so what would be the fix for something like this? can I just reduce the amount needed by removing certain elements? or? also, I found http://www.armaholic.com/page.php?id=11424 and it works but when the person dies who is using the script for the skin, their skin returns to the default that the ghillie is overriding, I found on the developers official thread that apparently all you need to do is to adjust the respawn script to re-apply the setObjectTexture line as stated here: http://forums.bistudio.com/showthread.php?103856-Ghillies-for-a-change/page4 but no one has elaborated as to how to go about doing that, does anyone have an idea or can anyone help me with that? thanks!
  6. Amnesty

    Ghillies for a change

    okie, sorry, it's just that 2 posts above mine they were talking about it, and this was the thread linked by the developer for the official thread of the mod via armaholic.
  7. Amnesty

    Invisible Body

    well it is happening to everyone, so i assume it just might be a mod then. i wonder, is there any way to add a single unit/skin from another skin pack into an existing skin pack?
  8. Amnesty

    Ghillies for a change

    Does anyone know how to automate the application of the object texture after death through the respawn/revive script yet? Because dying still purges the skins.
  9. nice! thank you so much! :D do you have the same for the lingor units? and btw I wasn't able to fix the disappearing bodies of certain units, i still don't know why it happens, i am thinking of overriding it with http://www.armaholic.com/page.php?id=11424 which works but whenever the person using those skins is killed, when they either get revived or respawn, their skin resets to their default vanilla skin. someone suggested that the init text this setObjectTexture [0,"\ghillies_for_a_change\01.paa"]; needs to be added to the respawn/revive script of Domination, does anyone know how to do so?
  10. No but seriously! lol Edit: it isn't just ghillies, it is various bodies. Triple Edit: I think I fixed it... I think. ANYWAYS! I do need help adding custom units into a domination mission, I am using the Domination 2 West Revive ACE version of Isle Duala, but it is using Russian Units.... How do I make it to where it uses the enemy AI units that Isla Duala came with?
  11. I have a weird glitch were any unit with a Ghillie suit disappears or turns invisible, is there a known fix for this?
  12. got it, thanks, i didn't know it went into the actual initialization field per each vehicle, i thought it was a universal implementation once the vehicle.sqf was dropped into the mission folder.
  13. well i am reading from the top, but i am stumped at Put this in the vehicles init line: veh = [this] execVM "vehicle.sqf" is the vehicles init line within the vehicle.sqf? or in another sqf file? because i ctrl+f'd for it but nothing came up.
  14. lol i don't think it's working matos, http://cloud.steampowered.com/ugc/596973544082883360/13C5B55471B56BEA3F357C6DDEEDA48161F41636/ it's been sitting as a wreck there for the past 10 minutes or so. I don't know if this makes a difference but: -I am in the editor -I am using a de-pbo'd mission to test the script. -I placed the respawn vehicle.sqf script into the main folder of the pbo as is, and did not alter it in any way.
  15. that worked! thanks again mato :) also, do you think you can elaborate as to where i should put the respawn script? i've never done this before. do i just add the vehicle.sqf into the root pbo folder?
  16. hi again, I'm having a problem with the hotel_1, hotel_2 etc. script thing, it seems that whenever i add them into the list, and launch the game, all settings in the game are broken, no vehicles, crates, or parameters spawn/launch correctly. here's what it looks like: GVAR(player_entities) = switch (true) do { case (__ACEVer): { ["RESCUE","RESCUE2","alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","alpha_6","alpha_7","alpha_8","bravo_1","bravo_2","bravo_4","bravo_5","bravo_6","bravo_7","bravo_8","charlie_1","charlie_2","charlie_4","charlie_5","charlie_6","charlie_7","charlie_8","delta_1","delta_2","delta_3","delta_4","delta_5","echo_1","echo_2","echo_4","echo_5","echo_6","echo_7","echo_8","pilot_1","pilot_2","pilot_3","pilot_4","hotel_1","hotel_2","hotel_3","hotel_4","hotel_5","hotel_6","hotel_7","hotel_8"] }; case (__OAVer): { ["RESCUE","RESCUE2","alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","alpha_6","alpha_7","alpha_8","bravo_1","bravo_2","bravo_3","bravo_4","bravo_5","bravo_6","bravo_7","bravo_8","charlie_1","charlie_2","charlie_3","charlie_4","charlie_5","charlie_6","charlie_7","charlie_8","delta_1","delta_2","delta_3","delta_4","hotel_1","hotel_2","hotel_3","hotel_4","hotel_5","hotel_6","hotel_7","hotel_8"] }; default { ["RESCUE","RESCUE2","alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","alpha_6","alpha_7","alpha_8","bravo_1","bravo_2","bravo_3","bravo_4","bravo_5","bravo_6","bravo_7","bravo_8","charlie_1","charlie_2","charlie_3","charlie_4","charlie_5","charlie_6","charlie_7","charlie_8","delta_1","delta_2","delta_3","delta_4","delta_5","delta_6","echo_1","echo_2","echo_3","echo_4","echo_5","echo_6","echo_7","echo_8","hotel_1","hotel_2","hotel_3","hotel_4","hotel_5","hotel_6","hotel_7","hotel_8"] }; }; if (!isDedicated) then { d_player_roles = switch (true) do { case (__ACEVer): { ["PLT LD","PLT SGT","SL","SN","MG","AT","GL","CM","AR","AM","TL","OP","MG","MM","CM","GL","DS","SL","SN","AR","AT","RM","CM","AT","EN","EN","EN","EN","EN","SL","SN","AT","RM","CM","MG","AT","PL","PL","PL","PL"] ["RESCUE","RESCUE2","alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","alpha_6","alpha_7","alpha_8","bravo_1","bravo_2","bravo_4","bravo_5","bravo_6","bravo_7","bravo_8","charlie_1","charlie_2","charlie_4","charlie_5","charlie_6","charlie_7","charlie_8","delta_1","delta_2","delta_3","delta_4","delta_5","echo_1","echo_2","echo_4","echo_5","echo_6","echo_7","echo_8","pilot_1","pilot_2","pilot_3","pilot_4","hotel_1","hotel_2","hotel_3","hotel_4","hotel_5","hotel_6","hotel_7","hotel_8"] }; case (__OAVer): { ["PLT LD","PLT SGT","SL","SN","MG","AT","GL","CM","AR","AM","TL","OP","GL","MG","MM","CM","GL","DS","SL","SN","AR","AT","RM","CM","MG","AT","EN","EN","EN","EN"] ["RESCUE","RESCUE2","alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","alpha_6","alpha_7","alpha_8","bravo_1","bravo_2","bravo_4","bravo_5","bravo_6","bravo_7","bravo_8","charlie_1","charlie_2","charlie_4","charlie_5","charlie_6","charlie_7","charlie_8","delta_1","delta_2","delta_3","delta_4","delta_5","echo_1","echo_2","echo_4","echo_5","echo_6","echo_7","echo_8","pilot_1","pilot_2","pilot_3","pilot_4","hotel_1","hotel_2","hotel_3","hotel_4","hotel_5","hotel_6","hotel_7","hotel_8"] }; default { ["PLT LD","PLT SGT","SL","SN","MG","AT","GL","CM","AR","AM","TL","OP","GL","MG","MM","CM","GL","DS","SL","SN","AR","AT","RM","CM","MG","AT","EN","EN","EN","EN","EN","EN","SL","SN","AR","AT","RM","CM","MG","AT"] ["RESCUE","RESCUE2","alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","alpha_6","alpha_7","alpha_8","bravo_1","bravo_2","bravo_4","bravo_5","bravo_6","bravo_7","bravo_8","charlie_1","charlie_2","charlie_4","charlie_5","charlie_6","charlie_7","charlie_8","delta_1","delta_2","delta_3","delta_4","delta_5","echo_1","echo_2","echo_4","echo_5","echo_6","echo_7","echo_8","pilot_1","pilot_2","pilot_3","pilot_4","hotel_1","hotel_2","hotel_3","hotel_4","hotel_5","hotel_6","hotel_7","hotel_8"] };
  17. Amnesty

    ACE for OA 1.13

    can someone still help me with my question here, please?: http://forums.bistudio.com/showthread.php?129084-ACE-for-OA-1-13&p=2172838&viewfull=1#post2172838
  18. Amnesty

    ACE for OA 1.13

    go to your root install directory (if it is steam, it will be Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead, if you have a BI copy, then it will be E:\Program Files\Bohemia Interactive\ArmA 2\) then go to the @ace folder, and then go into the clippi folder, and you'll see a program called "aceclippi", open it, and click the "Change manual options" button, and there you could enable your crosshair.
  19. Amnesty

    ACE for OA 1.13

    Hi all, Is there a way to re-enable the default zeroing system?, more so is there a way to re-enable the zeroing for a serverside config so everyone on the server can use it?
  20. That script should work with ACE, right? Also, do you know where I can find ACE weapon codes? I've found the default ones in the sticky provided by a Moderator, but none for ACE weapons. btw, Thanks for being such a big help, matosinec. I really appreciate it.
  21. well, both actually, we've never seen them respawn after they've been destroyed, i wonder if there is just a really long timer on them or something, if there is, i'd want to decrease it to immediately respawning or within a couple minutes of the craft being destroyed. do you think the wreck object might have something to do with the limiting of it's spawn?
  22. thanks :) The last problem I am having is that vehicles do not respawn after they are destroyed, is that a default setting? can I change that?
  23. BTW, is there a way to edit weapon crates in DOM2 ACE?
  24. Well the reason why I ask is because it seems to be a universal, yet old problem, but if it is old, then why I am baffled as to why I get it (see: http://forums.unitedoperations.net/index.php/topic/8094-the-acreace-satchel-bug/) is there a way to force-disable ACRE even though I am not even running it? Edit: fixed it, had to rebind to another key that I was using (note: RIGHT-ALT AND RIGHT-CTRL do NOT work for the required interaction key), any tips as to what key I should use? I am currently using tilde (~)
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