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Belbo

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Everything posted by Belbo

  1. Hey Bon, great mission concept! Actually I'm pretty much playing tfor all the time.:) I'm currently working on a small port of tfor to the Sahrani terrain. It's all working fine except for one thing: For the life of mine I can't get civilians and civilan cars to spawn. I found out that the BIS modules ALICE and SILVIE don't work either, so it's not an error in the mission. It seems like the towns of Sahrani aren't actually towns, but mere collections of houses (that aren't defined as houses). That way no civilians or cars can be spawned since the modules don't find any locations to spawn civilians in. But the mission feels so empty without civilians. I thought maybe you'd have an idea on how to fix that? (Especially since I'm not a genius at mission scripting. ;))
  2. I'm still having the same problem. Today I found out, that only mods that somehow have a certain self-defined combination of keys to be activated (like the Shift+Space from VTS Weapon Resting, the Strg+R from Outlaw's MagRepack or even the simple Tab from VTS Gesture) are not being active after loading a savegame. It seems like this alteration of standard keys or key-combinations by mods is not transfered to a savegame. That's unfortunate. #edit sthud doesn't work either.
  3. I'm currently having a weird problem: Everytime I start Arma III (always newest devbranch-version) and start to play a scenario or campaign all my mods and addons work fine. Then, if I resume later, or simply revert to a previous savegame, most of my mods, if not all, are disabled. So far I tried disabling and reenabling every single one, but it does not seem to be caused by a specific addon or a combination of addons. (Just for general background information, I'm not talking about heavy stuff, just some tweaks like Outlaw's MagRepack, VTS Weapon Resting, CBA-A3, or the STHud_A3.) I tried enabling and disabling the addons via Play withSix, via manual start parameters and via ingame menu. But no method showed any sign of success so far. Even disabling all addons, resuming to a savegame, save again and then activating (single or combinations of) mods again did not help, the savegame simply won't have any addons activated any more. If I restart the mission though they do show up again. Unfortunately I can't really tell you when this phenomenon started, as I did not really paid that much attention to it in the last week. If it would have happened longer before that I probably would have noticed. But now it's pretty saddening that I have to either play a mission all in one go (or the first episode of the campaign) and have addons activated, or be able to load a game but without any game enhancements... That's a bit irksome. :) If anyone could be of help, I'd really appreciate it.
  4. Belbo

    Urban Patrol Script

    And neither could I. ;)
  5. Well, then good luck with your exams and have fun!
  6. Belbo

    Urban Patrol Script

    I get an error on every startup of a mission I created with UPS pointing at an undefined variable in expression _e for line 51 of UPS.sqf: // convert argument list to uppercase _UCthis = []; for [{_i=0},{_i<count _this},{_i=_i+1}] do {_e=_this select _i; if (typeName _e=="STRING") then {_e=toUpper(_e)};_UCthis set [_i,_e]}; And since I have no serious knowledge of scripting, I'd be very happy if someone would point out a solution to this error or tell me that converting the argument list to uppercase has no serious effects on my mission. :)
  7. Thanks for your answer! I'd totally be ok with the English commands, I don't even know the German equivalents in Arma. ;) The problem is: I'd have to upgrade to a more expensive version of Windows to get the English language pack for free. So I'm forced to wait for the German voice input support, which I eagerly do! :)
  8. I'd really like your programm! Unfortunately I have the problem of owning Windows 7 Home Premium with only the German voice recognition 8.0 installed. I can imagine that even though Alpha-Kilo contributed German language support, Articulate still requires the English language package to be installed, as I get the Failed-message stating that the English voice recognition has to be installed, every time I run Articulate (both as administrator and plain). Am I right with my assumption?
  9. Yep - although I think these are only safefiles. I don't have this folder unfortunately. Even in the \steam\userdata\ folder there's no trace of workshop mission files, which should be the next possible location for these files. But even if the workshop mission files can be found and altered (and prevented from being updated every time there's an update for the workshop mission available), that's not the point: If you're not lucky enough to be able to run a dedicated server and don't want to change each and every init.sqf for every mission you want to play with ACRE, a change to the ACRE data is the only solution - above all it's a change of three numbers in one file instead of adding a couple of lines to multiple files.
  10. It's meant for missions that don't allow changes to their init.sqf, like steam workshop missions. With a change to the acre_sys_radio.pbo you can now alter the default radio even when you're playing missions from the workshop.
  11. I just tried it right now. It works like charm. I even changed it to the 148 instead of the 152. The hack does however not work on units that have full inventory from the start (like pilot or autoriflemen). Obviously ACRE removes the standard radio first, then puts the new radio in the inventory and adds it to the radio slot afterwards. If the inventory is full it can't add a new radio to the unit. removeallitems covers that problem, although it removes only enough items to put the radio into the inventory. Plus it's a change to the mission files again. But besides that it's working fine. I have to tell my players not to use pilot- or autoriflemen-slots then.
  12. Excellent, thanks! I guess that wouldn't be much of a problem. Users without the new .pbo would probably spawn with the 343, right? The whole point was not to edit the mission files but the acre files instead.
  13. Thanks though! Yeah, that's really a problem, not to be able to edit the workshop files. But the stumbling block is that the non-workshop version of DUWS does not accept the previous mentioned changes to the init.sqf anyways. In my own missions the changes seem to work, except for the part with spawning the acre-box. #nevermind! I found the solution: I had to place the duws-directory into the mydocuments\arma3\missions or \MPmissions instead of the game directory. Now the init.sqf changes the radio as it's supposed to do. Again, except for the spawning of the box.
  14. I got a little problem with this: I'm using the Group Management Script in DUWS for multiplayer (as there's no function to add other players to your group/squad). But everytime I die, another entry of the group menu appears in the side menu. Another problem is that the group menu only appears the first time I start DUWS as host. If I resume later, the group menu entry is completely gone. Only if I restart the mission it reappears. #edit: the latter problem has been resolved by changing the used code in the init.sqf.
  15. Is it possible though to change the default radio somewhere in the ACRE files instead of the mission files? The problem is that some missions (like DUWS) somehow don't accept these changes in their init.sqf. And changes to Steam-Workshop files aren't even possible (at least not for me, who can't even find the workshop mission files).
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