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gabberxxl

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Everything posted by gabberxxl

  1. gabberxxl

    Editing SAM System

    And how do I do it correctly? Like this? class B_SAM_System_01_F { // External class reference class Turrets:Turrets { class MainTurret; }; };
  2. I tried to modify the existing B_SAM_System_01_F to be able to shoot Titan-AT rockets (for testing purpose, of course) This is the cfg I wrote: class B_SAM_System_01_F; // External class reference class O_SAM_System_01_F : B_SAM_System_01_F { crew = "O_UAV_AI"; typicalCargo[] = {"O_UAV_AI"}; side = 0; displayName = "3K95 Kinzhal"; faction = OPF_F; }; class B_AT_System_01_F : B_SAM_System_01_F { displayName = "Mk49 Velos"; class AnimationSources { class Missiles_revolving { source = "revolving"; weapon = "missiles_titan_static"; }; }; class Turrets:Turrets { class MainTurret:MainTurret{ magazines[] = {"1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles"}; weapons[] = {"missiles_titan_static"}; }; }; }; The upper part, the OPFOR variant of the SAM turret works flawlessly. But the lower part that modifies the SAM to shoot AT Rockets doesn't work at all. This is the Error im getting: 23:38:03 Warning Message: No entry 'bin\config.bin/CfgVehicles/B_AT_System_01_F/Turrets/MainTurret.primaryGunner'. 23:38:03 Warning Message: '/' is not a value 23:38:03 Warning Message: No entry 'bin\config.bin/CfgVehicles/B_AT_System_01_F/Turrets/MainTurret.Turrets'. 23:38:03 Warning Message: No entry 'bin\config.bin/CfgVehicles/B_AT_System_01_F/Turrets/MainTurret.primaryObserver'. 23:38:03 Warning Message: '/' is not a value 23:38:03 Warning Message: No entry 'bin\config.bin/CfgVehicles/B_AT_System_01_F/Turrets/MainTurret.Turrets'. It seems to fail to load the base class child B_SAM_System_01_F >> Turrets >> MainTurret. Any help would be appreciated!
  3. I tried to modify the existing B_SAM_System_01_F to be able to shoot Titan-AT rockets (for testing purpose, of course) This is the cfg I wrote: class B_SAM_System_01_F; // External class reference class O_SAM_System_01_F : B_SAM_System_01_F { crew = "O_UAV_AI"; typicalCargo[] = {"O_UAV_AI"}; side = 0; displayName = "3K95 Kinzhal"; faction = OPF_F; }; class B_AT_System_01_F : B_SAM_System_01_F { displayName = "Mk49 Velos"; class AnimationSources { class Missiles_revolving { source = "revolving"; weapon = "missiles_titan_static"; }; }; class Turrets:Turrets { class MainTurret:MainTurret{ magazines[] = {"1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles"}; weapons[] = {"missiles_titan_static"}; }; }; }; The upper part, the OPFOR variant of the SAM turret works flawlessly. But the lower part that modifies the SAM to shoot AT Rockets doesn't work at all. This is the Error im getting: 23:38:03 Warning Message: No entry 'bin\config.bin/CfgVehicles/B_AT_System_01_F/Turrets/MainTurret.primaryGunner'. 23:38:03 Warning Message: '/' is not a value 23:38:03 Warning Message: No entry 'bin\config.bin/CfgVehicles/B_AT_System_01_F/Turrets/MainTurret.Turrets'. 23:38:03 Warning Message: No entry 'bin\config.bin/CfgVehicles/B_AT_System_01_F/Turrets/MainTurret.primaryObserver'. 23:38:03 Warning Message: '/' is not a value 23:38:03 Warning Message: No entry 'bin\config.bin/CfgVehicles/B_AT_System_01_F/Turrets/MainTurret.Turrets'. It seems to fail to load the base class child B_SAM_System_01_F >> Turrets >> MainTurret. Any help would be appreciated!
  4. gabberxxl

    Editing SAM System

    Oh, I am sorry!
  5. gabberxxl

    [SP/MP] BeCTI

    This has been an issue with BECTI since almost 4 years
  6. gabberxxl

    25 KKiv Model 2035

    Fun fact: The AI tends to blow themself up, when using HE rounds and the Khalia scope Oh and is it possible to create tracer rounds for both ammo types?
  7. gabberxxl

    25 KKiv Model 2035

    Very well made weapon! I like it a lot!
  8. Very cool script, I absolutely love it! I noticed a bug with the Wipeout, here are the steps to reproduce: Clear all pylons Mount 1 or 3 Macers on Pylon 5 No Macer weapon has been added to the pilot, so you are unable to fire any missiles Same thing happens when you mount Macers x3 on all pylons
  9. gabberxxl

    Getting stuck on the MP loading screen

    Any update on this? For me its still the same....
  10. gabberxxl

    Getting stuck on the MP loading screen

    ​Problem is still there even with the new PERF libraries from dwarden. Tried again today without any addons and a complete reinstall of Steam and Arma3 with all user config files and I still get stuck on the loading screen. No *.rpt errors or anything. Our server is dead now for 2 weeks, there is almost no reason left to put any more effort into this as our users just move along to other games that actually do work. I will do so, too. The lack of support (=NONE) from BIS on this matter is outrageous. Somehow I have a very strange feeling about this happening at the exact moment BIS tries to establish its dumb "Endgame" mode. Thats it. We had fun while it lasted.
  11. gabberxxl

    Getting stuck on the MP loading screen

    ​I have this problem even without any addons loaded on Altis/Stratis. ​Try your mission without any addons loaded. For me it is still bugged. I am 100% sure it has nothing to do with AiA TP or any other addon, because the mission works fine when hosted from the lobby or in the SP editor. ​EDIT: I just rolled back to Arma3Legacy 1.52....Guess what? Everything's working. Even with all addons loaded. The fault is not in the mission or any addon.
  12. gabberxxl

    [SP/MP] BeCTI

    Check your PM.
  13. gabberxxl

    Getting stuck on the MP loading screen

    I am able to run the mission in SP via hosted game or the editor. C'mon BIS you are loosing more and more players.... EDIT: Tested on DEV branch. Still the same problem
  14. gabberxxl

    [SP/MP] BeCTI

    I get stuck on the load screen since update 1.54 with my own edited version and your versions Sari, regardless if I use addons or not.
  15. gabberxxl

    Getting stuck on the MP loading screen

    ​Same here. Running with or without addons does not make any difference. Why does it always have to be like this when a new update is released...nothing works...no words from any officials about this issue
  16. Very cool map! Me and my friends like it very much! But theres one thing thats a bit annoying: The AI cannot use any of the bridges. Its a bit annoying as I've created a BECTI port for Australia which is PvP+PvE. Please look into this. Here is a link for a workaround, perhaps it works. https://www.reddit.com/r/armadev/comments/2t3xmx/are_ai_and_bridges_not_possible/
  17. Followed your installation instructions, this is the result: Maybe you should upload the older ReShade version as all thats left to download is this one: ReShade Framework 1.1.0.962 17/11/2015 23:39:32:852 [03944] | ERROR | Failed to compile effect on context 1B4B13D0: C:\....\Arma 3\/ReShade/McFX/DOF.h(32, 89): error X3004: undeclared identifier 'iADOF_ShapeTextureSize'
  18. ​ ​Other mission, same issue. CPS on the hc are low and sometimes bounce up and down. Never had this before... ​ ​ ​ ​
  19. gabberxxl

    [SP/MP] BeCTI

    And another one: The AI commander ignores the build/upgrade path set in Base_West.sqf/Base_East.sqf and goes through the upgrades randomly and sometimes by cost. ​ ​​EDIT: Regarding your problem with the unflip button dj_barney, I suggest editing the following in the file Client\Events\Events_UI_UnitsCamera.sqf starting from line 262. ​ if (_unflip) then { _who_vehicle setPos [getPos _who_vehicle select 0, getPos _who_vehicle select 1, 1]; _who_vehicle setVelocity [0,0,1]; }; ​Change it to: if (_unflip) then { _position = (getPos _who_vehicle) findEmptyPosition[ 10 , 200 , typeOf _who_vehicle ]; _ATLPosition = ASLToATL _position; _position = [_ATLPosition select 0,_ATLPosition select 1, 0.5]; _who_vehicle setPos _position; }; ​This way the observed unit gets teleported into a safe location.
  20. gabberxxl

    [SP/MP] BeCTI

    Using your newest version Sari, I am getting the following spammed in the rpt: ​ 17:22:19 Error in expression <e = false}; }; _var = missionNameSpace getVariable _picked; _upgrades = _side c> 17:22:19 Error position: <getVariable _picked; _upgrades = _side c> 17:22:19 Error 3 elements provided, 2 expected 17:22:19 File mpmissions\__cur_mp.Altis\Server\Functions\Server_AI_PurchaseSquad.sqf, line 55 ​ ​
  21. gabberxxl

    [SP/MP] BeCTI

    I spotted a bug with the gear menu. Create a template with one of the new weapons that has the ability to mount a bipod. Add any launcher with some ammo to the template. Save the template and reload it. Voilà , the attachments get mixed up and the launcher is now at the spot where the bipod should be.
  22. gabberxxl

    [SP/MP] BeCTI

    Strange, but the problem with NULL-groups seems to be still there with 1.42. I have no idea how to fix it.
  23. gabberxxl

    [SP/MP] BeCTI

    As always very good work Sari. I especially like the new Zeus style base building. The bug with the AI commander doing nothing, after a player has been commander, seems to be gone. Today I did some testing with your mission and here are two errors I have ecountered: 17:00:10 Error in expression <, 0]; deleteVehicle _oldHQ; waituntil {isNull _oldHQ}; if (_deployed) then { _> 17:00:10 Error position: <isNull _oldHQ}; if (_deployed) then { _> 17:00:10 Error Generic error in expression 17:00:10 File mpmissions\__cur_mp.Altis\Server\Functions\Server_HandleHQDeployment.sqf, line 54 18:07:39 Error in expression <_vehicles = []; _crews = []; { if (_x isKindOf "Man") then { _unit = [_x, _gro> 18:07:39 Error position: <isKindOf "Man") then { _unit = [_x, _gro> 18:07:39 Error iskindof: Type Array, expected String,Object 18:07:39 File mpmissions\__CUR_MP.Altis\Common\Functions\Common_CreateTeam.sqf, line 20
  24. gabberxxl

    [SP/MP] BeCTI

    I am hosting the mission with 8 AI leaders per side and town resistance/occupation set to hard. Sounds interesting. This bug first occured with 1.40. When I am back home I am gonna test it with 1.38 again with the same settings.
  25. gabberxxl

    [SP/MP] BeCTI

    Thank you both for your answers. Im on holidays now so I can't test any of those versions atm. There was one other thing that I noticed some time ago. After approx 3 hours of gameplay the server became unable to create any more groups for any side. All the server does is creating <NULL-group>. At first I thought that this is caused by low fps but after some testing reducing the number of AI's this could be excluded. Next thing I did was disabling all mods but that didn't help either. I don't know how to solve this.
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