Jump to content

eclaird

Member
  • Content Count

    20
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

1 Neutral

About eclaird

  • Rank
    Private First Class
  1. eclaird

    Linux Server crashing on

    I've seen this happen on my server as well, although I didn't even think it could be related to tasks. One of my own missions seems to crash the server whenever a certain target unit is killed and a task is marked complete as a result. The binary does properly crash, only a coredump is written on disk. I have not done any proper testing on this. Edit: Mods used: CBA, CSE, Task Force Radio
  2. I have a mission where two officers needs to be killed or captured, and I have triggers to detect those states: !(alive officer1) OR ([officer1] call CSE_fnc_isArrested) This works fine in editor preview but... crashed the dedicated linux server when the officer was shot. This has happened twice now in the same mission. Bug in CSE or am I just using it wrong?
  3. eclaird

    Authentic Gameplay Modification

    The vanilla spectator mode seems to break with AGM more often than not. Usually after getting a deadly shot the spectator mode launches, but with the pain effect still messing up the screen and most of the keyboard disabled. Sometimes even the chat is disabled, which makes being an admin quite difficult. Is this a known bug or something...?
  4. Just create a channel called 'TaskForceRadio' with password '123' on your TeamSpeak server and you're always in serious mode.
  5. eclaird

    Community interest in User Made Missions?

    Yes, I subscribe to some missions. However, I mostly play with my group on a dedicated server and as you may know, the workshop doesn't work there at all. So for now it's just some random SP missions to fill boredom.
  6. The current editor modules work fine and all, but is there a way to start the modules via scripting? I'd like to create missions that support CSE but not necessarily depend on it. Something like this: if (isClass (configFile >> "Combat_Space_Enhancement")) then { // Init CSE Logistics... // Init CSE Medical... };
  7. Installed the mod today, but all I get is this error message when alt-clicking on the map. Dev branch Arma, no other mods. Error in expression <EhMaPl", "onMapSingleClick", { if(_this select 3) then { (_this select 0) call X> Error position: <select 3) then { (_this select 0) call X> Error Zero divisor File X39_EnhancedMarkerPlacement_scripting\Functions\initMod.sqf, line 13
  8. eclaird

    Movie: DAy

    The movie postprocess effects are still in CfgVehicles, and spawning one with a script works as expected. "BIS_Effect_Day" createVehicleLocal (getPos player); "BIS_Effect_MovieNight" createVehicleLocal (getPos player); "BIS_Effect_Sepia" createVehicleLocal (getPos player);
  9. I took a shot at implementing this: ACRE_Enabled = isClass (configFile >> "CfgPatches" >> "acre_main"); if (!ACRE_Enabled) exitWith {}; saved_radios = []; temp_radios = []; [nil] call acre_api_fnc_setItemRadioReplacement; if (!isDedicated) then { [] spawn { waitUntil {!isNull player}; player addItem "ACRE_PRC343"; player addEventHandler ["Killed", { saved_radios = temp_radios; }]; player addEventHandler ["Respawn", { { player addItem _x; } forEach saved_radios; }]; while {true} do { if (alive player) then { temp_radios = [] call acre_api_fnc_getCurrentRadioList; }; sleep 10; }; }; }; Default radio replacement disabled to prevent the case of multiplying 343's. This seems to work just fine, but I do wonder about loadouts that don't have much free space in inventory...
  10. I've made several missions with BASE respawn, and now I'm adding support for ACRE. I've added the radio boxes to spawn area, but respawning is obviously a problem. I'd like the players to retain the radios and their configurations they had when killed, so they don't have to spend five minutes to get the proper radios from the box and tweak settings again. Are there any existing scripts for this, or should I fire up my text editor?
  11. The "Create task" modules had some problems at release. Mainly, "Set task destination" and "Set task state" modules are required to make the task work properly. This should be fixed in today's patch.
  12. Yeah I get this too. I guess the dedicated server just won't send any images because it might amount to several megabytes of images per client, just to view the mission listing. And sending data from the dedicated server is slow. Very slow.
  13. The "Marker" field in the task itself.
  14. I'd remove the synchronization between AI and the player, and make sure the player's waypoints always work and then make the AI follow via triggers and whatnot.
  15. eclaird

    The new Sector Module

    Is the Sector module supposed to work for JIP players? I made and played a mission with four sectors and some of our players reported they had no markers on the map, and tasks were rather randomly working as well. Also, the HUD sector icons seem to get incorrect colors in multiplayer (dedicated server). My sectors started as owned by BLUFOR, but the icons were... cyan. The icon color was briefly correct when the sector was being captured, but after capturing it went back to cyan. Anyone else seeing this or am I doing something wrong?
×