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lkincheloe

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Everything posted by lkincheloe

  1. Are you referring to a player actively controlling a UAV at any one point or just has possession of the connection?
  2. lkincheloe

    COOP 32 - Resistance (FIA vs CSAT)

    Another day, another bugfix update, huzzah: http://www.mediafire.com/download/lbla0orrlcupzmg/co_36_resistance_b13_4.Altis.pbo B.634 changes: Added a small fix to Get/Set Loadout Autosave to prevent it from breaking missile locks. Updated A3Wounding System to latest version Edited a script in effort to fix the "Run out of Bad Guys halfway through the movie" bug.
  3. PtPau - I'm looking into a possible solution with currentWeapon as a secondary check to not run if the player is holding a launcher of some kind. EDIT: I managed to come up with this: // Save loadout every 2 seconds [] spawn { while{true} do { _weaponClass = currentWeapon player; if(_weaponClass isKindOf "Launcher") exitWith {}; if(alive player) then { loadout = [player] call getLoadout; }; sleep 2; }; }; Thanks to Larrow for pointing out the previous error I had in the fix.
  4. It might be possible, but it would probably require you to intercept the code passing through the functions governing MenuPosition to make it wait long enough for DeadCam to do it's thing.
  5. It's designed to work with MenuPosition I think, I accidentally left one in my mission (which is set to Counter) and someone deployed the tent, which made the tent behave as if it was Respawn_west.
  6. The main issue I found is they broke MenuPosition to spawn you dead by default. Only thing you can do for now is to set it to Counter and wait for the next update (it's fixed on Dev Branch).
  7. lkincheloe

    COOP 32 - Resistance (FIA vs CSAT)

    Releasing another small update to bring some scripts to latest versions and replace broken ones: http://www.mediafire.com/download/y7ep5pla3zzymm7/co_36_resistance_b13_3.Altis.pbo B.633 changes: Updated COS to latest version Replaced broken cleanup script with a working one
  8. lkincheloe

    COOP 32 - Resistance (FIA vs CSAT)

    Found the issue, the respawn menu was messing with the groups menu and gear saving. http://www.mediafire.com/download/k1z6wu23a9xk4ad/co_36_resistance_b13_2.Altis.pbo Changes for B.632: Changed respawnTemplatesWest from MenuPosition to Counter to repair GroupsMenu and Get/Set Loadout Changed the way several scripts were called upon mission initialization Other minor adjustments
  9. lkincheloe

    COOP 32 - Resistance (FIA vs CSAT)

    I init that from initClient.sqf in an effort to keep server traffic to a minimum, but it may be possible that 1.14 broke that method of starting stuff. EDIT: I moved it from InitClient to plain Init and it still doesn't work on Dedicated, no idea what could be wrong.
  10. You could have an array of the target names, and when a target is hit, remove it from that array (variablename = variablename - (obName) ). Then after x period of time, call the array with a forEach command.
  11. lkincheloe

    Next DLC and Expansion Speculation

    Realistically I can't see them opening up a new front just yet, there's still the whole thing about the choice in the final normal mission to deal with and which one of those is actually canonical. Lot of plot holes that need to be filled in before we go anywhere much further than Takistan.
  12. lkincheloe

    COOP 32 - Resistance (FIA vs CSAT)

    Sorry about the bugs, I got so excited about making EOS1.98 work that I failed to make the proper checks to see if anything else broke. We'll roll into b.625 for this one: http://www.mediafire.com/download/8rmq12wfdndfka4/co_36_resistance_b12_1.Altis.pbo Fixed an instance of script interactions causing loot to not spawn Removed legacy coding in LootReward.sqf which caused script to exit on an error Added ability to respawn at mobile HQ Crates (teleporting to them from base is still handled by flagpole) Updated Get/Set Loadout Scripts to latest version
  13. lkincheloe

    Enemy occupation system (eos)

    What you'll have to do is call EOS_Spawn every time you want to start a new AO. The easiest way to do this is in eos_core.sqf modify the section starting at line 279 with: _mkr setmarkercolor VictoryColor; _mkr setmarkerAlpha _mAN; [i]0 = [_mkr] call Kinch_LootReward;[/i] // This is where you'll call your AO starter script. if (_debug) then {hint "Zone Captured";}; This allows you to have EOS automate the AO-selection process and keeps the mission going automatically. I have mine setup where OpenMe.sqf precompiles my LootReward script for use by eos_core. Give that a go and see if it works.
  14. lkincheloe

    COOP 32 - Resistance (FIA vs CSAT)

    What do you mean? Like inventories are getting wiped or something else?
  15. lkincheloe

    COOP 32 - Resistance (FIA vs CSAT)

    Can confirm, still haven't figured out why the launchers are being stupid. In the meantime, we're skipping .61 to go to .62: http://www.mediafire.com/download/59ha0hij2g85bn5/co_36_resistance_b12.Altis.pbo Changes: Upgraded to latest version of EOS Headless Client unit was found dead on Solitude Island Mission sync'ed to one ending to Arma 3 campaign Added BangaBob's Civilian Occupation Scripts (COS) Adjusted FIA Transports to not despawn when abandoned for extended periods of time New AO type: Old FIA Bases, these are former outposts of the resistance movement, and before CSAT pushed NATO back off the island were stocked with advanced gear. Investigate these bases and see if the gear is still there.
  16. While we're at it, can we get a bus too? Not the same strapping MGs to the transport trucks...
  17. lkincheloe

    COOP 32 - Resistance (FIA vs CSAT)

    1. I got nothing. 2. Take a look, here's b.60: http://www.mediafire.com/download/5s5j5mz1ti5ijrn/co_36_resistance_b10.Altis.pbo Added Patxitron's Mobile Supplies Script and attached it to two supply boxes, which can be hauled by any vehicle in IgiLoad and teleported to by the flagpole. Modified IgiLoad to accept a few static emplacements as cargo. This is mostly a kludge solution while we sort out issues with the other scripts.
  18. lkincheloe

    COOP 32 - Resistance (FIA vs CSAT)

    Don't worry, not touching the wounding system.
  19. lkincheloe

    COOP 32 - Resistance (FIA vs CSAT)

    I used to have BTC revive, but there were some significant JIP issues with players jumping in late being unable to interact with downed players. Usually ended horribly if one type or the other got wiped in an attack.
  20. lkincheloe

    COOP 32 - Resistance (FIA vs CSAT)

    Yeah, feel free to PM me any changes you've got and I'll plug 'em in. EDIT: Was meant for Kabs, but I suppose to John works too :p
  21. lkincheloe

    COOP 32 - Resistance (FIA vs CSAT)

    The main problem with the mobile marker is it's a home-brew script and thus most likely breaks when touched. I figured out something else to do instead of making broken scripts.
  22. lkincheloe

    COOP 32 - Resistance (FIA vs CSAT)

    Sending out b.59: http://www.mediafire.com/download/zpriyudd29dba45/co_36_resistance_b9.Altis.pbo Changes: Reverted to Repetitive Cleanup script Added R3F Logistics, enabled towing of select vehicles Added IgiLoad Disabled a couple of misbehaving scripts to prevent empty vehicles from spawning all over the place
  23. lkincheloe

    COOP 32 - Resistance (FIA vs CSAT)

    Sorry I haven't been active. Burned myself completely out on Arma a while back so I had to take a break, working on some of the bugs posted.
  24. lkincheloe

    COOP 32 - Resistance (FIA vs CSAT)

    It would be possible, however it'd require a custom texture per vehicle to get it to line up properly (sort of like THIS is what I'm guessing is what you're suggesting), and since AI aren't affected by the texture it makes more sense to do a generic texture for the player's sake. However, I will admit I'm not the greatest at making textures. So feel free to take a swing at making a better one. Sounds like a locality issue, I had moved the Mobile to BIS' built-in function to make use of the built-in respawn menu. I'll move it back to the other respawn method. Cleanup timers will be adjusted for next version. ---------- Post added at 22:47 ---------- Previous post was at 22:10 ---------- Releasing b.58: http://www.mediafire.com/download/4mr8mhv36k53rua/co_36_resistance_b8.Altis.pbo Changelog: Hill AOs eliminated in favor of "Checkpoint AOs", these are randomly placed around larger towns and manned by AAF forces. They are also hidden on the map but very easy to take out once located. Disabled deleting Abandoned Vehicles entirely and increased all other cleanup timers significantly. Adjusted EOS to spawn Urban units in the objective cities only Mission adjusted to match BIS canon through "Adapt" (AAF is now hostile to BLUFOR)
  25. lkincheloe

    Enemy occupation system (eos)

    To make sure, I just reinstalled a clean copy of EOS making no modifications to any of the files. Still getting all of the errors.
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