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ikmn

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Everything posted by ikmn

  1. Yep, I did all manual patching. I even just DL the latest @IFA3 dated 7-18 and replaced all the files and still get the high pitched sound in the German medium tanks. No PWS at all used for anything. k
  2. Yeah. I have 1.11 patched as well as the hotfix patch files for the sounds. It just seems to be the German medium tanks - the Tigers are ok. I haven't tried the halftracks should probably check that as well. cheers k
  3. Sounds seem to be working again, except I get a constant high pitched sound whenever in a German Medium tank. The heavy tanks and Russian tanks seem fine. Anyone else have this problem with Stug, PZRIV and V?
  4. Go to the wiki page and DL the conversion tool. I believe you still need A2 + A2OA installed as well as vanilla IF. I hate to give you bad info but it used to put IF folders in your A2 directory but it may put some in your A3 directory as well. I converted mine a long time ago so mine were in the A2 directory. But the new tool I have not used. DL the patches from the wiki page as well and patch. I copied all the converted IF folders from A2 directory to my A3 directory plus you need CBA_A3 installed too and AIA standalone or (lite) version in A3 directory as well as @IFA3. Again, I am not sure if the new conversion tool puts them in A2 or A3 folder cause I have not used the new tool. Then use the command line on the wiki to start IFA3 - I believe you need the mods loaded in the proper order that is listed on the wiki page. A note, I believe with the new A3 patch it broke a lot of sounds and also the panzerschrek seems to cause the game to crash to desktop so if you get it running avoid units with the panzerschrek. Hope this all gets fixed in the next IFA3 patch. cheers k
  5. I am pretty sure that the American WWII soldiers are not finished yet\converted to ARMA3. .kju will answer for sure but I thought it was a WIP. cheers k
  6. Well they already closed my report and replied back for me to contact the mod developer as they don't fix bugs involving mods or something a long those lines.
  7. @.kju, A few other things I noticed. About the problem with the game CTDing on teleporting near Germany soldiers - it also CTD - with SG_STURM, the LNRD_LUFT faction as well. But like I said before I tried to get it to CTD with BLU_FOR after loading the IFA3 mod and it will not CTD with BLU_FOR NATO - it seems to be the IF Germany units that also cause my CTDs. Also I've tried @ALLinARMA and @ALLinARMASTANDALONE and it CTDs with either one. As well I created a mission for IF on Staszow and happened to be using AiAStandalone. If I try to play the same mission using AiA (non standalone) it says I am missing files and can't play mission without AiAStandalone. Just thought you should know. I did notice the German units are speaking English if that matters... I really can't figure out why I get these CTDs when I teleport near a group of German soldiers. However, I played several hours and do not seem to be getting CTDs if I just play a mission without cheating (teleporting). cheers k p.s. - I did some more testing tonight - seems if I equip RPZB I get CTD. Especially, if I try to view my character in 3rd person view. This might explain why I am getting CTDs with axis units some of the time. Maybe if it's an AT group equipped with RPZB I get the CTD, but if its an infantry group without RPZB I don't get CTD?? Also I do not have any animation when reloading for RPZB or BazookaM1. Bazooka no CTD, but RPZB CTD in 3rd person view. Wonder if something changed with RPZB in Ver 1.09 and 1.10. Just a hunch. Maybe I just had a bad patch or something when upgrading manually from 1.08. Anyway... at least the RPZB seems to be my problem - whether its a problem with IFA3 or just a bad install on my end not sure. Hope it helps - sorrow if I am putting you on a wild chase or something with these error reports. -confirmed - did a bit more testing - some of the Soviet engineers have RPzB if I get near them, equip RPzB myself or get near any unit with RPzB game CTDs. Maybe it's my install but could someone please check this out for me and see if they can replicate the error? ty
  8. Yes I can replicate it outside my mission. I made several new missions, no scripts other than mapclick teleport so I can test this. Not 100% everytime but pretty much about 50% if I teleport near a group of German infantry the game crashes CTD. I played all sorts of various combinations using IFA3 ver 1.10. I played as OPFOR and BLUEFOR, German, Soviet and whenever I get near a group of German infantry about 50% of the time the game CTDs. If I teleport near Soviet infantry, Soviet tanks, German tanks, trucks, APCs, CSAT, NATO, no CTDs the game is fine. The thing is I would blame BIS but this does not happen in ver 1.08 in IFA3. I can teleport around the map all day while mission building in IFA3 ver 1.08 and never have a single CTD. This all started with ver 1.09 and seem to have same problem in ver 1.10. At least for me... it seems to only effect groups of German infantry so maybe that is the entity that is the cause. As I said... this does not happen with BLU_F, RKKA or any other faction. It does not happen with the axis tanks or apcs or trucks but only a group of infantry so it seems. I did look at my RPT file and I have some errors - about missing speech files, as well as soldiers being unable to store certain items in their vests. Is it possible some of the sounds are messed up and when the infantry leader speaks it cause game to CTD??? Also, I don't want to make this sound like a huge problem. I can play the game for hours without a CTD as long as I don't teleport near a group of German infantry. In a mission nobody is going to be teleporting around I just do that for testing out things to see what is going on while mission building. It's annoying for certain, but I haven't had any actual 'gameplay' problems... yet. But I need to spend more time playing and less time scripting so I don't know if this is a problem that will creep up during play or not.
  9. https://www.dropbox.com/s/2qjv1t8qoz6zdei/a3crash4kju.zip .Kju here is the crash report files from my appdata folder for A3. I don't know what any of it means or how to read it. The game crashes CTD with IFA3 with ver1.09 or 1.10 anytime I teleport mapclick in my mission to a group of AI or walk up on them. Ver 1.08 I have no crashes CTD. I am not using any addons for AI like UPSMON or UPS or anything other than BIS_FNC_TASKPATROL in the mission. cheers k
  10. Ok I got it working with AIAStandalone. No error messages either using BAT launcher. So I moved everything @IF related to my A3 directory and it runs fine V 1.10. Question though? Can I delete A2/OA now? What about future patches will it will find the mod files in A3 directory or will I need to keep the files in A2/OA to patch and move them again? FYI the pistols work with VAS now too thanks for patching that so fast. I do want to say though I get some lock up CTD since ver 1.09 and v1.10 and I can make it happen repeatedly. If I have mapclick set player position enabled (for mission testing) and map click near a large group of AI the game will CTD everytime as it trys to render the units on screen. It doesn't do this in ver 1.08. It could be a graphics driver problem or just too many AI in my mission - but it does not do this in ver 1.08 after repeated tests of reinstalling 1.08, 1.09, 1.10 so many times I've driven myself mad. lol - I apologize I am work today and should have included a crash log or RPT before reporting this and I won't be able to until tmrw when I get back home. FWIW, if I map click near a couple of groups of AI the game does not crash until I close the map and as it is rendering the units on screen it locks up ARMA and CTD with the units still in a lower level of LOD. It's like it's trying to draw them on screen at low level LOD and then CTD. When I get home tmrw will send you a crash log and RPT. Otherwise, the MOD is coming a long great really impressed with it. cheers k
  11. Can we use AIASTANDALONE to install now or do we still have to have A2/OA??
  12. Thanks .kju - I think what you guys are doing is awesome with the conversion. Also any time frame on when V1.09 will be on PW6?? I did patch to 1.09 manually and it's just awesome but I did have some errors and issues with PW6 so am eager to do a fresh reinstall with PW6 to V1.09 - Anyway, just so great what you are doing for us ARMA WWII fans. cheers k
  13. Not sure if this should be in the VAS thread or IF MOD thread but I noticed the IF pistols do not work with VAS ammobox. Everything else seems to work fine - uniforms, vests, rifles, items, etc.. At first I thought maybe it was a uniform issue where the pistols didn't have a holster or something along those lines - but if I add a default A3 pistol to the box I can equip my IF soldiers with it. Tried all the pistols M1895, TT33, Luger and also the 1911 from the DLC and none of them work with VAS. They do work fine in a regular ammo crate. Just wondered if it was something in the config for the IF pistols that could be worked out? I doubt the creator of VAS is going to fix it for IF pistols and VAS is probably the best ammobox would be great to have it fully functional for IFA3. cheers k
  14. KJU, i get this error message in IFA3 after patching to 1.09 - also used DL the new @IFA3 too. Any clue what I am missing?
  15. I've only been scripting about a month so I'm pretty new but bear with me if I sound like I don't know what I am talking about :o I'm making some random side missions for a bigger mission I am working on - when it comes to missions that involve destroying an object I have no problem - spawn object on server - loop or trigger to check for !Alive -> sleep -> break loop when !alive - set task as completed - easy stuff - all server side. But I wanted to make some other side missions like capturing an officer, or gathering intel from a map, or rescuing a POW I got some questions on how to do this in a MP environment. I thought of doing this with an ADDaction - like spawn a laptop on the server and then put an addaction on it like ADDACTIOn "download intel" do this.... blah blah The problem is as I understand it ADDaction is run locally on the client that executes it??? So how do I complete the task in a MP environment so that all the other players know that the mission was completed?? I thought - ok ADDACTION -> dowload INTEL ->INTEL DOWNLOADED-> task "succeeded" FHQ_TT_update; blah blah but that won't work because tasktracker has to be run on server. So how do I sync the addaction with a condition check on the server?? PublicVariableServer??? Something like ADDACTION -> dowload INTEL ->INTEL DOWNLOADED-> taskcompletevariable=1; publicvariableServer "taskcompletevariable"; then have a loop in the mission script running on server taskcompletevariable = 0; while (taskcomepletevariable == 0) sleep 10; task "succeeded" FHQ_blah blah do other stuff Is this sorta the concept here on how to get this to work in MP for things that incorporate ADDaction??? cheers k
  16. ikmn

    FHQ TaskTracker

    Ok I used the format string and it worked. I also used it on the _curtask variable which created the proper task finally. I am having trouble though using it in my trigger though. _trg1 setTriggerStatements["this","[format ['%1',_curtask],'succeeded'] call FHQ_TT_setTaskState; hint 'fired'; ",""]; Trigger fires but my task is not updated. Any suggestions? k
  17. ikmn

    FHQ TaskTracker

    How could I create tasks using variables that I pass to the FHQ tasktracker? I tried this but it doesn't work I am sure it is just my bad knowledge of scripting. _zone = (_this select 0); curtask = (_this select 1); _town = (_this select 2); if (isServer) then { [['curtask',"Secure the town of '_town'","Secure '_town'","'_town'",getmarkerpos _zone,"assigned"]] call FHQ_TT_addTasks; }; It works great other than the _town name being displayed properly. cheers k
  18. KJU, this worked pretty good in a script that I put in veh init with vehicles created in editor. However, when spawning a vehicle via script I get an error on line 7 expected OBJECT not GROUP. Bah private ["_veh","_run","_crew"]; _veh = _this select 0; _run = true; while {_run} do { _crew = crew _veh; if ({alive _x} count (crew _veh) == 0) then { {_x setpos getpos _veh} foreach crew _veh; _run =false; }; sleep 1; }; cheers k
  19. .kju, Just wanted to say the mod is very much appreciated. I do not want to come across as being critical of all the hard work. I was just wondering is there a list of vehicles\objects that are not working? I have been trying to create a mission for IFA3 but it is frustrating because some of the vehicles the driver can not be killed. In fact in almost all the cars I have tested the driver is invunerable. The same for some of the static weapons. What about the tanks? Just wondering if there was a list of what is working and not. Again, thank you for converting this to A3, we are very grateful. I understand that it is WIP and not 100% working - just wondering if there was a list of vehicles that are finished to use in missions. Also, was wondering for the vehicles that are not working is it possible to put a script in the init that will EJECT the driver of the vehicle and LOCK it if it is damaged beyond a certain percent as a work around? I tried but it failed - not sure if it was my scripting or just an issue that is beyond being able to script around?? cheers and thank you for all the hard work on the mod.
  20. Yep that's how I am doing it. I guess what I meant was do it like above or have like objective1server.sqf and object1client.sqf? Sometimes I just have a hard time explaining myself. Thanks for all the links and advice. Eventually, I'll figure out how to store all my missions in a variable with an array and just have like a spawnmission.sqf and just pass the variables to the script but that's a little too far out of my experience at this moment. lol - thanks again for your time to reply to me. k
  21. So I am making my first MP mission - I vaguely understand the locality issues, JIP issues. So far my tasks, markers, etc are working flawlessly in MP\JIP using Public Variables. This part I comprehend. The question and problem I have is with the add\action scripts. I have scripts for AI recruitment, Teleport, Map Click Group HALO and eventually an artillery script. The scripts are mostly modified versions of free scripts I have downloaded from the web. All of them work via add\action. I suspect though that most of these scripts are for single player. They work flawlessly on dedicated if I setup dedicated or host a MP game on my machine. However, I can't test them in a true MP environment yet and haven't tested them with any other players other than myself. I am concerned that for example with multiple clients, when I use the teleport script it will teleport everyone in game. Or when using the HALO script it will parachute everyone connected instead of just the player that activated it. I have read that an ON ACTION command will only run on the client that activated it so I assume this will all be fine. But will it also run on the server and the client that activated it or only on the client?? So for example sake: Client selects PARADROP by an add action on a flagpole that runs the PARADROP.sqf script. That script is executed on that client. But it will probably also run on the server which could cause issues?? So do I need to have at the top of the paradrop script something that will prevent it from running on the server like if (isServer) then exit with {}; command ?? Is it that simple or do I need a more complex solution? The reason I am asking is I can't host a dedi @ home due to an issue with the router provided by my ISP so I can't really test. So I'd like to get these issues sorted out before I send the mission for testing to someone who can host it. cheers k
  22. Thanks again Giallustio. I have another question if you don't mind? It's about MP mission structure. I hope I explain well what I am asking. When it comes to designing a MP mission what should the structure of the scripts be or what is the proper way to have the mission flow? For example in my mission I have a missioninit file that runs only once by checking a global variable if is(NIL) in the mission INIT. Then it is random but for simplicity sake lets just say it it runs another script that is objective1. In my objective1 script I have things like spawning the enemy, vehicles, etc and setting triggers which I run only on the server. In the same script I have things like TEXT messages and TASKS which I run on client and server or just client depending on need. Then it calls another objective2 script and so forth with the same concept. Obviously I have public variables for things that need to work for JIP and I have a JIP sync script in the init file for JIP players. Is this flow ok? I guess call something like this a single flow chart. Or is better to have like two flow charts where there is a set of scripts that run on the server and a separate set of scripts that are for client and try to have them work together? Sorry to sound like such a noob but I am one. lol cheers k
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