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About docpet

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    Private First Class


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    veterinary doctor
  1. Tested on different versions, everything works, here is the link NSMSBv.02fix.namalsk
  2. Well then I don't understand, I have everything works, except for the respawn (may need a script to start runbolt.sqf)[not looking as implemented respawn in the mission]
  3. Does not throw the bolt on a dedicated server or in the editor of the multiplayer? Strangely, I have on your mission bolt, anomalies running a dedicated server, etc. Maybe some of the mod should be divided into the part of the server and the client. You can record the video how it RSP is working fully And yet how it works immune - "If the right type of artifact is detected then I can make the player immune to certain anomalies"
  4. I'm sorry man could not immediately answer, all night the whole brigade were sitting in the metro last light, do Not understand what's your problem bolts in MP... here is the link NSMSB.namalsk
  5. it is in the runbolt.sqf _unit addWeapon "DAP_ITEMS_SUPPORT"; _unit addWeapon "DAP_THROW_BOLT"; For multiplayer sometimes you need to write a special scripts (separate start for the server and the client) and bolt works in single(editor) and does not work on the server. Might need a generic script for all non-working applications. Yes, the map install the module functions and logic games write the object of the Game Logic as = [Player,0,0,0,0,0,"DAPSTALKERS_BOLT"] execVM "runbolt.sqf" module function only the value of the true, I have everything works bolt, try to change the script _unit = _this select 0; _n=0; if (_unit == player) then { if (!(isMultiplayer)) then {[_unit] execVM "STALKER_DAPMOD\Scripts\SleepManager.sqf";}; [_unit] execVM "DAPMISC\Scripts\EQUIPMENT.sqf"; _bolttype = _unit getVariable "DAP_BOLTS_UNLIMITED"; if (isNil("_bolttype")) then { _unit addMagazine "DAPSTALKERS_BOLTS_LIMITED"; _unit addEventHandler ["Fired",{_this execVM "DAPMISC\Scripts\LIMITEDBOLT.sqf"}]; }; if ((!(isNil("_bolttype"))) and (_bolttype==1)) then { _unit addMagazine "DAPSTALKERS_BOLTS"; _unit addMagazine "DAPSTALKERS_BOLTS"; _unit addMagazine "DAPSTALKERS_BOLTS"; _unit addMagazine "DAPSTALKERS_BOLTS"; _unit addMagazine "DAPSTALKERS_BOLTS"; _unit addMagazine "DAPSTALKERS_BOLTS"; _unit addMagazine "DAPSTALKERS_BOLTS"; _unit addMagazine "DAPSTALKERS_BOLTS"; _unit addMagazine "DAPSTALKERS_BOLTS"; _unit addMagazine "DAPSTALKERS_BOLTS"; _unit addEventHandler ["Fired",{_this execVM "DAPMISC\Scripts\BOLT.sqf"}]; }; _unit addWeapon "DAP_THROW_BOLT"; };
  6. Maybe I did something wrong I understand, but in version @stalker is dapfix (vilas_aks_dapfix.pbo) in which the terms of\a problem?
  7. Yes, and so everything works as expected.
  8. @Grimwald, I know that you will laugh out loud, but in the last six years I had to work a lot in this game and can only say one thing all that is connected with the game STALKER is one big anomaly ;) The version game 1.62.102936, ACE, CBA and this version STALKER mod, there is no error "_unit addWeapon "DAP_ITEMS_SUPPORT"; "bin\config.bin\cfgveapons.DAP_ITEMS_SUPPORT" The only bug that inventory
  9. @Grimwald, it seems that this is a conflict of missing files from a folder Expansion. The solution of this problem running the beta version of 1.62.102936 and above. "D:\Program files\Bohemia Interactive\ArmA 2\Expansion\beta\arma2oa.exe" -beta=Expansion\beta;Expansion\beta\Expansion -nosplash -mod=@NC;@stalker;@JSRS;@JSRS_ACE;@ACE;@ACEX;@ACEX_RU;@ARP2;@RSP;@Infantry_Armor;@CBA;@CBA_CO;@CBA_OA;@CBA_A2;@rh_pistol;@rh_smg; And still need to clarify what version of the mod used in the Assembly of the mission
  10. @Grimwald, the script is activated through init.sqf using the module functions and logic of the game, I have error cba_xeh_оа was in the original mission, but I did not give this attention... The problem with the work of the bolt MP was solved in the forum topic S.t.a.l.k.e.r. mod the main thing is that bolt works in MP as expected @Wax, all of this will be in the near future, while there is a test.
  11. Great job man, a little test this mission on my server and noticed that do not work bolt... because corrected the problem(added script runbolt.sqf) at this stage of the testing of the mission Here's Alpha 0.1.fix for download
  12. Everything as usual or is it a joke...? http://www.flickr.com/photos/mrdocpet/
  13. @BBenjamin, If all the recommended versions are installed correctly, no problems with the models. Tested on version A2CO (BAF+PMC) S.t.a.l.k.e.r. Mod für CO von DAP (17.03.2011) http://www.arma2base.de/include.php?path=download&contentid=3241&catid=65&themeid=0 East Europe Weapons Pack von Vilas (06.02.11) http://www.arma2base.de/include.php?path=download&contentid=1530 Insel Namalsk von Sumrak (v1.10) http://www.arma2base.de/include.php?path=download&contentid=904 G3 Projekt von Christian.1987 (v1.0) http://www.arma2base.de/include.php?path=download&contentid=1558 Stalker Units von Icewindo already installed in the S.t.a.l.k.e.r. Mod für CO von DAP EDIT: docpet said docpet made you need to use vilas_aks.pbo size 210 977KB
  14. Perhaps we do not understand each other what it was about(A2orA3), if the test trigger need for sale? #start ~1 ?{player hasWeapon _x} count ["AK_74", "G36C", "M9SD"] > 0 : goto "end" goto "start" About the same and with the {_x in magazines Player} count ["DAP_CRYSTALL"] > 0 check functions hint format ["%1",magazines namesoldier]
  15. @Grimwald, Not very good in writing your scripts, but you may need to edit the config file(cfgMagazines\CfgWeapons), the class name {class DAP_CRYSTALL : DAP_ARTEFACT} because artifact creates anomaly (activation of a player)