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About bates

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  1. bates

    [COOP] Dynamic Combat Generator

    Also having this issue, tried putting the script in the actual mission with this directory to no avail. It's definitely in the userconfig\dcg folder but the mission can never find it.
  2. Hey EightySix. Thanks for the great mission, Patrol Ops has been our go-to mission on A2 and A3 for years now. However, we've been playing the CSAT version of the mission extensively and we ran into an issue. I tried doing some searching to see if this had been pointed out or acknowledged, but the respawn script does not work for any of the vehicles. Not sure if this is also occurring on the AAF one. I did find out that it was to do with the incorrect script being called in the init of the units in the mission.sqm. I fixed it by opening the mission.sqm file in Notepad++ and doing a Replace All on "mpsf_fnc_setObjectRespawn", changing it to "PO3_fnc_setObjectRespawn". Hope this helps anyone having a similar issue and to bugfix for the next version. Cheers!
  3. bates


    Ahh so it's ACE's doing..well I had an idea for custom scripting a little repair function so I'll probably get to doing that..I want it to take absolutely forever, and not fully repair the vehicles, but just make them semi-usable. The reason being is we have heavily modified vehicle respawns, they have an infinite timer, and only respawn under two conditions: they are destroyed, or every player exceeds 10km distance from the vehicle..we did this to try and get players, especially pubs, to use the vehicles more realistically and sparingly, than just going kamikaze with a HMMWV every 2 and a half seconds. Also just thought I'd mention that I made the base a little nicer if anybody wants the code for it. I added spacious outer walls with an exit at both ends, and added a bunker on each of these exits, for elevation and added defense. I also added an ambulance that is non-standard from the rest of the vehicle respawns, because having tons is pointless but we feel we need one. If you want all or just part of this stuff, let me know.
  4. bates


    Okay so I have a slight problem that I'm wondering if anybody could shed some light on. I've changed some of the units to engineers to allow for repairing of vehicles in the field, but the vanilla option for repairing vehicles is not coming up in the scroll menu at all. I've tried different engineers, and this works on every single other mission..I've skimmed all the .sqf files and can't find anything disabling or changing anything..I've compared engineers in other missions to engineers in Insurgency, no difference...what on earth is going on? All they can do is change tyres, which all players can do anyway.. Halp? :(
  5. bates


    Ahh I see. Never really noticed that because we always move together on the one with an increased squad size. :D
  6. bates


    I think what he wants to do is actually create new squads completely. I didn't have to edit the "#define squadUnitStrings(X)" line to increase the squad size -- I have Hitman 161-168 and it works perfectly with just editing the mission.sqm. Pure luck? Perhaps! I think the "westPlayerStrings" is rather important though, so it's still a good idea to add new units to that. I'll probably try adding new squads completely at some point and seeing if it just works right off the bat just like increasing squad sizes does. (P.S. - Is six squads not enough!?)
  7. bates


    #define eastInfClasses [\"TK_INS_Warlord_EP1",\ "TK_INS_Soldier_TL_EP1",\ "TK_INS_Bonesetter_EP1",\ "TK_INS_Soldier_AT_EP1",\ "TK_INS_Soldier_AT_EP1",\ "TK_INS_Soldier_AA_EP1",\ "TK_INS_Soldier_MG_EP1",\ "TK_INS_Soldier_AR_EP1",\ "TK_INS_Soldier_AR_EP1",\ "TK_INS_Soldier_AAT_EP1",\ "TK_INS_Soldier_EP1",\ "TK_INS_Soldier_2_EP1",\ "TK_INS_Soldier_3_EP1",\ "TK_INS_Soldier_4_EP1"\ ] I thiiink this should be all you're after, which from what you said, seems you've already replaced. I haven't seen any other reference to what enemy soldiers are spawned. I'll double check when I can, I think there was something I saw in the mission.sqm.. four, correction, five Takistani soldiers which I PRESUME are the slots it puts OPFOR players in while they wait for BLUFOR to attack (no idea what the 5th one is): side="EAST"; class Vehicles { items=1; class Item0 { position[]={0.95320749,81.282928,-399.15479}; azimut=93.227798; special="NONE"; id=32; side="EAST"; vehicle="TK_INS_Soldier_TL_EP1"; player="PLAY CDG"; leader=1; skill=1; text="east1"; }; }; }; class Item12 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={0.95320749,81.282928,-399.15479}; azimut=93.227806; special="NONE"; id=31; side="EAST"; vehicle="TK_INS_Soldier_TL_EP1"; player="PLAY CDG"; leader=1; skill=1; text="east2"; }; }; }; class Item13 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={0.95320749,81.282928,-399.15479}; azimut=93.227798; special="NONE"; id=30; side="EAST"; vehicle="TK_INS_Soldier_TL_EP1"; player="PLAY CDG"; leader=1; skill=1; text="east3"; }; }; }; class Item14 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={0.95320749,81.282928,-399.15479}; azimut=93.227798; special="NONE"; id=29; side="EAST"; vehicle="TK_INS_Soldier_TL_EP1"; player="PLAY CDG"; leader=1; skill=1; text="east4"; }; }; }; class Item15 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={-597.59009,377.19937,800.89337}; azimut=-180.42642; special="NONE"; id=37; side="EAST"; vehicle="TK_INS_Soldier_EP1"; leader=1; rank="COLONEL"; skill=1; text="graveDigger"; init="this allowDamage false; doStop this"; }; }; Not sure if changing that will have any effect though. I also found these lines in \common\server\defines.sqf, another defines.sqf file: #define vclCrewClass "TK_INS_Soldier_AT_EP1" #define staticClass "TK_INS_Soldier_3_EP1" Not quite sure how to manipulate these. I actually think vclCrewClass is the soldier it uses in vehicles like tanks and cars, and staticClass is for..you guessed it, static weapons like the DShkm and AGS-30. Is the mission totally failing to load with the new rebel soldiers?
  8. bates


    Cards, can you by any chance compare the units you've added with the units already in the mission, using a text editor and opening mission.sqm? Just Ctrl+F and type "Hitman111" to get to the first squad, Hitman121 for second, etc. As for finding your own units it will differ depending on what you've used for them. I think there is something that needs to be added to the init line of the units, if you haven't already done that. Also just try and ensure that all of the information looks similar and relevant, if you know what I mean. Make sure text fields are there and stuff :D I've never tried adding MORE squads but I have however added TO squads, which works well.
  9. bates


    Did you add your new units via the/any editor?
  10. bates


    Nooo problem. You might need to add the "text" field of the new units to the "westPlayerStrings" on line 60-65, but I haven't seen a difference with and without that addition. Perhaps Mr Fireball knows more :D
  11. bates


    Don't think you're blind or stupid as I had this as well and it took me a while to find out what to do! It's a pretty quick 'n' simple fix if you know how though. In \common\defines.sqf, on line 92, simply add the unit model to the array on this line and it will spawn at base no problem. :) As for group sizes, I hate the in-game editors and stuff, so I just copy paste extra units into the mission.sqm and change them to have different stuff.
  12. bates


    I've yet to try adding my own parameters, so I'm not exactly sure on how to do it, but the most immediately convenient way I could think of would be to replace the #define line with something like "if this parameter equals this, then use this define line, else use this" or something. Have the parameter as "Helicopters Enabled" with "Yes" and "No", values 0 and 1..and if its 1 it uses the default #define line, if not, it uses the edited one. However I haven't tried adding parameters so I don't know how to call them up in other scripts! Not exactly learnt the entirety of ArmA's global and local stuff :D I'll look into it if I get a moment. EDIT: Took a quick look and although I could be wrong, it seems fairly simple. From what I can see in the other scripts you can call parameter classes globally. I haven't tested this, so do make backups, but try adding this to the \description.ext somewhere (I added it after the "ambientCivilians" class parameter for quickness, included that for context): //ambientCivilians should remain first param class ambientCivilians { title=" Ambient Civilians"; values[]={ 1,0 }; texts[]={ "Enabled","Disabled"}; default=1; code = ""; }; //Helicopters Enabled class helicoptersEnabled { title=" Helicopters Enabled"; values[]={1,0}; texts[]={ "Enabled","Disabled"}; default=1; code = ""; }; Now, time for the experimental bit. :D Head on over to \common\server\defines.sqf and change line 7 to this: if (helicoptersEnabled == 1) then { [color=#EEEEEE]#define eastVehiclesFreq ["BRDM2_TK_EP1","BRDM2_TK_EP1","M113_TK_EP1","M113_TK_EP1","Mi24_D_TK_EP1","Mi24_D_TK_EP1","UH1H_TK_EP1","UH1H_TK_EP1","BTR60_TK_EP1","BTR60_TK_EP1","LandRover_MG_TK_INS_EP1","LandRover_MG_TK_INS_EP1","LandRover_MG_TK_INS_EP1","LandRover_SPG9_TK_INS_EP1","LandRover_SPG9_TK_INS_EP1","T34_TK_EP1","T55_TK_EP1"] [/color]} else { ​[color=#EEEEEE]#define eastVehiclesFreq ["BRDM2_TK_EP1","BRDM2_TK_EP1","M113_TK_EP1","M113_TK_EP1","BTR60_TK_EP1","BTR60_TK_EP1","LandRover_MG_TK_INS_EP1","LandRover_MG_TK_INS_EP1","LandRover_MG_TK_INS_EP1","LandRover_SPG9_TK_INS_EP1","LandRover_SPG9_TK_INS_EP1","T34_TK_EP1","T55_TK_EP1"] [/color]}; Not gonna add this to my own mission at the moment so let me know if it works!
  13. bates


    Absolutely, we took the helicopters out as we felt they were a bit unnecessary. Just head into \common\server\defines.sqf. On line 7, change this: #define eastVehiclesFreq ["BRDM2_TK_EP1","BRDM2_TK_EP1","M113_TK_EP1","M113_TK_EP1","Mi24_D_TK_EP1","Mi24_D_TK_EP1","UH1H_TK_EP1","UH1H_TK_EP1","BTR60_TK_EP1","BTR60_TK_EP1","LandRover_MG_TK_INS_EP1","LandRover_MG_TK_INS_EP1","LandRover_MG_TK_INS_EP1","LandRover_SPG9_TK_INS_EP1","LandRover_SPG9_TK_INS_EP1","T34_TK_EP1","T55_TK_EP1"] to this: #define eastVehiclesFreq ["BRDM2_TK_EP1","BRDM2_TK_EP1","M113_TK_EP1","M113_TK_EP1","BTR60_TK_EP1","BTR60_TK_EP1","LandRover_MG_TK_INS_EP1","LandRover_MG_TK_INS_EP1","LandRover_MG_TK_INS_EP1","LandRover_SPG9_TK_INS_EP1","LandRover_SPG9_TK_INS_EP1","T34_TK_EP1","T55_TK_EP1"] Helicopters should no longer spawn. Note the fact that there are multiple entries of the same vehicle, as far as I know this is simply for increasing the spawn frequency over other vehicles, for example each tank only exists once as it is pretty powerful.
  14. Hello everybody! We are the Bunny Hop Brigade! We are a small, social gaming community based on pure fun, with a tint of serious gameplay. We are currently recruiting any players who are looking for a serious yet fun and social environment to play in. We have our own Teamspeak server, and our own game server, with missions that we edit and re-script ourselves to add additional features, perks for our squad members, and sometimes just absolutely hilarious easter eggs (which are placed by the easter bunny of course!). We play with both the ACE and ACRE mods, and aim for a very tactical approach with our gameplay. We've been playing ArmA together for around half a year now, after coming from many other games for the past few years, when we founded BHB. Although we like to play serious, we are very laid-back at the same time, and I can promise you that you'll get your laughs if you stick around. We accept pretty much every person that wants to play with us, but please note that we are an 18+ community. You can be as involved as you like with BHB. You don't have to come on for any training sessions, or certain times, we don't care if you only show up once every 3 weeks or 3 years either. If there's anything we need you to be trained to do, we'll do it dynamically as we play, it's far more fun, especially when a lot more is at stake, and things can go wrong. The great thing about BHB that we've found is that the more that you DO play, the more you become acquainted with us, the more we can trust you to take important roles in our squad, and the more options we can give you as a player. For example, all of our frequent players have a personalized loadout, that they can instantly acquire upon entering the game. We have a Steam group, and a Skype conference, to keep all of our members updated on the latest news to do with BHB. We've been working on a website as well, but we're unsure if we want to push ahead with this just yet. We don't really have a roster, but I guess you could say we have a "frequent" roster, which is currently as follows: Sergeant - [bHB]Bates Corporal - [bHB]Quake Corpsman - [bHB]Cosmo Sniper/Marksman -[bHB]Dolan Frying Pan Specialist - [bHB]Lewys "Kith Rambo" - [bHB]Kith Talk to any one of these people and we can start getting you involved in the greatness known as the Bunny Hop Brigade! Feel free to swing by and have a chat with us on our Teamspeak as well, just say you're from the BIS forums. We'll answer any questions you have, after all, we might be different from what you expect! Teamspeak IP: Hope to have you hopping around with us soon! ;)
  15. bates

    View Distance Changes Back

    Hey Rambo. We play on Takistan Insurgency and one of our players is also noticing this happening. It's a problem with the mission. I'll look into what might be causing it, might be worth notifying the mission author on his thread here, which I will probably do in a day or two if I can't find the fix. Also try another mission just to make sure this isn't the only issue you are having.