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About becario

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  1. Probably they are spawned by a script, so you won't see anything in the game editor, but you'll have to search through the files to find it.
  2. I meant exactly that. Just following the routes of the units to see how they moved in the battlefield.
  3. why would anyone want this??? skruis, it would be awesome it you could create something to log your movements. that would be really useful for debriefing and training purposes. something that writes an entry in a text file every X seconds, and that can then be loaded into the app, as see a line following your steps. I saw in armaholic a mod that did something like this, but I didn't test it, so I don't really know how i works (plus I have 0 knowledge of programming)
  4. Hi, sorry, I was offline. I'm downloading the app and will try in a minute. Yes, We are from Spain, and have regional settings for Spain. And with your third edit you may be right. "1000.10" in Spanish would be "1000,10", as for decimals we use comma and not dot. So i just tried it and it works! thanks!!! If you ever want any help with testing, or localisation into Spanish you can count on me ;)
  5. My Pc runs W8.1. I'll post the three error logs that I get: .NET Runtime. - <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> - <System> <Provider Name=".NET Runtime" /> <EventID Qualifiers="0">1026</EventID> <Level>2</Level> <Task>0</Task> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2015-04-01T18:57:34.000000000Z" /> <EventRecordID>40291</EventRecordID> <Channel>Application</Channel> <Computer>Carlos</Computer> <Security /> </System> - <EventData> <Data>Aplicación: Athena Desktop.exe Versión de Framework: v4.0.30319 Descripción: el proceso terminó debido a una excepción no controlada. Información de la excepción: System.Reflection.TargetInvocationException Pila: en System.RuntimeMethodHandle.InvokeMethod(System.Object, System.Object[], System.Signature, Boolean) en System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(System.Object, System.Object[], System.Object[]) en System.Reflection.RuntimeMethodInfo.UnsafeInvoke(System.Object, System.Reflection.BindingFlags, System.Reflection.Binder, System.Object[], System.Globalization.CultureInfo) en System.Delegate.DynamicInvokeImpl(System.Object[]) en System.Windows.Threading.ExceptionWrapper.InternalRealCall(System.Delegate, System.Object, Int32) en MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(System.Object, System.Delegate, System.Object, Int32, System.Delegate) en System.Windows.Threading.DispatcherOperation.InvokeImpl() en System.Windows.Threading.DispatcherOperation.InvokeInSecurityContext(System.Object) en System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) en System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) en System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object) en System.Windows.Threading.DispatcherOperation.Invoke() en System.Windows.Threading.Dispatcher.ProcessQueue() en System.Windows.Threading.Dispatcher.WndProcHook(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef) en MS.Win32.HwndWrapper.WndProc(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef) en MS.Win32.HwndSubclass.DispatcherCallbackOperation(System.Object) en System.Windows.Threading.ExceptionWrapper.InternalRealCall(System.Delegate, System.Object, Int32) en MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(System.Object, System.Delegate, System.Object, Int32, System.Delegate) en System.Windows.Threading.Dispatcher.LegacyInvokeImpl(System.Windows.Threading.DispatcherPriority, System.TimeSpan, System.Delegate, System.Object, Int32) en MS.Win32.HwndSubclass.SubclassWndProc(IntPtr, Int32, IntPtr, IntPtr) en MS.Win32.UnsafeNativeMethods.DispatchMessage(System.Windows.Interop.MSG ByRef) en System.Windows.Threading.Dispatcher.PushFrameImpl(System.Windows.Threading.DispatcherFrame) en System.Windows.Threading.Dispatcher.PushFrame(System.Windows.Threading.DispatcherFrame) en System.Windows.Threading.Dispatcher.Run() en System.Windows.Application.RunDispatcher(System.Object) en System.Windows.Application.RunInternal(System.Windows.Window) en System.Windows.Application.Run(System.Windows.Window) en Athena.App.W7.Application.Main()</Data> </EventData> </Event> Application error - <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> - <System> <Provider Name="Application Error" /> <EventID Qualifiers="0">1000</EventID> <Level>2</Level> <Task>100</Task> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2015-04-01T18:57:34.000000000Z" /> <EventRecordID>40292</EventRecordID> <Channel>Application</Channel> <Computer>Carlos</Computer> <Security /> </System> - <EventData> <Data>Athena Desktop.exe</Data> <Data></Data> <Data>551ad27b</Data> <Data>KERNELBASE.dll</Data> <Data>6.3.9600.17415</Data> <Data>54504ade</Data> <Data>e0434352</Data> <Data>00014598</Data> <Data>9f8</Data> <Data>01d06cad84e9218a</Data> <Data>C:\Users\Carlitos\AppData\Local\Apps\2.0\VEWE8TTC.LYT\4X03K94M.73Q\athe..tion_b33e2a016b310308_0001.0000_efe0c8bf0bd29780\Athena Desktop.exe</Data> <Data>C:\Windows\SYSTEM32\KERNELBASE.dll</Data> <Data>f48e47e3-d8a0-11e4-8392-448a5b86231a</Data> <Data /> <Data /> </EventData> </Event> Windows Error Reporting - <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> - <System> <Provider Name="Windows Error Reporting" /> <EventID Qualifiers="0">1001</EventID> <Level>4</Level> <Task>0</Task> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2015-04-01T18:57:36.000000000Z" /> <EventRecordID>40293</EventRecordID> <Channel>Application</Channel> <Computer>Carlos</Computer> <Security /> </System> - <EventData> <Data>94712082797</Data> <Data>5</Data> <Data>CLR20r3</Data> <Data>No disponible</Data> <Data>0</Data> <Data>Athena Desktop.exe</Data> <Data></Data> <Data>551ad27b</Data> <Data>Athena Desktop</Data> <Data></Data> <Data>551ad27b</Data> <Data>1f6</Data> <Data>162</Data> <Data>System.OverflowException</Data> <Data /> <Data>C:\Users\Carlitos\AppData\Local\Temp\WER6C5C.tmp.WERInternalMetadata.xml</Data> <Data>C:\Users\Carlitos\AppData\Local\Microsoft\Windows\WER\ReportArchive\AppCrash_Athena Desktop.e_2374b127c73b7aae8513e91552ee6bacec5fd1a_b122f64a_08c271f9</Data> <Data /> <Data>0</Data> <Data>f48e47e3-d8a0-11e4-8392-448a5b86231a</Data> <Data>1</Data> <Data>82e2a549a7c3094335e9b938b16db078</Data> </EventData> </Event>
  6. yes, i have 4.5. where can i find those logs? i looked in the app folder and my documents and didn't find anything.
  7. I'm testing this mod with a friend so we can track our gameplays in a second screen, and none of us is able to run it. As soon as we press "start", the desktop app crashes. It doesn't matter wether we are in game or before launching the game, it crashes every single time. We just downloaded it from armaholic
  8. becario

    Removing gear from opfor

    I thought I had replied. I came up with that same idea (executing a new sqf with some delay) the next morning (I hadn't checked the forums). I forgot to came here to tell my solution: sleep 7; { if (side _x == east) then { _x unassignItem "NVGoggles_OPFOR"; _x removeItem "NVGoggles_OPFOR"; _x removePrimaryWeaponItem "acc_pointer_IR"; _x addPrimaryWeaponItem "acc_flashlight"; _x enableGunLights "forceon"; } } ForEach allUnits;
  9. becario

    Removing gear from opfor

    tried this and didn't work. bear in mind they don't spawn until a trigger is executed. that is my problem, that those units are not present at the beginning of the mission
  10. becario

    Removing gear from opfor

    Is there any way to do this same thing, but with units placed by a script? I use a script to create small groups, and I'd want to use it in a night infiltration style mission, and this code only works with editor-placed units. I also have my BluFor without nvgs, and I don't want them stealing NVGs from dead enemies. apart, of course, of using nvg would be a huge advantage to IAs. This is the script I use to spawn units: if (!isServer) exitWith {}; waituntil {!isnil "bis_fnc_init"}; //create AI Group 1 AM1 = createGroup east; sleep 0.5; "O_soldier_TL_F" createUnit [getMarkerPos "AM1", AM1,"AM1_1 = this", 0.6, "sergeant"]; sleep 0.2; "O_soldier_AR_F" createUnit [getMarkerPos "AM1", AM1,"AM1_2= this", 0.5, "corporal"]; sleep 0.2; "O_soldier_GL_F" createUnit [getMarkerPos "AM1", AM1,"AM1_3 = this", 0.5, "corporal"]; sleep 0.2; "O_soldier_F" createUnit [getMarkerPos "AM1", AM1,"AM1_4 = this", 0.5, ""]; sleep 0.2; "O_soldier_F" createUnit [getMarkerPos "AM1", AM1,"AM1_5 = this", 0.5, ""]; sleep 0.2; [AM1, getMarkerPos "MARKER", 600 ] call bis_fnc_taskAttack; [AM1, 1] setWaypointSpeed "FULL"; [AM1, 1] setWaypointCombatMode "RED"; [AM1, 1] setWaypointBehaviour "AWARE"; sleep 0.2;
  11. I still have this problem with MCC: It happened again yesterday. I (miss)placed my own waypoint (shift+left click) on MCC's screen, and when I tried to delete, the server froze completely, and we had to cancel the mission. I don't know if this is a consistent problem, or my group is doing something wrong with MCC (we have a template for our missions in which we include some MCC modules. do we need to put some virtual entity or something of the sorts?
  12. Hi! Is there any issue when deleting units with MCC? I was testing today how to do a helo evac, and when I tried to delete a helo, my server froze, and it wasn't active until I left it and joined again. I tested it several times and every single one happened the same thing.
  13. I have a waypoint with hold fire, since I need the blufor to be able to shoot, and opfor will shoot after trigger1 is activated. setcaptive would not work in this case, as I'm using AGM mod. I'm trying killzone_kid condition. and... it worked! thank you very much. now my prisoner exchange mission will work perfectly.
  14. I have a prisoner exchange mission in which I want my people not to shoot the opfor until the prisoners are exchanged. In the area there will be a group of opfor guarding some blufor prisoners, and they will not shoot until a "trigger1" activates. how can i make a "end mission" trigger that works just until that "trigger1" activates, and then it doesn't work anymore?
  15. becario

    Authentic Gameplay Modification

    Thank you! that worked perfectly. I had already used the previous code, setting up 4 different triggers, but this is way better.