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cruoriss

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Everything posted by cruoriss

  1. All Out Warfare : I will no longer update this mission, feel free to modify/improve/fix it as long as you share your modifications on this thread This is a player generated scenario : you are able to create enemy zones and tasks wherever you want . Enemy zones are fully customizable : number of vehicles, type of faction ... Tasks can be chosen between 9 different types . Access the mission generator from the flagpole under the hangar tent . The mission can be run on a dedicated server and fully support JIP, it was also made as performance friendly as possible . Additional Features : Support ANY vanilla/custom maps, simply rename the .pbo file . Download : Mission : Armaholic Steam Workshop Mediafire Template without the dynamic base placement, see the readme included : Mediafire (Template) Mod requiered : None Optional Mod: CAF_agressors / East vs West / RHS Escalation / Iron Front / Leights OPFOR Pack Known Issues : - Try to have every player use the same language setting, if the host and the player creating the base have a different language it can mix up (english/french) - Revive isn't perfect, vote here to fix : Issue 1, Issue 2 To Do : -Add multiple base template, so you can switch from FOB Valhalla to an LHD during the mission for example -Replace BIS_fnc_MP by remoteExec once it's in stable branch Changelog v 2.8b: Credits/Thanks : Notes : Press U to use the squad manager (can be rebinded, it's the "switch unit" comand in arma 3 parameters) . Also check the briefing for usefull tips . To limit the Zone/Tasks creation to certain unit slots go inside MissionCreator/Tasks(Zone)Creator and do as it's told in Tasks1(Zone1).sqf . Also check initPlayerLocal.sqf if you want to restrict zeus slots to a player whitelist .
  2. cruoriss

    [COOP] All Out Warfare

    Small update released on mediafire+steam workshop (armaholic pending approval), first post update with changelog . ( haven't had the time to add a smaller base, you can take a look inside the mission files MissionCreator/BaseCreator/ if you want to try to add it yourself as i won't be releasing another update anytime soon ) That's the whole point of the mission, creating your own scenario by populating the map with enemy patrols/armies trough the red zones .
  3. cruoriss

    [COOP] All Out Warfare

    Without disabling it ? What i do is that i change the arma hud settings to have the radio icons on the bottom right of my screen so i can't actually see them . ( not possible to do mission side )
  4. cruoriss

    [COOP] All Out Warfare

    The best would be a mission .pbo but if it's an Ares composition i'll just use it, already have this mod .
  5. cruoriss

    [COOP] All Out Warfare

    If you can send me a mission with this composition i'll be able to add it to aow . I still have on my to do list : add multiple base templates so you can change it during the mission .
  6. cruoriss

    Adding music to Zeus

    This mod add every arma soundtrack to zeus, take a look inside to see how it's done .
  7. If you're testing on dedicated server it's normal : it has no display therefore no map . Call the map script on a player when the game start and pubVar the values (so server don't need the map script and already have the map size values) instead .
  8. cruoriss

    [COOP] All Out Warfare

    Mission updated with new MHQ system, download from mediafire/workshop or wait for armaholic .
  9. Nice ! Is it attached to the model or can the gun be smoothly taken out of its holder ?
  10. The part you need to look at when debugging a mission is everything after "Starting mission:" . But afaik i can't tell why you're mission is not working looking at your .rpt (most of the error spam seems "normal") . How are you using the Virtual Arsenal loadout ? Must be linked as you said in your first post .
  11. Do you play with -showscripterror ? Have you checked the .rpt ? This happend to me once, i can't remember why but reverting some changes i made fixed it (i don't think it's linked to the number of units) .
  12. cruoriss

    NoMineMarker Script

    Again ? Reallly ? That's like the 4th release this kid made that is an exact rip off of someone else work :clap: .
  13. cruoriss

    Double condition?

    if (_caller == t1 && tm1 < 1999) then {//stuff}; https://community.bistudio.com/wiki/a_%26%26_b
  14. Hey, I'm trying to dynamicly fill a listbox with multiple vehicles . So i used lbData to store the vehicle VarName to use it after : works fine in the editor but not at all on dedicated without even testing jip . Like in this thread : http://forums.bistudio.com/showthread.php?170867-lbData-gt-String-to-Object I use _obj = missionNamespace getVariable [_objString, objNull]; (tried call compile too) but both commands break the vehicle VarName on dedicated server . Here is the full code : _lbPos = lbCurSel 4603; _selectedMHQ = lbData [4603, _lbPos]; _MHQ = missionNamespace getVariable [_selectedMHQ, objNull]; systemChat format ["%1", _selectedMHQ]; systemChat format ["%1", _MHQ]; The first systemChat (direct lbData return in string) works perfectly but the other one breaks on dedicated server . And also both code used to create the dialog + vehicle : Thanks EDIT : All this code is called client side
  15. cruoriss

    Leights OPFOR Pack

    Thanks for the pastebin with the classnames, but you forgot the SLA helicopter ones as long as the Afghan Army crewman . EDIT : Iraqi Army crewman are missing too, from pastebin and ingame Zeus
  16. Damn, BIS_fnc_objectVar is my new best friend . It perfectly fix my dedicated environement issues and also works for jip . Thanks a lot (Btw i looked at what it was in the function viewer and i saw that it pubVar'd a local variable ... that was the part i was stuck at and thought it was impossible to do so, BIS black magic i guess)
  17. My bad i should have said while playing on dedicated . No, they are created later using a vehicle spawner called by client .
  18. I meant when playing on a dedicated server i can see the messages while being a client, the dialog insn't created directly on the server .
  19. Why ? Btw in my tests i had the whole thing working if I used a static name for the created vehicle that i "publicVariable'd" . But since i want to be able to create multiple vehicles it wasn't good .
  20. Hey, I'm trying to use BIS_fnc_addRespawnPosition on a vehicle . It seems to work fine but once i'm in the respawn MenuPosition the vehicle randomly disapear from the list . If i set a low respawn time i can be fast enough to use the vehicle as a respawn but if i wait it disapear after a random time . ( it will then re appeaer on next MenuPosition opening ) I'm using this synthax : _MHQrespawn = [missionNamespace, _veh] call BIS_fnc_addRespawnPosition; With this parameters : respawn = 3; RespawnDelay = 15; respawnTemplates[] = {"MenuPosition","Revive"}; respawnOnStart = -1; Thanks EDIT : So i made more test and putting an AI unit inside the vehicle completly fix it . But still broken for empty vehicles EDIT2 : So i checked in the function viewer and found out that the MenuPosition function removed empty vehicles that had simulation disabled from the respawn list . So disabling Zbe cache on the respawn vehile fixed it
  21. cruoriss

    [COOP] All Out Warfare

    Your idea got me thinking : instead of having 1 ugly MHQ, i'll add an option (like a checkbox) in the vehicle spawner to make the spawned vehicle an MHQ ( with the Bis function you suggest, btw i didn't knew this one ) . I'll try to do it, shouldn't be too hard .
  22. cruoriss

    [COOP] All Out Warfare

    Mission updated to 2.7. Mediafire online, steam workshop + armaholic coming . EDIT : Steam workshop + armaholic online
  23. cruoriss

    Feedback tracker administration

    This ticket can be marked as resolved : http://feedback.arma3.com/view.php?id=20079
  24. From yesterday dev branch : "Fixed: Disabling HUD show group would break Revive functionality" Haven't tried the dev branch but revive should work on Elite now .
  25. cruoriss

    [End game] is the new revive function portable?

    Yup, once you die it makes you respawn on your body in an incapcited state waiting to be revived (only works in multiplayer) .
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