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JM0N

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Everything posted by JM0N

  1. JM0N

    =BTC= Revive

    I don't use vehicle respawn either but code for vehicle respawn is within the BTC Revive script and that is what is popping up in the -showscripterrors dialog box. And i don't use ANY other modules besides BTC Revive so...... There are a LOT of people talking about seeing showscripterrors today after updating to 0.56 so if you're not seeing problems - I guess you're not updated to 0.56 . . . yet.
  2. JM0N

    Alpha update 0.56 problem

    I did find this post that talks of a solution to deactivate -showscriptErrors but it is a bit convoluted > http://1msobrealism.us/forums/index.php?topic=771.0 That guy is a using a program called SixUpdater to start ARMA 3 with various parameters to on or off. MY QUESTION = Can't -showscriptErrors be disabled in the properties menu (launch options) of ARMA 3 within Steam ? As shown here http://i.imgur.com/vlCoFId.jpg IF we can do that we just need to know the proper wording to disable it like -disablescriptErrors or -showscriptErrors 0 ?
  3. JM0N

    Alpha update 0.56 problem

    BTC Revive is also showing problems in the showScriptErrors command box after this latest update. I hope Giallustio can correct it - a lot of people use BTC Revive.
  4. JM0N

    =BTC= Revive

    I believe BTC Revive is still functioning despite the errors that come up while the mission is loading (errors detail something about Mobile or Vehicle respawn_west). I've been able to revive other teammates and have been revived myself so I know that part is working. & we're respawning at our correct respawn point with our custom gear each time too so I don't know why LIghtningUK is having that issue. Anyways, I hope Giallustio can edit the BTCRevive module A.S.A.P. as I'm sure this is affecting a lot of people.
  5. JM0N

    =BTC= Revive

    I'm going to try "onLoadName" i.e. author="Varanon"; OnLoadName = "Point Insertion"; OnLoadMission = "A group of NATO soldiers is tasked with sabotaging a coastal defense."; loadScreen = "images\loadScreen.paa"; I'm just hoping this replaces the empty BTC dialog box that comes up with "UNKNOWN MISSION" "UNKNOWN AUTHOR"
  6. JM0N

    =BTC= Revive

    I have a super newb question :blush: > How can I change the name of the mission that displays when mission is loading and it shows the map screen in background and the BTC dialog box comes up and it says "UNKNOWN MISSION" "UNKNOWN AUTHOR" I've seen other missions where people have used graphics in there along with new mission and author names. Would i change that in the description.ext by using these parameters: onLoadName = "Insert short mission name here"; onLoadMIssion = "Insert really short description here"; Author = "Insert your name here"; ?? Let me know guys ??
  7. The situation: a pair of unnamed Computer Programmers are being detained for crimes they didn't commit by a foreign government. The mission: A special ops team is inserted nearby with the task of rescuing the two developers from captivity and taking them to a nearby island for extraction. I've got the end mission trigger currently set to Civilian, PRESENT, once, and end #1 at the extraction island mentioned in the mission description. And it works. Buuuuuuuttttt > What I'm asking help for is: step - 1 - firstly, how to make that trigger only activate when both Civilian4 and Civilian5 have entered that trigger zone. step - 2 - secondly, a trigger that detects when all OpFor are dead and ends the mission. step - 3 - lastly, a trigger that detects if Civilian4 and Civilian5 are both dead and BluFor lose. P.s. I did try an unsuccessful trigger that attempted step - 1 - where i used a very large radius, basically covering all of island BUT not the extraction island and had the trigger set to Civilian, NOT PRESENT, once, and end #1. And I thought that would make it so that when I got both Civilians (hostages) out of the giant trigger zone it would end....but it didn't. P.s. I had a similarly unsuccessful trigger that attempted step - 2 - where i used a very large radius, basically covering all of island and had the trigger set to OpFor, NOT PRESENT, once, and end #2. And I thought that would make it so when all enemies were dead within that giant trigger zone that it would end....but it didn't. & the only way I even got this far was to watch all 9 of Jester814 (Macscotties) superb how-to-tutorials on working the mission editor in Arma 3 and use the resource listings available here in the forums. :bigsmile:
  8. When we played and beat my mission tonight all players saw the ending ! So success. I didn't change anything - we're all still Group leaders (all on OpFor). Maybe it was a bug when we played and the group leader reported seeing the ending and being taken back to my server lobby after he won the mission (by rescuing the hostages). Question: Do you have to be inside the trigger zone to see it activate end#1 if your in a separate group ? Tonight when we won and saw the end#1 sequence we were all in the end trigger zone together with the hostages. The time where the group leader beat it but I was left in the mission (while he was back in lobby) I was outside of the trigger zone when it happened. Hmmmmm .....
  9. I'll be more specific - How can the game end for all 4 players when the players are all team leaders themselves (Alpha 1-1, Alpha 1-2, Alpha 1-3, Alpha 2-1) ?
  10. So this mission has 4 BluFor - and for each of us to be able to control the hostages (having them follow and telling them to get in/out vehicles) with the "hostage / follow script" I'm using I had to make each person their own unit leader. Basically I just de-grouped all 4 BluFor players. Otherwise the only person that could truly control the hostages is the unit leader. However, I now realize that if one of the unit leaders rescues the hostages he will see the end mission screen but the other unit leaders remain in game. My question: how can I end the game for all players involved when any of the END #1, or END #2, or LOSE triggers are set off ?
  11. I'm going to try using BTC Revive http://forums.bistudio.com/showthread.php?148085-BTC-Revive
  12. BTC Revive ? That was not what you mentioned in your tutorials . . . Can you please explain what it does, where i get it, and how I implement it ? ---------- Post added at 17:29 ---------- Previous post was at 17:27 ---------- Ahh I got it here > http://forums.bistudio.com/showthread.php?148085-BTC-Revive
  13. Why is that ~ exactly ? What game should I make this mission on ? ---------- Post added at 14:15 ---------- Previous post was at 14:06 ---------- I am very - very close Zodd. Just need to get one more trigger on (and tested) and the mission is 100% what I originally set out to do. Could be done by tonight ! Only other thing I'd really like to do is have a slick opening that I'm hoping someone here in the forums can contribute on me with. I'm imagining using the real world headlines of when the Bohemia devs were taken prisoner but substituting their faces in the news articles with those of Civilian4 and Civilian5. And the cherry on top would be a slick visual fly in to the hilltop where the mission starts. I could continually edit this mission Ad infinitum but eventually i need to set it free. QUESTION: Where should I do that ? Is there a thread for missions to download here in the forums i could contribute to - or this there a special site I should upload it to ? ---------- Post added at 15:57 ---------- Previous post was at 14:15 ---------- Right now the problem I'm working on is trying to get the units custom gear I supplied in their init field to be persistent whenever they respawn back in after dying. Currently the units just respawn back in with the units default gear.
  14. Hi Spruten, - 2 problems - 1. The first line this execVM "whatever.sqf" does not work properly. Type script expected nothing is the error msg the editor pops up with. 2. I entered the second line you supplied thinking that i could test it out by killing the unit member once mission started and then they would respawn with the gear i put in my "loadout.sqf" - but it did not. Has anyone else tried this out ? MacScottie ? Anyone ? Getting my units to respawn with their custom gear is the last piece I need for my mission to GO LIVE :cool:
  15. I had to name my Civilian 4 and Civilian 5 for the the 1st trigger script F2K Sel suggested to work. I named them A1 and A2. And the working script looks like this: civilian present repeating condition A1 in thislist and A2 in thislist Thanks for this F2k Sel On the to the next two triggers > ---------- Post added at 23:07 ---------- Previous post was at 22:47 ---------- This trigger also worked as soon as I renamed my my civilians: !alive A1 and !alive A2 Again, props to you F2k Sel :jesus:
  16. I mentioned I tried that exact trigger at bottom of my post (p.s. section) and it didn't work. I'm wondering if "Not Present" means simply moved from area and it still counts them in area if the corpses are there. I'm going to try the triggers F2K mentioned here tonight after work - fingers crossed. I did want to also mention that I'm using this excellent HOSTAGE - FOLLOW ME SCRIPT I dig up from here http://forums.unitedoperations.net/index.php/topic/13368-hostage-rescuecapture-script/ and it works exceptionally well ! Thanks again for all help thus far fellow operators :cheers:
  17. No - I'm not the reddit guy .....buuuuut I did post the same issue on your Facebook under the video tutorial for Custom Unit Gear:j: P.S. Thanks for the tutorials btw - your an ace & I salute you sir.
  18. This question is in regards to the "ArmA 3 Editor Tutorial - Custom Unit Loadouts" After respawning back into the map It defaults back to the regular unit loadout. Is there a way to ensure that everytime you respawn - you come back wearing the custom gear that was put into the unit's init file ? Do I need to modify the descriptor txt file you outlined in one of your first tutorials in order to get the respawn working with the custom loadout ? :confused:
  19. Concise and precise - Your tutorials are exceptional sir. :cheers: Thanks kindly !
  20. A lot of people are mentioning the pathfinding issue as being the most critical one and I completely disagree. For one - I've played the game (both beta versions) in excess of 30+ hours a piece and although the pathfinding is not perfect it works. Worse case scenario I've experienced is a little babysitting that I have to do when a Walrus goes astray or a Manta flies into danger. However, the game goes on. The issue that I've brought up and been very vociferous about is the "Game crashing on save" fatal bug that causes the game to either hang indefinitely or crash to the desktop. What doubly sucks about this particular bug is that it only seems to happen after I'm on the last couple of enemy islands and have invested 20 hours or more over the course of days and weeks. I've brought this issue up in the feedback tracker multiple times and been called out for my over use of CAPS owing to my inestimable frustration :mad: in regards to this bug. I stopped playing the first version of the beta because of this bug. And I played the second version of the Beta with the false hope that this bug was fully quashed. However, the game saving crash cropped up late in the game and I wasted so many hours trying to find a way past it with no success. So I stopped playing the second version of the Beta and eagerly awaited the 3rd version.....which never came ?!?! While I'm not pursuing a refund.....yet....I do remain disappointed we haven't seen 2 or more (refined) versions of the Beta since version#2 debuted back in May. All this being said - if the game ships with this game saving bug crash it will be a critical flaw that will ultimately doom the success of Carrier Command for Bohemia Interactive :eek:.
  21. I am eagerly anticipating patches to the BETA. There are some critical issues that need to be addressed and five months isn't that long......I want this game to shine and be a GOTY contender !
  22. JM0N

    Manta hook orders?

    Here is an issue I posted on the Feedback tracker relating to the Manta Hook. PROBLEM: Enemy units NOT attacking walrus after it has been dropped into enemy island. The reproducibility of this issue should now be set to ALWAYS (vs. "sometimes"). I've had this issue 3 separate times, on 3 separate islands (so where it happens is not an issue). Steps to reproduce: Just drop a walrus (with a hack pod & may also work without hack pod but i have not tried) from a Manta onto an enemy occupied island. The enemy will not engage it and you can just drive around and hack everything unimpeded. You can even shoot stuff and they will not shoot back - ever. This is MAJOR glitch that I feel should be addressed A.S.A.P.
  23. For CRIPES sake isn't this the whole reason why we're participating in the play & contribute system ? To find the bugs & have Bohemia repair them and then have us retest it when they have ? There are some pretty large game busting issues with the BETA as it stands - not being able to save games, game freezing, random crashes, AI glitches etc. etc. If Bohemia fixed them all at once and then issued the game to GO GOLD without proper testing of these potential fixes .... well.......I think this game would get panned by the public in general which would be an epic shame because I believe Carrier Command could be the GOTY if done properly.
  24. I am really hoping fellow forum users or Bohemia Interactive staff can step in and HELP A.S.A.P. HELP PLEASE ! I just bought the play and contribute Carrier Command Gaea mission pack earlier this evening. I then downloaded the game directly from the link provided. Order Number: 29XXX Order Date: Wednesday, 11 April 2012 Order Status: Paid/Confirmed and upon installing i got a VIRUS DETECTED warning from AVG. The virus is detected within the carrier.exe file and it is called Win32/Heur. PLEASE HELP with advice on what I should do and how I should proceed. I have not tried to run the game yet. I am going to proceed with a virus scan and pray for the best. I'm scared, shocked, hoping this is just some false warning and my best case would be for others to have had this problem and it not be an issue and I could ignore it. But when i went to search for information on anyone else that encountered this I didn't find anything. Misery loves company....because there are solutions there but if I'm the only one infected by this then I hope I'm the last. Standing by, JM0N
  25. You've made my dream come true ! I've wanted a remake of this game for a long lone time. Thankfully Bohemia interactive had the gumption and expertise to secure this excellent Intellectual Property and re-make it in glorious fashion. I did get a chance to try the game for about an hour last night and I'm in love ! Totally brought me back to my youth when i was playing Carrier Command on my Amiga 500 well over 20+ years ago. Well done ! Today I'm going to go over the manual thoroughly and print out basic key commands etc. and really get into it tonight.
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