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caeden

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Everything posted by caeden

  1. Could this be why the missions don't load work on dedi servers? I can open the mission.sqm now, that was super helpful. Thanks! *edit* But the main objectives don't load. **edit** I managed to get this working on my server now. In the init.sqf on line 27 I changed it to if (!isServer) then { // SERVER INIT In the stratmap.sqf on line 7 I changed it to //if (!isServer) exitWith {hint "Only the host can request side missions"}; It's probably a messy fix, but my Unit can play it now!
  2. Hey Nova, I'm one of those people with the dedicated server, the mission just doesn't spawn any missions for me. When I look at the file you linked the mission.sqm looks either corrupt of faulty, this is what I see:
  3. caeden

    =ADT= About Damn Time [Co-12][CTI]

    When I load this on my dedi it doesn't give me any missions. No main mission and the side mission board says that only the host can request a side mission. I really want to play it 😞 **edit** I managed to get this working on my server now. In the init.sqf on line 27 I changed it to if (!isServer) then { // SERVER INIT In the stratmap.sqf on line 7 I changed it to //if (!isServer) exitWith {hint "Only the host can request side missions"}; It's probably a messy fix, but my Unit can play it now!
  4. You sir, are the best! You've saved me from days of headaches. I decided to combine them instead.
  5. I wonder if anyone can help me. I'm trying to create a custom mission object. I've used various combinations of the below, but so far I can only get it to work with the Zeus that spawned the module/box. Nobody else can access the VAS or Arsenal box. And this one:
  6. caeden

    EricJ Release thread

    I'm having a "Exception of type 'Six.Core.Domain.Sync.Transfer.MirrorSelectors.HostListExhausted' was thrown" in Play withSIX trying to update this. Is this just me? *edit* Never mind, once I made a new collection and tried from there, it worked. *edit2* And it's doing it again. Play WithSIX won't update for me.
  7. I am trying to add a parameter to my mission so I can choose whether or not to have fatigue on or off. So far it works when I test it from the editor, but it's not working on my dedicated server. Here's what it looks like: description.ext (For reference I have 2 other parameters before this one that work fine) PlayerFatigue.sqf Can anyone tell me what I'm doing wrong, please!!! ---------- Post added at 00:43 ---------- Previous post was at 22:51 ---------- I've tried using this in the PlayerFatigue.sqf with no luck.
  8. First off, fantastic script! However, I've seem to have found something strange. I've added a Zeus unit to a mission running EOS to figure out why all the units kept running away. What I found was that the AI's move waypoints get screwed up somewhere. I've added a picture to illustrate. The only think I've changed is the spawn distances, which I have set to 1000 so I could use CAS to help my team (any more than 1000 and the server didn't take to kindly to it). http://cloud-2.steampowered.com/ugc/58861589567545433/316D7792310C48AA5FB8E05F56D5A4D0A53A535C/ (289 kB) Any ideas?
  9. I'm having a little difficulty. I have 2 Zeus players; 1 Master Zeus that can do everything, and 1 Zeus playable unit. I want to be able to see OpFor units as my limited Zeus unit, so I can only set waypoints for my AI. I don't want to see the respawn positions, ammoboxes, or any other items, vehicles or buildings. Can anyone help? I've tried "removeCuratorEditableObjects" on a loop for the other units, and it works fine for playable units on the other team, but I can still see Ai units. What do?
  10. caeden

    Respawn issues, Zeus

    You could try using this (I haven't tested it) in your onPlayerRespawn.sqf. "initPlayerServer.sqf". I don't have any problems with the infinite loop. It's only adding things that aren't synced so it doesn't create any lag for me. *EDIT* I think using the "initPlayerServer.sqf" is the way to go, since it is "Executed only on server when a player joins mission (includes both mission start and JIP)"
  11. caeden

    Respawn issues, Zeus

    Add this to your init: Change Curator to your Zeus's name. Glad it works now :)
  12. caeden

    Respawn issues, Zeus

    My Description.ext looks like this and it works fine for me, maybe try this out:
  13. caeden

    Respawn issues, Zeus

    Middle mouse button is default. I'm still confused as to why it isn't spawning you in the right place though. If your Zeus is spawning in the water, it will technically "drown" eventually. *edit* is forced interface enabled on your Zeus's module? *edit2* Just confirm, you have the "Game Master" gameplay modes module linked to the "Game Master" zeus module (with 'owner' set to the virtual zeus's name), and finally the virtual entity zeus with it's name identical to the 'owner of the "Game Master" zeus module? *Edit3* Failing all of that, you could place this in the Virtual Zeus's init: this allowdamage false;
  14. caeden

    Respawn issues, Zeus

    Try linking a "Set Camera Position" module to your virtual Zeus.
  15. caeden

    Respawn issues, Zeus

    You shouldn't need to use "respawnTemplatesLogic[] = {};" at all. Try this: Add the following to your Description.ext after the respawn lines you posted above Now, create a .sqf called "paramType.sqf" and add this:
  16. caeden

    [Suggestions] Zeus Custom Units and Saving Missions

    1: You can do that by placing a script in the unit's init line. Myself and a few others in my community use something similar to this for Riflemen: 2: That's probably coming eventually. 3: If the mod you are using for custom units was done correctly, you should be able to place those units as a Zeus. We use the @Rangers mod and we can place those units down as and when we want.
  17. caeden

    Missing Factions in objectives editing screen.

    I had a similar thing happen to me when I made my Zeus unit a member of a specific team. (I was a double agent for OpFor posing as a Blufor unit, I then ctrl+drag onto an OpFor unit which made me OpFor. Afterwards I couldn't assign anything to BluFor, like your image shows).
  18. caeden

    AI Difficulty

    Incorrect. You don't need it client side, unless you are running the mission locally.
  19. caeden

    AI Difficulty

    If you are running a dedicated server, I suggest using ASR AI. It's fantastic and does exactly what you're looking for. You can change the AI's skill and it makes them act normal.
  20. caeden

    Manipulate preplaced objects?

    I'm willing to bet it has something to do with the Have you tried it without this line? Does it still crash?
  21. caeden

    Manipulate preplaced objects?

    See my post above. "while {true} do" makes it loop and adds any unit that isn't synced to Zeus.
  22. caeden

    Set Game Master/Moderator Rights

    That's strange, I've never had that issue before from a stock ZGM.
  23. Try this Proclès, add this your init.sqf: Change Curator for whatever your Zeus Game Master module is called.
  24. caeden

    Set Game Master/Moderator Rights

    I had the same issue when I started my mission off. I got around this by adding the following to my description.ext It seemed to fix it for me.
  25. caeden

    Player Respawns not working.

    No problem. Getting the loadout to show up from the start would require more scripts I'm afraid. If you don't want that option you could take out the "MenuInventory" and have it as follows: respawnTemplatesWest[] = {"MenuPosition"};
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