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Cota

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Everything posted by Cota

  1. What is it exactly ? FNC_SL, FNC_RFL1 .....are class names ? where I find this list of class names?
  2. Another thing, this is the right way to connect the modules ? (Military Inteligence-opcom,military logistics) (opcom-civilian placement-ambient cqb-military placement-opcom)
  3. i am using this mission and i noticed that the squares turn green, even with the presence of enemies.
  4. yes, I'm using their mission as a starting point ---------- Post added at 13:57 ---------- Previous post was at 13:56 ---------- But I read in the forum that EOS does not work correctly with the ALIVE. I did not know that the EOS can create scripts insurgent And I have no idea how to combine ALIVE and EOS
  5. I am creating a mission of insurgency, and noticed that the squares should turn red turn green, even with the presence of enemies. I'm using a configuration like the figure below.
  6. there is a way to change the time and the weather of the mission in the lobby and not within the editor?
  7. Cota

    Authentic Gameplay Modification

    I'm trying to do respawn agm work. I set the option to save gear, but does not work with Laser designator, rangefinder and binoculars . With other equipment (weapons,uniforms,ammo) works perfectly
  8. Can someone explain to me what kind of bug is this? Appears when the mission starts "TFAR - tf_lr_frequency already set, might be assigning a group (B Bravo 2) to multiple frequency modules" i am using module TFAR-Frequencies, apply to GROUPS OF SYNCHRONIZED OBJECTS, and everyone (all squads, all players, incluind Bravo 2) are synchronized with the module
  9. On this mission, the goal is to get into a prison and rescue two captured soldiers. The problem is that I could not make these two soldiers entering the rescue team. Watching some videos, I managed to get them to come in only one group, the problem is the mission consists of 5 groups, then only a specific group can do the rescue, then this group is virtually eliminated the mission ends. tks
  10. How to make only the doctor fully heal a player? I know CMS has this option, but my group does not use this mod in our missions. Necessary that each player can heal only partially and that the medic do a complete cure.
  11. Cota

    Combat medic

    This script forces the use of the medkit ?
  12. Cota

    Combat medic

    where do I put this? I need each player to heal partially, but complete healing is done by the doctor
  13. Hello. I'm trying to do a mission, with several regions in a big city. And I noticed that only units inside the houses give respawn. The Infantry Patrolling not appear I'm using this null = [["EOSzone1"],[10,1],[10,2],[0,0],[0],[0],[0,0],[5,1,800,EAST,FALSE,TRUE]] call EOS_Spawn; null = [["EOSzone2"],[20,2],[20,2],[2,0],[0],[0],[0,0],[5,1,800,EAST,FALSE,TRUE]] call EOS_Spawn; null = [["EOSzone3"],[20,2],[20,2],[2,0],[0],[0],[0,0],[5,1,800,EAST,FALSE,TRUE]] call EOS_Spawn; null = [["EOSzone4"],[20,2],[20,2],[2,0],[0],[0],[0,0],[5,1,800,EAST,FALSE,TRUE]] call EOS_Spawn; null = [["EOSzone5"],[10,2],[10,2],[2,0],[0],[0],[0,0],[5,1,800,EAST,FALSE,TRUE]] call EOS_Spawn; null = [["EOSzone6"],[10,2],[10,2],[2,0],[0],[0],[0,0],[5,1,800,EAST,FALSE,TRUE]] call EOS_Spawn;
  14. how do I put directly on each soldier? Works the same way as you would for a box of ammo? How is this command to the radio?
  15. I'm doing some missions and I'm trying to solve the following situations: Mission 1) Squad leader with one RT-1523G, and witch one team leader with AN / PRC-152 and the rest with RF-7800S-TR Mission 2) All with AN / PRC-152 Mission 3) Squad leader and team leader with RT-1523G, and the other with RF-7800S-TR I'm using a configuration created in loudout virtual arsenal, but it did not work for the long-range radios. The team leader and the squad leaders always end up coming without the radio. I'm using "tf_no_auto_long_range_radio set = 1;" description.ext in, and I know that this function eliminates the radio long range but I thought as I was putting the right item in the init field would not have this problem. I thought also to withdraw "set tf_no_auto_long_range_radio = 1;" all leaders would come with the RT-1523G, and that's not what I want. Thank you for your help
  16. Thank you very much. I will test later today and will report the results ---------- Post added at 20:58 ---------- Previous post was at 20:14 ---------- Almost everything went right. The only problem was with the helmets. When someone enters them disappear.
  17. So after many attempts I was unable to make units without uniforms entered the mission without making them lose the uniform later. The whole general idea of the mission was that each player find a locker in front and could customize it your way. Each could choose between 3 or 4 helmets, jackets, uniforms, of course within a certain camouflage pattern that would be defined by the type of mission. Some of the problems that was going on, beyond the problem of the uniform was that every time someone entered the game, the items in the box increased. If five people came after the mission began, were added 5 items each in the boxes. Until that time was using the following, direct on the init of each box clearweaponcargoglobal _this; clearmagazinecargoglobal _this; this addItemCargoglobal ["U_mas_mar_B_CombatUniform_des",1]; this addItemCargoglobal ["U_mas_mar_B_CombatUniform_des_vest",1]; this addItemCargoglobal ["U_mas_mar_B_CombatUniform_des_tshirt",1]; this addItemCargoglobal ["H_mas_mar_helmetd_us",1]; this addItemCargoglobal ["H_mas_mar_helmetdgog_us",1]; this addItemCargoglobal ["H_mas_mar_Booniehat_des",1]; this addItemCargoglobal ["V_mas_mar_PlateCarrier1_rgr_d",1]; this addItemCargoglobal ["V_mas_mar_PlateCarrierGL_rgr_d",1]; this addItemCargoglobal ["NeckTight_DMBLK",1]; this addItemCargoglobal ["L_Shemagh_Tan",1]; this addItemCargoglobal ["NeckTight_TanO",1]; this addWeaponCargoglobal ["RH_M4_ris",1]; this addItemCargoglobal ["FHQ_optic_ACOG",1]; this addWeaponCargoglobal ["RH_m9",1]; this addItemCargo ["30RND_556x45_Stanag",15]; this addMagazineCargoglobal ["RH_15Rnd_9x19_M9",5]; this addItemCargoglobal ["HandGrenade",2]; this addItemCargoglobal ["Chemlight_blue",2]; this addItemCargoglobal ["1Rnd_HE_Grenade_shell",2]; this addItemCargoglobal ["1Rnd_Smoke_Grenade_shell",2]; this addItemCargoglobal ["ItemGPS",1]; this addItemCargoglobal ["ItemMap",1]; this addItemCargoglobal ["ItemCompass",1]; this addItemCargoglobal ["ItemWatch",1]; this addItemCargoglobal ["TFA_NVGoggles2",1]; this addBackpackCargoGlobal ["B_AssaultPack_cbr",1]; this addWeaponCargoglobal ["FirstAidKit",10]; this addItemCargoglobal ["tf_rf7800str_2",1]; After several tests, the only way I found to avoid this was to change the code from addItemCargoglobal to additemcargoglobal the new code came to be that way removeallweapons this; removeallassigneditems this; removeuniform this; removevest this; removebackpack this; removeallMagazines; ClearWeaponCargo this; ClearMagazineCargo this; this addItemCargo ["U_mas_mar_B_CombatUniform_des",1]; this addItemCargo ["U_mas_mar_B_CombatUniform_des_vest",1]; this addItemCargo ["U_mas_mar_B_CombatUniform_des_tshirt",1]; this addItemCargo ["H_mas_mar_helmetd_us",1]; this addItemCargo ["H_mas_mar_helmetdgog_us",1]; this addItemCargo ["H_mas_mar_Booniehat_des",1]; this addItemCargo ["V_mas_mar_PlateCarrier1_rgr_d",1]; this addItemCargo ["V_mas_mar_PlateCarrierGL_rgr_d",1]; this addItemCargo ["NeckTight_DMBLK",1]; this addItemCargo ["L_Shemagh_Tan",1]; this addItemCargo ["NeckTight_TanO",1]; this addWeaponCargo ["RH_M4_ris_M203",1]; this addItemCargo ["FHQ_optic_ACOG",1]; this addWeaponCargo ["RH_m9",1]; this addItemCargo ["30RND_556x45_Stanag",15]; this addItemCargo ["RH_15Rnd_9x19_M9",5]; this addMagazineCargo ["1Rnd_HE_Grenade_shell",20]; this addItemCargo ["HandGrenade",2]; this addItemCargo ["SmokeShell",2]; this addItemCargo ["SmokeShellBlue",2]; this addItemCargo ["SmokeShellGreen",2]; this addItemCargo ["SmokeShellRed",2]; this addItemCargo ["Chemlight_blue",2]; this addItemCargo ["ItemGPS",1]; this addItemCargo ["ItemMap",1]; this addItemCargo ["ItemCompass",1]; this addItemCargo ["ItemWatch",1]; this addItemCargo ["TFA_NVGoggles2",1]; this addItemCargo ["Rangefinder",1]; this addWeaponCargo ["FirstAidKit",10]; this addItemCargo ["tf_anprc152_4",1]; this addItemCargo ["tf_rf7800str_2",1]; this addBackpackCargo ["B_AssaultPack_cbr",1]; Today, I went to test again with a server using a LAN, but nothing worked, boxes only worked for the host so I changed again, to global what worked and began to not work and what did not work started functioning I also did tests using sqf, and had the same errors basically, what I need to solve is:1) players enter without unifomers without items and unarmed mission 2)the items of the boxes appear for all
  18. wWhat this command supposed to do? Not done anything different in mission. In the init i put if (_x IsKindof "Man") then {removeAllWeapons _x;removeAllAssignedItems _x;removeAllContainers _x;removeHeadgear _x;removeGoggles _x;} forEach allUnits; and the command to remove task force radio tf_no_auto_long_range_radio = true; and nothing happened
  19. Yes.....one ammoboxe for each player...yes i know , i have a little problem, but the original idea was a closet for each soldier.
  20. To remove all itens i used this: this disableAI "MOVE"; removeAllWeapons this; removeUniform this;removeAllAssignedItems this;removeBackpack this; removeHeadgear this; removeGoggles this; removeVest this; And for de ammo box i used this: //Clearing the box clearweaponcargoglobal _this; clearmagazinecargoglobal _this; //Uniform _this addUniform ["U_mas_mar_B_CombatUniform_des_tshirt",1]; //Headgear _this addItemCargoglobal ["H_mas_mar_helmetd_us",1]; _this addItemCargoglobal ["H_mas_mar_helmetdgog_us",1]; _this addItemCargoglobal ["H_mas_mar_Booniehat_des",1]; //Vest _this addItemCargoglobal ["V_mas_mar_PlateCarrier1_rgr_d",1]; _this addItemCargoglobal ["V_mas_mar_PlateCarrierGL_rgr_d",1]; //Shemagh _this addItemCargoglobal ["NeckTight_DMBLK",1]; _this addItemCargoglobal ["L_Shemagh_Tan",1]; _this addItemCargoglobal ["NeckTight_TanO",1]; //Weapons _this addWeaponCargoglobal ["ej_iar30",1]; _this addItemCargoglobal ["FHQ_optic_ACOG",1]; //Pistol _this addWeaponCargoglobal ["RH_m9",1]; //Ammo _this addItemCargo ["30RND_556x45_Stanag",15]; _this addMagazineCargoglobal ["RH_15Rnd_9x19_M9",5]; //Grenade _this addItemCargoglobal ["HandGrenade",2]; _this addItemCargoglobal ["Chemlight_blue",2]; _this addItemCargoglobal ["SmokeShell",2]; _this addItemCargoglobal ["SmokeShellBlue",2]; _this addItemCargoglobal ["SmokeShellGreen",2]; _this addItemCargoglobal ["SmokeShellRed",2]; //Item _this addItemCargoglobal ["ItemGPS",1]; _this addItemCargoglobal ["ItemMap",1]; _this addItemCargoglobal ["ItemCompass",1]; _this addItemCargoglobal ["ItemWatch",1]; _this addItemCargoglobal ["TFA_NVGoggles2",1]; //Backpack _this addBackpackCargoGlobal ["B_AssaultPack_cbr",1]; //FirstAid _this addWeaponCargoglobal ["FirstAidKit",10]; //Radio _this addItemCargoglobal ["tf_rf7800str_2",1]; // null = this execVM "usmc_AR_M27.sqf"
  21. I continue with this problem. I'm doing a mission where the uniforms and equipment are in boxes and each player chooses what it will take. Except that every player who enters after the beginning of the match, which makes the other players lose their equipment. I tried to use a .sqf file and also tried pasting the items into the init of the box. Nothing worked. Items added in the box, only the weapons remain with the player. I need suggestions please
  22. How do i turn on the soflan tripod on ACE? I cant use it.
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