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Cribsoffer

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About Cribsoffer

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    Private First Class
  1. Hey Shay, Running into a not-so-easy to reproduce issue where I can't spawn units, either by spawning them in zone, group generator, or the 3D editor. It's happened a few times now, this is after I've died and been revived a few times while local host in MP. Normally even after many revives or respawns it works fine. MCC will say its spawning, but nothing will appear regardless of the method, faction or any other variables.
  2. My group runs Farooq's revive and has BTC disabled. We've been having the occasional respawn with default load out as well.
  3. Just noticed that I can't create a zone and then 'garrison' it with independent. I've tried AAF and custom factions with heavy garrison. Nothing spawns whatsoever.
  4. Cribsoffer

    MK18 Mod 1

    I know its an absolute long shot, but what are the chances of an optional config that lets the MK 18's utilize massi's NATO/SF STANAGs?
  5. Cribsoffer

    =BTC= Revive

    Using the newest BTC revive posted above. The script is working fine, BUT Upon revive, or as soon as a player is 'killed' and waiting for revive, their gear vanishes and they default to the standard config of their class. I have gear respawn enabled so I'm not sure what is up. I have a marker named respawn_west as well as an object named BTC_base_flag_west.
  6. Is there another link to the skype channel? Clicking on the link on the front page goes nowhere.
  7. Hi Norrin, I keep getting an error that keeps my mission from launching. I believe I set up revive init correctly. 'respawn/' is not a class ('title' accessed) Any ideas of what parameters to check?
  8. Thanks Iceman, it works.
  9. I'm trying to spawn a config group of AI units randomly at one of two markers basespawn1 and basespawn2, however the groups do not spawn when I use the BIS_fnc_selectRandom function. I'm calling the script via nul = execVM "Syrtadriveambush2.sqf"; which spawns the group if i disable the random function. If i disable the random, the group spawns Thanks for the help in advance
  10. Cribsoffer

    African conflict a3

    Gonna have to agree with everyone asking about updating the classnames for ALIVE. I would really like to use them with ALIVE as well.
  11. Here is a similar question. Made a MP mission. I have two grouped player units (s1 and s2) spawning in at the beginning of the game. No JIP. S2 is unable to change chestrigs or vests, but can change headgear and weapons. S1 is able to swap everything gearwise. Does any one know what code I need to run to fix that? I'm not executing any scripts on the mission's launch so my init is pretty much empty.
  12. Cribsoffer

    HETMAN - Artificial Leader

    Thanks for the help Ryd, it all works now.
  13. Cribsoffer

    HETMAN - Artificial Leader

    Hi Ryd, Been having a great time using Hal thus far. I've run into a bit of a wall however, specifically, in regards to mortars. I'm using Massi's African Conflict government and rebel troops as well as the addon version of HAL. There are two leaders, LeaderHQ (Independent) and LeaderHQB (Opfor). All other conditions for HAL are setup properly. My issue is that both the addon Opfor (Rebels) and Independent (Government) have the standard mk 6 static mortar, however leaders do not utilize these for fire missions under any condition. When I swap the mortars over to their non-addon AAF and CSAT counterparts, both HAL leaders employ numerous fire missions consistently. I tried setting up the following RHQ array in the init file using the addon mortars class names but it seems to have had no effect. "O_mas_afr_Mortar_01_F" is opfor mortar and "I_mas_afr_Mortar_01_F" is for Independent. //RH RHQ_Art = ["O_mas_afr_Mortar_01_F","I_mas_afr_Mortar_01_F"]; Any ideas?
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