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synnr

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Everything posted by synnr

  1. The simple solution is to update server.cfg from 1024 to steamProtocolMaxDataSize = 2048;
  2. So this is the top search result for this topic so I'll just put the solution here change server.cfg line from 1024 to this steamProtocolMaxDataSize = 2048;
  3. Should VCOM AI be picking up weapons. I have some running around without weapons but there are plenty of guns on bodies near by. They never seem to rearm.
  4. If you shoot the tire off a vehicle, then save it. When loading it will spawn with all 4 tires. A few years ago I had written a function that queried a vehicle (I think via getAllHitPointsDamage) and saved it in inidbi. I have since lost the code and haven't looked at it in a long time. I wanted to use oo_pdw instead of trying to re-write my old functions for saving vehicles..(lazy/busy)
  5. I resolved it as a conflict with one of the modules in a mod i am using. I have noticed that damage state isn't preserved in vehicles. Is that by design or a bug?
  6. I am using steam version currently. I tested inidbi2 is saving character data.
  7. I'm having trouble with the included sample mission and also the same sample code in a new mission. Data is being saved to my db.ini however the load function is not working. call compile preprocessFileLineNumbers "oo_pdw.sqf"; sleep 2; _pdw = ["new", "inidbi"] call OO_PDW; ["setDbName", "FallenDB"] call _pdw; //hint "Save all objects"; //"saveObjects" call _pdw; //_loopSave = execvm "saveObjects.sqf"; //db exists already so don't save map objects: add an exists check here before saving hint "Delete all objects"; { if!(_x isKindOf "MAN") then { deletevehicle _x; }; }foreach (allMissionObjects "All"); sleep 2; _objects = "loadObjects" call _pdw; hint format ["Restore all objects %1", _objects]; sleep 60; while {true} do { hint "Save all objects"; "saveObjects" call _pdw; sleep 60; };
  8. synnr

    Ravage

    So I thought it was fixed but after multiple respawns it happens again. Spawn in the air...fall to death. then spawn in the water and drown. Both without randomized gear executing.
  9. synnr

    Ravage

    You were right, the respawn script was wrong
  10. synnr

    Ravage

    Returning to Arma 3 after a few years and I'm working on Ravage mission for co-op sandbox with friends. I could use some help. I cannot get random loadout working in multiplayer: 11:22:02 Error in expression <em\gear\gearpool.sqf"; }; _unit = _this select 0; removeAllWeapons _unit; remove> 11:22:02 Error position: <select 0; removeAllWeapons _unit; remove> 11:22:02 Error select: Type Object, expected Array,String,Config entry 11:22:02 File \ravage\functions\main\fn_equip.sqf [RVG_fnc_equip]..., line 21
  11. Tried the demo mission and it deletes all objects and inventory but doesn't restore anything. I am using latest @inidbi2 and the mission on your github. Sample of RPT below. case ((_access >= 2) && {(_> 12:08:32 Error Undefined variable in expression: _result 12:08:32 File D:\users\sinner\Documents\Arma 3\missions\oo_pdw.altis\oo_pdw.sqf, line 90 12:08:32 Error in expression <space getVariable [_class, {nil}])); if(_array isequalto []) exitwith {false}; > 12:08:32 Error position: <_array isequalto []) exitwith {false}; > 12:08:32 Error Undefined variable in expression: _array 12:08:32 File D:\users\sinner\Documents\Arma 3\missions\oo_pdw.altis\oo_pdw.sqf, line 546 12:08:32 Error in expression <ariable [_class, {nil}])); _headgear = _array select 0; _goggles = _array selec> 12:08:32 Error position: <_array select 0; _goggles = _array selec> 12:08:32 Error Undefined variable in expression: _array 12:08:32 File D:\users\sinner\Documents\Arma 3\missions\oo_pdw.altis\oo_pdw.sqf, line 550 12:08:39 "IniDBI: read failed data type parameter must be ARRAY SCALAR STRING BOOL" 12:08:39 Error in expression <y; };
  12. Which is the best most up to date version of MCC to use? mod or script?
  13. I am a big fan of MCC so far. I've started an unlimited campaign but it always fails after 15 missions and no new ones are assigned. Not sure what the issue is but being able to start a campaign from inside a mission would be nice. Is there a function for MCC to clean up dead units that it spawned? I haven't found anything Oh and everything seems to spawn above the ground and falls. This often results in Clear Area missions being instantly cleared as infantry fall to their deaths.
  14. I keep getting this "author\" error on MCC missions. I think it has to do with this change in cfgPatches The problem is this: Pre 1.60 addons could be tagged in their cfgPatches section with an array of names in the author section: e.g author[] = {"author1","author2"}; However, in the 1.60 patch, for whatever reason, BI changed it from an array to string, so now it must be coded like this: author = "Author1, Author2"; Addons (and missions) that still have the previous (array) method are throwing errors. The configs (and/or mission.sqm/description.exts) need to be updated to the new string format.
  15. synnr

    Zombies & Demons 5.0

    I have dynamically generated units with triggers on Exile and the preplaced settings for roaming, throwing and jumping all work. I used the gamelogic spawners previously but quickly ran out of groups during multiplayer games in Exile. I have not tried a large amount of module spawners, but thats because zombies spawned by trigger work fine with the settings modules. In fact last night in the military base by Telos a team of players took shelter inside the dome because the horde was overwhelming them. The zombies were jumping on top of the dome then raining down inside, as well as throwing cars. Eventually a fuel truck exploded, collapsing the dome and killing everyone inside....it was epic.
  16. synnr

    Zombies & Demons 5.0

    You will need to decrypt the mission.sqm for Exile using the Arma tools
  17. synnr

    Zombies & Demons 5.0

    The very simplest method for Exile: 1. depbo and decrypt the mission.sqm for the exile map 2. open the Exile map in editor and add any zombie settings module you want to use such as jumping and roaming 3. download and add Civilian Occupation System to your map https://forums.bistudio.com/topic/165747-civilian-occupation-system-cos/ 4. Location the line in COSINIT.sqf that has the array of civs to spawn and change it to medium zombie classes: COScivPool =["RyanZombieC_man_1mediumOpfor", "RyanZombieC_man_polo_1_FmediumOpfor", "RyanZombieC_man_polo_2_FmediumOpfor", "RyanZombieC_man_polo_4_FmediumOpfor", "RyanZombieC_man_polo_5_FmediumOpfor", "RyanZombieC_man_polo_6_FmediumOpfor", "RyanZombieC_man_p_fugitive_FmediumOpfor", "RyanZombieC_man_w_worker_FmediumOpfor", "RyanZombieC_scientist_FmediumOpfor", "RyanZombieC_man_hunter_1_FmediumOpfor", "RyanZombieC_man_pilot_FmediumOpfor", "RyanZombieC_journalist_FmediumOpfor", "RyanZombieC_OrestesmediumOpfor", "RyanZombieC_NikosmediumOpfor"]; 5 In COScore.sqf locate and comment out the patrol script // Apply Patrol script to all units //null =[_civilianArray,_PatrolVehArray,_roadPosArray] execVM "cos\CosPatrol.sqf"; 6 rePBO the mission Thats roughly it. You should now have zombies spawning in every city according to size of the city.
  18. synnr

    Zombies & Demons 5.0

    Swapping classnames fixed my issue. Thanks!
  19. synnr

    Zombies & Demons 5.0

    I took the classnames from logicopfor.sqf under #Ryanzombieslogicspawnmedium1opfor my _grp is also EAST. I will double check my classnames, thanks #Ryanzombieslogicspawnmedium1opfor ~0.5 + random 1 if (isnil "ryanzombiesstart") then {ryanzombiesstart = 5} if (isnil "ryanzombiesdelay") then {ryanzombiesdelay = 0.5} if (isnil "ryanzombiescurrentamount") then {ryanzombiescurrentamount = 0} if (isnil "ryanzombiestotalamount") then {ryanzombiestotalamount = 10000} if (isnil "ryanzombiesamount") then {ryanzombiesamount = 100} if (isnil "ryanzombiesfrequency") then {ryanzombiesfrequency = 60} if (isnil "ryanzombiesactivation") then {ryanzombiesactivation = 0.9} if (isnil "ryanzombieshordesize") then {ryanzombieshordesize = 14} _array = ["RyanZombieC_man_1medium", "RyanZombieC_man_polo_1_Fmedium", "RyanZombieC_man_polo_2_Fmedium", "RyanZombieC_man_polo_4_Fmedium", "RyanZombieC_man_polo_5_Fmedium", "RyanZombieC_man_polo_6_Fmedium", "RyanZombieC_man_p_fugitive_Fmedium", "RyanZombieC_man_w_worker_Fmedium", "RyanZombieC_scientist_Fmedium", "RyanZombieC_man_hunter_1_Fmedium", "RyanZombieC_man_pilot_Fmedium", "RyanZombieC_journalist_Fmedium", "RyanZombieC_Orestesmedium", "RyanZombieC_Nikosmedium"] ~ryanzombiesstart
  20. synnr

    Zombies & Demons 5.0

    COScivPool =["RyanZombieC_man_1medium", "RyanZombieC_man_polo_1_Fmedium", "RyanZombieC_man_polo_2_Fmedium", "RyanZombieC_man_polo_4_Fmedium", "RyanZombieC_man_polo_5_Fmedium", "RyanZombieC_man_polo_6_Fmedium", "RyanZombieC_man_p_fugitive_Fmedium", "RyanZombieC_man_w_worker_Fmedium", "RyanZombieC_scientist_Fmedium", "RyanZombieC_man_hunter_1_Fmedium", "RyanZombieC_man_pilot_Fmedium", "RyanZombieC_journalist_Fmedium", "RyanZombieC_Orestesmedium", "RyanZombieC_Nikosmedium"]; there is some code to randomize chosen units and postiion to _tempunit and _temppos _unit = _grp createUnit [_tempUnit, _tempPos, ["this switchmove 'AmovPercMstpSnonWnonDnon_SaluteOut'; [this] exec '\ryanzombies\count.sqf'"],0,"None"]; They spawn in group but then its civil war and instantly attack each other.
  21. synnr

    Zombies & Demons 5.0

    So I am using the Civilian Occupation System to dynamically populate every city on the map, and I've added an array filled with other locations like HQ and barracks buildings. Whenever I spawn Zombies using this method they instantly attack each other. If infection is turned on they still attack each other but then rise up as new zombies, the risen ones no longer attack other zombies. I am spawning OpFor zombies on side East. Any ideas? i think it started happening 2 versions back.
  22. synnr

    Zombies & Demons 5.0

    The ruger is AWESOME! Put it back in!
  23. synnr

    Zombies & Demons 5.0

    also a Ruger .44 Magnum bolt action rifle What is the classname for this I can't find it?
  24. synnr

    Zombies & Demons 5.0

    Give us an array to populate with optional loot. This way it can be modified however the mission/mod builder wants. I use something like the following on my Exile server _zomLoot = ["Exile_Item_Catfood","Exile_Item_PlasticBottleFreshWater","Exile_Item_InstaDoc","Exile_Item_DuctTape","Exile_Item_LightBulb","Exile_Item_Rope"] call BIS_fnc_selectRandom; _zombie additem _zomLoot;
  25. synnr

    Zombies & Demons 5.0

    Spawn the zombies in any method you choose. I ended up using a custom init line to keep them from attacking each other. I opened the Exile map and put the game logics and modules to control behavior how I wanted. this code is no longer required
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