chal00
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Posts posted by chal00
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Hello guys ! New update
Changelog v6.5 :
-Remove the automatically open Parachute at 150m
Hi pokertour ;)
Thanks for your great job ;)
But, how can we re-enable " automatically open Parachute at 150m" ? :huh:
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I do not have this issue. Are you sure you have made no adjustments that breaks the cos? What does the rpt say?
Yes ! i'm sure ! i didn't do nothing !
Just exported the scripts files to my folder, to verify the issue !
I'm making a new mission by scripts... and after the update, i had an error, then i shearched in my scripts, but after, i just tested the COS script to be sure... and "Bawww"... it was broken !
I think they have changed something in the config file map... or did an obvious mistake !?!
2:23:08 Starting mission: 22:23:08 Mission file: test_COS 22:23:08 Mission world: Stratis 22:23:08 Mission directory: C:\Users\####\Documents\Arma 3 - Other Profiles\chal00[FR]\missions\test_COS.Stratis\ 22:23:09 Attempt to override final function - bis_functions_list 22:23:09 Attempt to override final function - bis_functions_listpreinit 22:23:09 Attempt to override final function - bis_functions_listpostinit 22:23:09 Attempt to override final function - bis_functions_listrecompile 22:23:09 Attempt to override final function - bis_fnc_missiontaskslocal 22:23:09 Attempt to override final function - bis_fnc_missionconversationslocal 22:23:09 Attempt to override final function - bis_fnc_missionflow 22:23:12 Mission id: ################################ 22:23:13 No speaker given for Zaim Okoye 22:23:14 No speaker given for Zaim Osmani 22:23:14 Error in expression < %1, expected %2, on index %3, in %4", [_par] call _fnc_getTypeName, [_x] call _> 22:23:14 Error position: <_par] call _fnc_getTypeName, [_x] call _> 22:23:14 Error Variable indéfinie dans une expression: _par 22:23:14 File A3\functions_f\Debug\fn_errorParamsType.sqf, line 146 22:23:14 Error in expression <tedTo select 0; _direction = [_tempPos, _connectedRoad] call BIS_fnc_DirTo; if > 22:23:14 Error position: <_connectedRoad] call BIS_fnc_DirTo; if > 22:23:14 Error Variable indéfinie dans une expression: _connectedroad 22:23:14 File C:\Users\g\Documents\Arma 3 - Other Profiles\chal00[FR]\missions\test_COS.Stratis\cos\cosCore.sqf, line 131 22:23:14 Error in expression <veh, [], 0, "CAN_COLLIDE"]; _veh setdir _direction; _unit assignAsDriver _veh; > 22:23:14 Error position: <_direction; _unit assignAsDriver _veh; > 22:23:14 Error Variable indéfinie dans une expression: _direction 22:23:14 File C:\Users\g\Documents\Arma 3 - Other Profiles\chal00[FR]\missions\test_COS.Stratis\cos\cosCore.sqf, line 143 22:23:14 Error in expression < %1, expected %2, on index %3, in %4", [_par] call _fnc_getTypeName, [_x] call _> 22:23:14 Error position: <_par] call _fnc_getTypeName, [_x] call _> 22:23:14 Error Variable indéfinie dans une expression: _par 22:23:14 File A3\functions_f\Debug\fn_errorParamsType.sqf, line 146 22:23:14 Error in expression <tedTo select 0; _direction = [_tempPos, _connectedRoad] call BIS_fnc_DirTo; if > 22:23:14 Error position: <_connectedRoad] call BIS_fnc_DirTo; if > 22:23:14 Error Variable indéfinie dans une expression: _connectedroad 22:23:14 File C:\Users\g\Documents\Arma 3 - Other Profiles\chal00[FR]\missions\test_COS.Stratis\cos\cosCore.sqf, line 131 22:23:21 Weather was forced to change
Mission test : http://www.sendbox.fr/fa482fa0471f62f3/test_COS.Stratis.zip
Tested only with previsualisation !!
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Hi BangaBob ;)
Just to tell you it seems that the script is broken with Stratis Airport !!... since Today (after game update)....
Everything is fine, until you go on the Stratis Airport !
Civilian stay freezed on the airport, and the script doesn't continue after that, even if you leave the area and enter in another one !
See you soon ;)
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Thanks a lot :)If they aren't completing after a short delay (30-60) seconds, they are probably suffering from a bug that will need to be looked at. As long as there are no enemies within 300-400m it should be considered clear.
Then i just have to wait that will be fixed as soon as possible ;)
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You can use
removeAllActions unitname;
before adding any custom actions.Oh great ! Thanks a lot ;)
And about the task problem... have you got a solution ? :)
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Yes you're right ! I can do it like this for the moment !
But it should be good if there's a way to disable the option with a little init synthax , like you can see it for some features in ace , or otber mods ;)
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For this task i have cleared the area and checked with admin tools if there was other ennemies => nobody ! But the task stays on "assigned" !
For destroy ennemi camp , i have put many many explosives charges... same thing => assigned :(
I'm a little sad :(
Another thing , i would like to know how to disable "arrest" option for a specific unit ? I put a medic (civilian) in my base , and i don't want were're able to arrest him because he must stay at it position... how to do it ?
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So first time trying ALIVE. Got a random task to destroy a campfire (burning). But no amount of explosives will trigger a task success. What am I missing?
Same here ! Is it fixed anyway ??
I can't succeed or fail all (auto-generated) tasks without manual settings !
Is it only me ?
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Hi everybody ;)
I created an ammobox for my team (http://imgur.com/a/l46rA#0) , and i wanted to add it ace actions like drag, or carry, and others...
I put in the config file what it is written in the wiki (http://ace3mod.com/wiki/framework/carry-drag.html), but this do nothing !
Then i tried just to be sure with other mod in game, and only cup ammobox are compatible with ace action menu. The custom or vanilla model based RHS box do nothing too !
Then i'd like to know, what i missed ? Is there something to add in the p3d model ?
Thx a lot ;)
EDIT : found it ! done ;)
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I come back :)
I follow this thread with attention ! I know that i promised you to give you pics about the "ghost face" , but i took hollidays in modelling because of not enought time and motivation !!
I will do what i promised later !
During this time , i show you what i did whith your tool :) It is in this model that i had the little ghost face problem (in the mask logo ) :
http://www.imgur.com/a/l46rA#0
See you soon :)
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In the warlords init module i put "IND_G_F"... and there's no garrison !?! :(
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Hello I wanted to put in some of my own units and vehicles in the mission. I used the cfg thing the guy put in at the bottom but i dont know where to put the file. i dont understand where because when i put it in the Warlord's folder the mod updates and its gone. Its right what i put in but where do i put it exactly?:confused:I don't understand what you want to do :(
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Sorry :(I have got 2 times "gear" , "aircraft" , etc : http://imgur.com/mQJGwUR
And : http://imgur.com/PcYUriM
I extracted and put your mission on our dedicated server, to have it by default launch !This is the mission i've compiled for : http://sendbox.fr/pro/aacsekz01u8t/MP_Warlords_01.Altis.pbo.html
Try it on dedicated server, and tell me if you have same issue. Only "@warlords" is activated on our server !
Is it only me with this issue ? :eek:OK OK ! It seems that i found the problem origin !
It is only when i launch the mission, being admin logged !
If i disconnect from server, and i come back again = everything is OK !
If someone can test it just to be sure !?!
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Sorry :(I have got 2 times "gear" , "aircraft" , etc : http://imgur.com/mQJGwUR
And : http://imgur.com/PcYUriM
I extracted and put your mission on our dedicated server, to have it by default launch !This is the mission i've compiled for : http://sendbox.fr/pro/aacsekz01u8t/MP_Warlords_01.Altis.pbo.html
Try it on dedicated server, and tell me if you have same issue. Only "@warlords" is activated on our server !
Is it only me with this issue ? :eek:
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Sorry Jezuro, but i have the same problem !! :(
I extracted and put your mission on our dedicated server, to have it by default launch !
And we've got again 2 times "gear", "defence", "sector vote", and other request !
This is the mission i've compiled for : http://sendbox.fr/pro/aacsekz01u8t/MP_Warlords_01.Altis.pbo.html
Try it on dedicated server, and tell me if you have same issue. Only "@warlords" is activated on our server !
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Sorry, the images are too tiny for me to read :(---------- Post added at 20:46 ---------- Previous post was at 20:45 ----------
2000 subscribers and still ticking! To celebrate, I've scheduled the first update for early next week. There will be some balancing in CP costs, new parameters for separating players / AI rules, an extra airdrop effect and, by popular demand, RHS support. Hope you'll have fun with Warlords over the weekend!
Sorry :(
I have got 2 times "gear" , "aircraft" , etc : http://imgur.com/mQJGwUR
And : http://imgur.com/PcYUriM
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Hi Jezuro ;)
I have a question, i finally did a template just before you publish your own :) ... and thanks to you to give it us, because i saw many cool things in yours, mine was just a basic module placement with my own base type !
Thanks too for the Bikey ;)
But i have a problem in my template ! I took an old TvT that i have with a Zeus master (http://steamcommunity.com/sharedfiles/filedetails/?id=327490714), i removed all useless scripts and added your modules.
Than i tried two things in one : your mod with a Zeus !
And i launched it on a dedicated server...
Since the beginning, i have two times the written notifications like you can see here :
Then i talked you about the Zeus, because i don't know if the problem comes from this or not !
What do you think i can do (or not) to remove duplicated text ?
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In the advanced medical system, what's the difference between Plasma, Blood and Saline?No difference for now, Not sure what Plasma do but in combat environment soldier usually take Saline because every people have different bloodWhat plasma, blood and saline do : https://www.hema-quebec.qc.ca/userfiles/file/media/anglais/publications/dep_dessoussang.pdf
In addition,
"8. STORAGE OF BLOOD COMPONENTS
• Red blood cells and whole blood should only be stored in a designated controlled blood refrigerator.
• Plasma is stored frozen and thawed in the laboratory immediately before use.
• Platelets are stored at room temperature on a controlled agitator to avoid clumping, and should never be
stored in a refrigerator.
• The time of removal of all components from the controlled storage should be logged – ideally electronically,
or failing that, manually.
Guidelines for the Administration of Blood and Blood Components
• Once a unit of blood has been removed from controlled storage the transfusion should be commenced
immediately on delivery to the clinical area. If the transfusion cannot be initiated promptly, the blood should
be returned to the hospital transfusion laboratory for storage, unless the transfusion to the intended
recipient can be completed within 4 hours. Blood should be returned to the hospital transfusion laboratory
for documented disposal if out of controlled storage for more than 30 minutes.
• The transfusion of plasma and platelets should be commenced as soon as possible following issue from the
laboratory and must not be stored outside the laboratory.
• The use of validated blood transport containers is recommended."
in TCCC :
"Conclusions
1. The preferred fluids for resuscitation of casualties in
hemorrhagic shock, in descending order of preference,
are:
– Whole blood
– 1:1:1 plasma, RBCs, and platelets
– 1:1 plasma and RBCs
– Reconstituted DP, liquid plasma, or thawed
plasma alone or RBCs alone
– Hextend
– LR or Plasma-Lyte A
Notes:
*Plasma is strongly preferred over Hextend.
*Plasma-Lyte A can be used with RBC transfusions.
*NS is not recommended for hemorrhagic shock, but
may be indicated for dehydration.
*NS has in the past been used as an adjunct to transfusing
PRBCs (spun from WB – no additive solution
– hematocrit [Hct] 60–70), but the RBCs infused now
are RBCs in additive solution (spin – remove PRP – add
additive solution – final Hct 55 – much lower viscosity
than true PRBCs). These are the RBCs being transfused
in theater at present.
*HTS is not recommended as a resuscitation fluid, but is
recommended to decrease ICP in casualties with severe
TBI who have physical findings suggestive of impending
cerebral herniation."
;)
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If you export your sample mission in multiplayer mission, you'll have "\A3\JEZ_Warlords\cfgWLMissionParams.hpp" not found !
And after you must delete the warlords_sample.pbo in MPmissions if you want to restart game !
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Just to be sure, and prehaps you'll think that i'm an idiot, but :
- There is no requierements for this addon ?
- thus, no need to activate @cba on a dedicated server ?
Thanks ;)
EDIT : do you plane to create a Bisign key, or is it useless (if we want to run this addon on dedicated without risk) ?
Just another thingg, could we have one or two templates missions ? I know how to edit/ build a mission, but i wanted to try it quickly.... and then, make my own mission after!
But now, i wouldn't go first in editing before trying :(
Moreover, i learn fastest when i have an example under my eyes
Thanks again ;)
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Nice :)
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I use Play with Six, and Arma 3 Sync launcher !
What hell !! who is that which had this brilliant idea to launch 2 times the game? :mad:
why not make the opposite rather : ask to restart game without BE when you join a server without BE activated :j:
Then like this, it is those which would have something to be reproached which would be quiet: the world with back :j:
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I'm not aware of anything that could introduce new faces in O2... Are you absolutely sure the face is there in O2 and not in Blender? Can you try to reimport the model and verify?Send from my tablet, so pardon any autocorrect bollocks
No i'm not absolutely sure like i said ! I will retry and give you some pics if it's right !
I don't remember if i did something in O2 before i see those ghost faces !
I'll tell you that tomorrow ;)
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I succeeded in my work with your amazing plugin ;)
Thanks a lot ! Without that i couldn't do nothing in O2 :(
O2 is the worthest 3D programm i never saw !
N.B : i just noticed that when i exported my simple model to O2 , i had some "ghost" face i had never done in blender. It is like O2 had filled randomly some vertices connections !?!...
But i'm not enought expert to tell you if it is my fault or not !!
For example : i had 2 faces with 8 vertices in blender (2x4 vertices in the same plane) , and in O2 i had 3 faces for the same thing !
problems with the mapzoom inside a dialog
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Up !!!
Anyone for this problem ??
I'd would like to find a solution, to be able to zoom with the mousewheel !!
Help :(