Jump to content

onedigita

Member
  • Content Count

    131
  • Joined

  • Last visited

  • Medals

Posts posted by onedigita


  1. Error in expression <top _unit;
    sleep .5;
    _unit addMagazines[_gunMag,4];_unit addWeaponGlobal _gun;_u>
      Error position: <_gunMag,4];_unit addWeaponGlobal _gun;_u>
      Error Undefined variable in expression: _gunmag
    File mpmissions\__cur_mp.Takistan\eos\fn\civGun.sqf, line 45
      
      Warning Message: No entry 'bin\config.bin/CfgWeapons.CUP_8Rnd_9x18_Makarov_M'.
    Warning Message: No entry '.scope'.
    Warning Message: '/' is not a value
    Warning Message: Error: creating weapon CUP_8Rnd_9x18_Makarov_M with scope=private
      
    Error in expression <eosActv getVariable _cacheGrp;	
    _bSize=[_units,_units];
    _bMin=_bSize select 0;
    i>
      Error position: <_units,_units];
    _bMin=_bSize select 0;
    i>
      Error Undefined variable in expression: _units
    File mpmissions\__cur_mp.Takistan\eos\core\EOScore.sqf, line 70
    Error in expression <restore - %2",_cacheGrp,_units];};};
    if(_bMin>0)then{
    _pos=[_mkr,true]call SHKpo>
      Error position: <_bMin>0)then{
    _pos=[_mkr,true]call SHKpo>
      Error Undefined variable in expression: _bmin
    File mpmissions\__cur_mp.Takistan\eos\core\EOScore.sqf, line 73
    Error in expression <eosActv getVariable _cacheGrp;	
    _bSize=[_units,_units];
    _bMin=_bSize select 0;
    i>
      Error position: <_units,_units];
    _bMin=_bSize select 0;
    i>
      Error Undefined variable in expression: _units
    File mpmissions\__cur_mp.Takistan\eos\core\EOScore.sqf, line 70
    Error in expression <restore - %2",_cacheGrp,_units];};};
    if(_bMin>0)then{
    _pos=[_mkr,true]call SHKpo>
      Error position: <_bMin>0)then{
    _pos=[_mkr,true]call SHKpo>
      Error Undefined variable in expression: _bmin
    File mpmissions\__cur_mp.Takistan\eos\core\EOScore.sqf, line 73
    Server: Object 4:171 not found (message Type_121)
    Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    rhs_c_troops
    Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    rhs_c_troops
    Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    rhs_c_troops
    Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    rhs_c_troops
    Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    rhs_c_troops
    Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    rhs_c_troops
    Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    rhs_c_troops
    Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    rhs_c_troops
    Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    rhs_c_troops
    Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    rhs_c_troops
    Error in expression <eosActv getVariable _cacheGrp;	
    _bSize=[_units,_units];
    _bMin=_bSize select 0;
    i>
      Error position: <_units,_units];
    _bMin=_bSize select 0;
    i>
      Error Undefined variable in expression: _units
    File mpmissions\__cur_mp.Takistan\eos\core\EOScore.sqf, line 70
    Error in expression <restore - %2",_cacheGrp,_units];};};
    if(_bMin>0)then{
    _pos=[_mkr,true]call SHKpo>
      Error position: <_bMin>0)then{
    _pos=[_mkr,true]call SHKpo>
      Error Undefined variable in expression: _bmin
    File mpmissions\__cur_mp.Takistan\eos\core\EOScore.sqf, line 73
    Error in expression <eosActv getVariable _cacheGrp;	
    _bSize=[_units,_units];
    _bMin=_bSize select 0;
    i>
      Error position: <_units,_units];
    _bMin=_bSize select 0;
    i>
      Error Undefined variable in expression: _units
    File mpmissions\__cur_mp.Takistan\eos\core\EOScore.sqf, line 70
    Error in expression <restore - %2",_cacheGrp,_units];};};
    if(_bMin>0)then{
    _pos=[_mkr,true]call SHKpo>
      Error position: <_bMin>0)then{
    _pos=[_mkr,true]call SHKpo>
      Error Undefined variable in expression: _bmin
    File mpmissions\__cur_mp.Takistan\eos\core\EOScore.sqf, line 73
    Error in expression <eosActv getVariable _cacheGrp;	
    _bSize=[_units,_units];
    _bMin=_bSize select 0;
    i>
      Error position: <_units,_units];
    _bMin=_bSize select 0;
    i>
      Error Undefined variable in expression: _units
    File mpmissions\__cur_mp.Takistan\eos\core\EOScore.sqf, line 70
    Error in expression <restore - %2",_cacheGrp,_units];};};
    if(_bMin>0)then{
    _pos=[_mkr,true]call SHKpo>
      Error position: <_bMin>0)then{
    _pos=[_mkr,true]call SHKpo>
      Error Undefined variable in expression: _bmin
    File mpmissions\__cur_mp.Takistan\eos\core\EOScore.sqf, line 73

    more rpt errors from dedicated.  also have noticed i dont seem to find any ieds at all or any vehicles vbied

     

    when cache was destroyed the old markers did not disappear.

     

    also said when cache was destroyed there were 5.5 left of and standard 6.

    • Like 1

  2. hey so been testing out the missions and im getting this error with eos

     

    on the dedicated server it will lag people out and kick them out of the server but only some of them and than you cant join back up for several minutes

    6:44:18 Error in expression <eosActv getVariable _cacheGrp;	
    _bSize=[_units,_units];
    _bMin=_bSize select 0;
    i>
     6:44:18   Error position: <_units,_units];
    _bMin=_bSize select 0;
    i>
     6:44:18   Error Undefined variable in expression: _units
     6:44:18 File mpmissions\__cur_mp.Takistan\eos\core\EOScore.sqf, line 70
     6:44:18 Error in expression <restore - %2",_cacheGrp,_units];};};
    if(_bMin>0)then{
    _pos=[_mkr,true]call SHKpo>
     6:44:18   Error position: <_bMin>0)then{
    _pos=[_mkr,true]call SHKpo>
     6:44:18   Error Undefined variable in expression: _bmin
     6:44:18 File mpmissions\__cur_mp.Takistan\eos\core\EOScore.sqf, line 73
     6:44:18 Error in expression <eosActv getVariable _cacheGrp;	
    _bSize=[_units,_units];
    _bMin=_bSize select 0;
    i>

    i tested it on my hosting it on my system and i saw weird graphical errors when this started happening and i had massive frame rate drops and things parts of the town would disappear and reappear 

     

    6:45:46 Deinitialized shape [Class: "VirtualMan_F"; Shape: "a3\characters_f\common\invisibleman.p3d";]
     6:45:48 Deinitialized shape [Class: "C_man_hunter_1_F"; Shape: "a3\characters_f\civil\c_hunter_f.p3d";]
     6:45:50 Server: Object 2:15848 not found (message Type_121)
     6:45:51 Server: Object 2:15848 not found (message Type_93)
     6:46:11 Server: Object 2:15848 not found (message Type_93)
     6:46:19 Server: Object 2:15714 not found (message Type_93)
     6:46:19 Server: Object 2:15713 not found (message Type_93)
     6:46:27 Server: Object 2:15848 not found (message Type_121)
     6:46:31 Server: Object 2:15848 not found (message Type_93)
     6:46:36 Server: Object 2:15714 not found (message Type_121)
     6:46:36 Server: Object 2:15713 not found (message Type_121)
     6:46:38 Deinitialized shape [Class: "Underwear_F"; Shape: "a3\characters_f\common\basicbody.p3d";]
     6:49:48 Error: EntityAI SubSkeleton index was not initialized properly (repeated 0x in the last 60sec)
     6:49:48 name: Land_House_C_12_dam_EP1, shape: ca\structures_e\housec\house_c_12_dam_ep1.p3d, index: -1, matrices: 8

    not sure if these are related or not .

     

    one of the things we noticed when it would crash on the dedi it was when a cup truck was coming near it.

     

    another time it crashed when i used spray paint.

     

    this could all also be related to ace and the new update aswell.

     

    here is the copy of my full rpt for it https://www.dropbox.com/s/a1hgxqs6z3286om/arma3_2017-01-20_14-50-17.mdmp?dl=0

     

    I absolutely love the mission.  love the idea of the bazaar. love he base and how realistic it is and so did everyone else.

     

    the shoot house doors wouldnt open and im not sure if your supposed to blow them or what not.

     

    I wish there were more missions.

    -A mission to defend the fob.

    - eod mission will possible ambush.

    - patrol mission.

    - meet with local elders.

    as a few more ideas

     

     

     

    the link for the dedicated rpt https://www.dropbox.com/s/cm9edga6702ng6r/arma3server_2017-05-17_02-21-46.rpt?dl=0


  3. Hey my idea wasn't to remove any red grids I want them all there, I want the blufor to act and assume like any grid could be hostile its the unknown that would be neat and or to just see some civvies walking around.  maybe perhaps we can add a delay on how fast it takes a red grid to change to green once its been cleared.  it would still be cleared but it would take longer to change colors.

     

    I did see this bug when i tested in editor, hopefully it get fixed in the next patch.

     

    And yes I have experienced the issue with opfor players not knowing where the blufor players are my groups old way to handle this was through allowing opfor to teleport ever 5 minutes as long as they were not within a certain proximity to the blufor.  but that can still leave you hanging for quite a while.  ***an easy solution to this issue or something that would help solve it at least would be using aces spawn into ai option.  This would allow them only to spawn into ai slots that blufor have spawned from being in close proximity to grids.  The only issue with that is wont allow opfor to setup ambushes on caches and ieds.  my only solution to that would be to offer 2 different type of opfor slots.  one for ambushing and one to spawn into ai, allowing the opfor to choose there slot and or there role.

     

    other ideas was that opfor could talk to civilians that would tell them what towns they heard blufor were in.

     

    Hopefully we can find a balance for this as its a big feature and a release I have yet to see accomplished well and was one of the best aspects from arma 2 ace insurgency. 


  4. I had a neat idea, something i wanted to make but in my 60 hour work weeks i havent had the time to invest in it but i thought it would be neat if some of the towns on a pure random basis each time the mission was loaded did not have any insurgents as where others would and again this could change each time the mission was loaded again to keep you guessing. 

    AND my main request, that you add opfor slots for a few players to insert with the opfor to make things that much more difficult for blufor.  

     

    will be testing it out tonight, thank you for all your hard work!!!!!


  5. 15 hours ago, dragon01 said:

    Awesome. Do you think you two can also update Mount, Align, NV and Climb mods? Especially Mount and Align, IMO those should have been integrated by BIS.

    Anyway, Merry Christmas to you. :) I love your mods.

     

    I agree these are mods I would love to see updated as well!!!

     

    I wonder if there is a way to adjust how much suppression you are affected by.  Personally i thought on the initial release that it was to much or that or that the suppression effect should fade away abit faster so that that its mostly happening when you actually being shot at so you know it.

    • Like 1

  6. well I have an error,  when i try to host a game server I get an error that crashes the game Include file a3\functions_f\paramsrevive.hpp not found than i get application error. 

    software exception(0x0000dead) occrured in the application at location 0x00008FFA50607788

     

    this is immediately after clicking host server

     

    seems thats also trying to play apex protocol solo also causes the same error

     

    validated my files to make sure thats not it.  can anyone confirm the same issue?


  7. Quote

    onedigita, on 03 Nov 2016 - 00:35, said:

    First off just wanted to say how pleased i am with this release and I can see how it will open the doors to lots of new arma adventures.

    I have a bunch of ideas:

    1. I would really like the ability to move my gun from high low position ...

     

    HoubaCzech, on 03 Nov 2016 - 15:23, said:

    Some of these ideas are good and some bad.

    Like the points 5 and 8. Implementation would be like making another Counter Strike.

    However I really like the idea of healing and FAKs. I would really love to see that in game.

     

    counter strike, ghost recon, and im sure countless other games but its just a game mode is not owned by a game its just a scenario and one I want/need to see in arma3 or project-argo which ever!


  8. First off just wanted to say how pleased i am with this release and I can see how it will open the doors to lots of new arma adventures.

     

    I have a bunch of ideas:

     

    1. I would really like the ability to move my gun from high low position back in stock arma3.

     

    2. would love to see a mode that allows the end game revive system.

     

    3. different times of day would be nice and or night vision.

     

    4. releasing the stock missions so they could be played with where there located.

     

    5. a game mode that has no respawns but allows revive, 2 possible bomb sites at 2 separate locations and allow them to be disarmed if there is enough time.

     

    6. taskforceradio would be cool to try luckily most are using the ingame voice chat

     

    7. game mode of 10vs10 using the game mechanics. team one secures there objective so they move to the next location in the next match different objectives almost in the sense of a story.

     

    8. swat style mission with more swat like looking guys vs bad guy looking guys.

     

    9. many vs few game mode give the team with more numbers less tech while providing the smaller number teams wtih say night vision on a night time map.

     

    I've been dreaming of a game mechcanic that would do the things project argo offers the possibilities are limitless!

     

    could be a real contender for games like battlefield and cod!

     

    thank you for your work!

     

    Edit:
    update on this,

    Perhaps instead of turning on the end game revive opening up a medic class that can do heals and revive that would be pretty awesome especially on the non re-spawn style games.  would make the medic hella useful.

    • Like 1

  9. It's not about anything being fixed, really. It's about the map being indexed to work with ALiVE's system.

    You can actually index the map yourself if you don't want to wait for someone else to do it. There's a large backlog so all in all, if you successfully get it done it would be of help to everyone.

    I personally have problems with the tools (my system crashes), but others have had success. Check out the wiki and if you get hung up, post over on the ALiVE forums:

    http://alivemod.com/wiki/index.php/Map_Indexing

    Yea i went threw the wiki and i have indexed other terrains before however the issue can bet that the terrain is locked so that only the creator could have the ability to do it and i believe i saw a similar issue with another terrain with the same issue


  10. Ok, I just went on the map and checked ALiVE using the alive quick start framework from their website- It does support alive, but for some reason the AI commander/ all AI units will always be based in the far south, past the airfield, in the middle of the desert or off the edge of the map- Even with the CQB ramped up to the maximum of 50% they were not garrisoning any of the structures in the city itself even if the HQ module was placed there.

    If anyone else wants to do further ALiVE testing go ahead, see if you can get the map to work properly. 

     

     

    Assuming this is a new map with newly placed structures, it will need to be indexed to work with ALiVE.

     

    I have done extensive test and all the above seems to be correct, however i did manage to get the cqb units spawning around the city and even on roofs and going up ladders.  As well as using the custom military placement module I can easily get units to spawn on that and even with that I have created a fun scenario but I want more.

     

    I want to be able to have civilians span and vehicles and just use alive on this mission the way it was meant to be used not hacking things up and trying to band aid make the mission.  Ive reached out to the alive team and the creator on steam as well as making a stink about it here now hoping someone will come to the rescue that can fix this awesome terrain.


  11. I have done some testing with alive and trying to index the mission and for what ever reason when it starts to index it crashes arma 3.  I tried to dePBO the files and they say there corrupt.  I tried re downloading and still got the same results so im not sure if it was something done on purpose to try and protect it or what but currently I cannot figure out anyway to index it.  Have spoken with some alive devs and trying to figure it out.  This terrain looks fantastic and the best part its something new to explore and was done exceptionally well!

    • Like 1

  12. Phronk tried to add you on steam.  when do you plan to finish the mission.  Can you make a github or do you have one so we can work together and get everyone interested in getting this mission working together? im from old milgo and now meatbags.

     

    I would like to put a team together similar to the one we had before when working on the arma 2 version and get this mission off the ground.  having a pvpe ver of insurgency that works well in arma 3 has been a dream for a long time now. 


  13. So i am abit confused. This mod could be configured to tow regular vehicles?  one thing i miss from arma2 is being able to tow vehicles and currently the only thing ive seen in the R3Logic which is great it gets the job done but the complete lack of phyic's is nasty.  I want to be able to setup a weight system so that lets say an mrap could tow and mrap but not a tank and only tanks could be towed by that hemit tow truck or the bobcat, just stuff that makes sense.  after reading threw all the post that seems to be the case but i just wanted clarification! def something that should be in ace. nice work!

    • Like 1

  14. Hey everyone,

    Sorry I have not been around lately, I have been dealing with some medical issues that I won't go into detail on. I do plan on making a full recovery but that's looking like another 2-4 weeks. I understand the inconvenience of having a broken mission and I really do apologize. It pains me that I have not been able to further develop this game mode or even work on Alive mod. I have so many good idea's but my body just doesn't want to work with me. We'll get through it!

    Thanks so much for your kind words and I am glad that some of you have had a really good time playing the mission.

    I will return... Very soon... Much love nerds.

    -Hazey

    Get well soon brother.  cant wait to see whats coming down the pipe!

×