Jump to content

uncookedzebra

Member
  • Content Count

    48
  • Joined

  • Last visited

  • Medals

Everything posted by uncookedzebra

  1. I am attempting to join a server through the server browser in the launcher after they pointed the steam workshop id's to the meta.cpp as instructed in the "How to enable Steam Workshop support in Server Browser" page. When doing so the loading bar is never ending. Before when the mods had no meta.cpp the load time was fine. Is this a common issue? Is there a solution? Edit 1:I did find out the cause is HLC AK Pack. Which doesn't make since because i am using the same format with everything else. Edit 2: As well as for the FHQ Weapons and Firearms
  2. uncookedzebra

    JIP Seagulls?

    Hey guys I just want to update everyone on that this issue will be solved with the 1.58 update. Cheers
  3. uncookedzebra

    JIP Seagulls?

    Yes and no. I believe it has to do with the respawn settings in eden conflicting with the ones defined in the description. If not that I believe it has to do with the no leader in the rpt files. Will know more once razazel gets back to me. I will share his findings if necessary :) stay tuned.
  4. Have you tried respawnOnStart= -1; ?
  5. uncookedzebra

    JIP Seagulls?

    Sorry busy few days. I will get on the RPT files to you asap. Will update after :)
  6. I fixed this by not having a "PLAYER" unit in editor and had all playable units "PLAYABLE". EDIT: Sorry I read some posts and not all. Now that I did I saw the solution has been posted.
  7. Can you upload the mod to the workshop on Steam so I can have clients download the mod through the new server browser. Thanks :)
  8. So I have a weird bug using this. I am using "menuinventory" as well as the "revive" respawntemplate[]. The bug is that while on the 1st life, when incapacitated the player loads the default loadout for the type of unit they are playing. When revived they are still using the default loadout. After they die "all the way" and respawn the issue doesn't come up. Why is this happening?
  9. How I went around this is to create all the allowed load-out combinations I wanted. Although this was A LOT (14000+ lines of code) of work it was worth it. Now I have created a dialog that pops up asking which "Slot" you want to edit. It tests the kind of unit player is then made another dialog that gives the allowed weapons and optic for that particular "Unit" and "Side". Once selected it modifies the load-outs that a player can select in the Respawn template "MenuInventory". Thanks for helping me understand what routes I could take. As my game type is still in alpha I am not going release what i wrote this moment, but will later if requested.
  10. Hey guys I am wondering on how you can edit pieces of the CfgRespawnInventory class outside the description.ext. This is what I have to start. I would think by having userweapon = "arifle_MXC_F"; in the description before the class CfgRespawnInventory and then editing weapons[] = {userweapon,"hgun_P07_F"}; or weapons[] = {"userweapon","hgun_P07_F"}; would have the same effect as the original but it doesn't seem to like that. Also if you guys would like to show me how to edit weapons[]=...... in script that would be amazing. Thanks ahead of time :)
  11. I am running a Domination styled PVP match and have a few slots to fill. Only gonna be running HLC CORE/AK/AR15/ ASDG JR mods so lightweight in that sense. Map will have three flags and two teams, captured flags bleed tickets as well as kills of course. I have room for around 8 people or I can make room for at max 16 more. Spectator slots will be available for those who are interested of course. I am looking to test some features I coded into the game, as well as Flag placement and other bugs that can only be found with people playing. Please keep in mind it is a Playtest. Features: Custom Loadout UI BIS Respawn Selection Screen BIS Revive Rally Points/Spawn Beacons for Team Leader. HLC Weapons Weapons matched to Slot (So the whole team won't be using snipers) BIS Group Management. BIS Group Indicator. Endgame like Waypoints. Looking to play around 9pm Mountain Time Friday the 29th. Sign-up by posting your steam name or PMing it. Anyone that would like to be invited to later tests post steam name as well. Thanks guys :D
  12. Thank you. How would I edit "userweapon" in a script outside desciption.ext so that the CfgRespawnTemplates would be updated during mid game?
  13. Hey guys I am having trouble with my MpRespawn eventhandler. I wish to respawn the units in the air but I have not had any luck. i am using markers for respawn. I tryed using OnPlayerRespawn.sqf and using player setPosATL [(getPosATL player) select 0, (getPosATL player) select 1, ((getPosATL player) select 2) + 300]; I also tryed in initPlayerLocal.sqf player addMPEventhandler ["MPRespawn",{player setPosATL [(getPosATL player) select 0, (getPosATL player) select 1, ((getPosATL player) select 2) + 300];player addbackpack "B_Parachute"; player linkitem "ItemMap";}]; anybody have any insights?
  14. uncookedzebra

    Helicopter prevent landing

    what is it suppose to do? hover and wait for something? engage targets? to keep them from ejecting I believe this might help. _vehicle allowCrewInImmobile true; The more info on what you want to happen the better i can help
  15. uncookedzebra

    Helicopter prevent landing

    Is the heli hovering when shot at?
  16. uncookedzebra

    Help with Sector Control Mission

    Actually your problem might be solved without the use of scripts! :) Have you used the ticket system yet? go to Modules>Scenario flow>Bleed Tickets. Modify fields,Place it. Sync game logic sides involved. Also in the description.ext file place, respawnTemplates[] = {"Tickets"}; Let me know how that goes. Also feel free to msg me on steam @ Uncookedzebra
  17. You gave him a partial bit of an answer without direction of how to apply what you gave him. You seemed to have answered without even looking to see if there have been an update in the last month. My recommendation is to research the question before you answer especially if you have been away for over a month. Also if you do have some info for the solution say what you know and how the OP can use it once the rest of the solution comes into play. This will make for a less confusing thread when people down the road need to find the solution.
  18. uncookedzebra

    UPSMON Updated to ArmaIII

    Is it possible to use this in the AI Spawn Module (Modules>Misc>Spawn AI)? The passed arguments are <group><module><groupdata>.
  19. Jshock this is the second post I found where you totally disregard the original question because of your lack of knowlegde of the Module in question. To find the module in the editor go to Modules(F7)>Misc>Spawn AI. MausAU to answer your question completely here is what you do. Going off what Jshock did say about random markers though Place your markers on the map named mrk1,mrk2,mrk3, and mrk4. Then in your expression field use this... _mrk = ["mrk1","mrk2","mrk3","mrk4"] call BIS_fnc_selectRandom; wp =(_this select 0) addWaypoint [(getMarkerPos _mrk),0] (_this select 0) is the group. you can see when you highlight the expression the 1st parameter is group. Use this to learn about waypoints. see more info at the Command Group: Waypoints
  20. Getting back to the original post. How would you use the spawn AI module to effect the individual init of each AI spawned that way? I figure you would use the expression field but I can't find any examples to learn from.
  21. Hi guys I am having a bit of trouble with tickets as well. I set up a Sector Control map and am using the spawn AI module to send AI to attack each sector. My trouble is when I (being on west side) kill a AI (being on east side) it doesn't take away a ticket. I used an eventhandler but I don't think they get included because they are spawned with the Spawn AI module. Basically is there a way for me to apply this logic to AI when they are killed or spawned with the module?
  22. uncookedzebra

    Arma 3 modules: Easy editing for noobs

    I find that the modules are nice to use as a learning tool. I know some scripting but it is nice to have that support from the modules. Not going to lie, I am having a bit of trouble with mixing the two. I set up a Sector Control map and am using the spawn AI module to send AI to attack each sector. My trouble is when I (being on west side) kill a AI (being on east side) it doesn't take away a ticket. I used an eventhandler but I don't think they get included because they are spawned with the Spawn AI module. Is there a way to subtract a ticket every time an AI ,that is spawned through the module, is killed?
×