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stlassen

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Everything posted by stlassen

  1. @chernaruski Hey! It's fine. I understand it's a big project and things takes time. 😉 I'm sure it will get solved eventually. 🙏🏻 And thank you for the scriptline. I'll try it out when I get the opportunity.
  2. I suppose the line should have been: _diffText = format ["<t align='right' color='%2'>%3%1$", _tCost, _tColor, _sign];
  3. Thank you @chernaruski! I love the map, but also TPW. 😄😉
  4. Am I supposed to remove the Muffler mod if I don't use JSRS? I don't use JSRS sounds and with this mod, I'm getting JSRS error messages and the vehicles are all dead silent. Works fine when I remove this mod.
  5. Hi, I'm not sure if this is a TPW HUD problem of a problem with Chernarus Redux, or if this is a problem that can be addressed in TPW HUD. For some reason, whenever I have Chernarus Redux loaded I have problems with the TPW HUD Nightvision functionality, and it doesn't matter if I play on Chernarus Redux or any other map, as long as Chernarus Redux is loaded by ARMA as part of the modlist, I have this problem. To give a very simple example: I only have the following mods loaded, all latest versions: CBA TPW MODS (only using the HUD and full-color nightvision) CUP Terrains - Core Chernarus Redux This is what I do and experience: Loading ARMA only with the above listed mods. Open 3den editor and choosing Altis as map. Putting down a soldier (Infantry) on the map. Setting the time for nighttime. Running the scenario as is. Putting on Tactical Glasses, to activate the TPW HUD. Activating fullcolor Nightvision. At this point brightness, or lighting gain, is 0. Whenever I increase the lighting gain, it goes up a level as expected, but only for a second and then immediately goes down to 0. That is the HUD is still set to whatever level it has reached, but the brightness of the screen is lowered to what is effectively 0. This only happens when I have Chernarus Redux loaded and it doesn't matter if I play on that map or any other map. So somehow something is happening when that map is loaded, no matter if I play on it or not. Unloading Chernarus Redux, everything works as expected. I'm not sure if this is something the map team needs to address in the map or if it is something what can be addressed in TPW.
  6. Hi, Does Chernarus Redux somehow alter how lighting works on other maps too? I'm asking because I'm having an issue on other maps, like Altis, only when this map is in the modlist of mods being loaded. To give an example: I only have the following mods loaded, all latest versions: CBA TPW MODS (only using the HUD and full-color nightvision) CUP Terrains - Core Chernarus Redux This is what I do and experience: Loading ARMA only with the above listed mods. Open 3den editor and choosing Altis as map. Putting down a soldier (Infantry) on the map. Setting the time for nighttime. Running the scenario as is. Putting on Tactical Glasses, which activates the TPW HUD. Activating fullcolor Nightvision, a function of TPW HUD. At this point brightness is turned down to 0, mening there is no lighting gain. Adjusting brightness or lighting gain, is part of the TPW HUD. Whenever I turn brightness up, increase the gain, it goes up a level as expected, but only for a second and then immediately goes down to 0. This only happens when I have Chernarus Redux loaded and it doesn't matter if I play on this map or any other map. So somehow this map seem to alter things on other maps. Unloading Chernarus Redux everything works as expected. I'm not sure exactly what is going on, but maybe you can throw some light on it, parten the pun, so I better understand. ;)
  7. Yes, that or adding/removing the lines in your HPP that are different.
  8. Hey, I Love this mod/script. :) I'm currently implementing it in a mission and have it running. I have one object that has this line of code when it is created (through an in-game build menu): case "Land_RepairDepot_01_green_F": { _vehicle spawn GOM_fnc_addAircraftLoadoutToObject; } That is the only code so far, beyond the requirement for setting up the script, and it works. The loadout menu shows up. But looking at the server logs, the server gets spammed with hundreds of lines as shown below: 8:33:21 A null object passed as a target to RemoteExec(Call) 'setammocargo' 8:33:21 A null object passed as a target to RemoteExec(Call) 'setfuelcargo' 8:33:21 A null object passed as a target to RemoteExec(Call) 'setrepaircargo' They only show up when the loadout menu is opened. These exact three lines gets spammed as shown over and over and over. ;) Any idea why this is?
  9. stlassen

    [CTI,TvT,CooP] Dissension

    When you see just 1 person left in a grid and the colored bar at the top is full, then that means that grid hasn't been activated yet. I'm a little unclear on what activates sectors and cities, but if you open the map and press the key J, you can see which cities are active. They have a filled blue circle around them. For now the servers are set up to have a max of 2 active cities at a time. If less than two cities are active, you might be able to active an other city of your choice by going into that town, but do it before an other city activates. As for grids, I'm more unclear on that as it seems more random, but I guess I just haven't figured out the rules yet. But again basically you just drive into a grid, and it should active. If a grid doesn't activate, I think it means too many other things/grids/units are active other places, but I'm unsure about this. But there could also just be the issue of the server glitching and needs a restart. It should restart every 4 hours. Especially the RHS server has a tendency to glitch because of RHS problems.
  10. stlassen

    OPEX

    Hi, I just updated this mission after not having played it for a long while, but... To make it easy on me, I would start light. I recruited a squad of Reco. I went to the TOC to get a mission. I selected a mission to deliver humanitarian supplies. Within 1 minute (not sure how long after, but very quickly) the mission failed and I got penalized 1000 credits. I didn't even get to the supplies at HQ before that happened. I didn't even get a chance to fail, I just did. I did it a few more times, just to be sure. On my fourth attempt, it didn't fail... At least not the 5 minutes I let it run. WTF ??? What's up with that? Playing it in SP mode on KUNDUZ map.
  11. It was just the "then" that was missing.
  12. I'm getting an "Error Missing ;" in the code below. I'm at a lose as to way. Either I'm blind or I'm missing something basic scripting wise. If I remove the if-statement, there are no errors and it works. What am I missing here? addMissionEventHandler [ "TeamSwitch", { private ["_from","_to","_grpFrom","_grpTo"]; _from = _this select 0; _to = _this select 1; _grpFrom = group _from; _grpTo = group _to; _grpTo selectLeader _to; if (_grpFrom != _grpTo) { systemChat "DEBUG: Switched group."; }; } ]; The error I'm getting is as seen below: 19:19:25 Error in expression <ectLeader _to; if (_grpFrom != _grpTo) { systemChat "DEBUG: Switched group."; }> 19:19:25 Error position: <{ systemChat "DEBUG: Switched group."; }> 19:19:25 Error Missing ; 19:19:25 File C:\Users\Søren\Documents\Arma 3 - Other Profiles\Lassen\missions\My_Missions\Freedom.Altis\init.sqf, line 11 19:19:25 Error in expression <ectLeader _to; if (_grpFrom != _grpTo) { systemChat "DEBUG: Switched group."; }> 19:19:25 Error position: <{ systemChat "DEBUG: Switched group."; }> 19:19:25 Error Missing ; 19:19:25 File C:\Users\Søren\Documents\Arma 3 - Other Profiles\Lassen\missions\My_Missions\Freedom.Altis\init.sqf, line 11 19:19:25 Error in expression <.Altis\init.sqf" addMissionEventHandler [ "TeamSwitch", { private ["_from","_to"> 19:19:25 Error position: <[ "TeamSwitch", { private ["_from","_to"> 19:19:25 Error Generic error in expression 19:19:25 File C:\Users\Søren\Documents\Arma 3 - Other Profiles\Lassen\missions\My_Missions\Freedom.Altis\init.sqf, line 1
  13. Oh wow! What a miss. I was blind. Thanks for the help.
  14. hehe - Okay. :) It seems to me the loop is unnecessary. Reloading a saved game seems to stop it anyway as it doesn't run after a reload, but the HUD is still active. Well... Variables seem to be preserved, it is active and all, but no code or loops are running. In order to make it work after a reload, something has to be called to get it running again. With the HUD, if I call tpw_hud_fnc_reset on a reload event, it starts to work properly. I've been concentrating on the HUD for now, as that is what I use the most. I currently see two problems: The state it was in, are restored, but no loops or other code is running, so it need to be reset. The onTeamSwitch event doesn't get reinitialised, so the HUD stops working on other team members switched to. The loop at the end, resets the HUD periodically. It seems unnecessary, but I don't know what the consequences are if it is removed, though it seems like there should be none. I'm trying to alter the HUD script code to automatically handle loading and team switching and this is the code I've come up with: // TEAM SWITCH tpw_hud_fnc_teamswitch = { addMissionEventHandler [ "TeamSwitch", { [] spawn tpw_hud_fnc_reset; } ]; }; [] call tpw_hud_fnc_teamswitch; // Reinitialize script after reloading of saved game addMissionEventHandler [ "Loaded", { [] call tpw_hud_fnc_teamswitch; [] spawn tpw_hud_fnc_reset; // <<-- Problem: _display = uiNamespace getVariable "TPW_HUD_DISPLAY"; is "NO DISPLAY" } ]; I removed the onTeamSwitch even and replaced it with addMissionEventHandler since it should stack better. The problem with this code, and I'm right now at a lose as to why, is that when tpw_hud_fnc_reset is called in the "Loaded" event handler, there is no active display, but if I then do a team switch, there is an active display.
  15. In your scripts, you have a loop running continuously at the end of every script. Why is that loop there? What would happen if that loop doesn't run? I'm asking because I've noticed in the save/load issue I've mentioned before, the scripts seem to be active, but that loop is just not running. E.g. in the HUD, after a load of a saved game, if I call the HUD reset function, it seems to work, even though that loop isn't.
  16. stlassen

    OPEX

    Cars are exploding in the town of Telos on Altis. I know Arma functions are not 100% and this could be a town with specific problems. I don't know, and it is the only town I've seen the problem in so far. :) I'm looking forward to seeing your solution of TPW in the next release. I'm very interested in how you refresh it and make it work.
  17. Are there any settings that I can set to prevent insta-deaths? For both player and AI? I play SP (in local server) and prefer not to insta-die, loose my AI units and end up at a FOB with no resources to buy new units. ;)
  18. stlassen

    OPEX

    Cars exploding I'm using 1.215, but to be sure I downloaded the mission files from your website again. Same result though. TPW, etc. (save/load issue) As for TPW (and other scripts)... If it works for you, then something weird is going on, because it shouldn't. I conferred with TPW about it and the scripts are not being initialized on loading a saved game. I did two tests. One in a very simple mission I quickly put together, and one with your mission. I tested it with the glasses/HUD as that is the easiest to see. My simple test uses the TPW scripts. They are initialized in the init.sqf as described in the docs. It works on starting a new mission, but it doesn't when loading a saved game. Only if I put in the "loaded" event. Using your mission, I used the newly downloaded and unaltered files, started a new mission on Altis, got the glasses, and it works. Then I save the game and loaded the saved game again. Now it doesn't work. Which it shouldn't. What I've noticed, and that could be confusing, is that when you save the game and load it again, you see what was last shown in TPW, meaning all the TPW tags and numbers is showing on the units. They just don't change nor do they disappear when you remove the glasses. The HUD doesn't show up either. To be absolutely sure, are you by any chance loading the TPW mod too with any active modules? Because if you are, then that could be the reason why it seems to work for you. I have two versions of TPW installed. The normal mod version with all modules as I want them, but also a script version, where I've removed the TPW_MODS.bpo file (then I'm sure there is access to the TPW resources without any mods running, as recommended). Team switch Team switch does work, but you have a script that runs every time making sure the leaderrole follows the player, no matter what unit the player is controlling (the onTeamSwitch event). That script is not running it seems after load.
  19. stlassen

    OPEX

    Weird. 5 supplies were definitely there. Must have been a fluke, because I can't recreate it. On an other note, on the Altis map, I'm experiencing a lot of cars exploding when spawning in nearby cities. I'm at base and keep hearing explosions. When I investigate, I see it is cars that have exploded and that they are all over. There must be at least 10 cars per citizen. Cars spawning inside walls of buildings, on top each other, and buildings are getting destroyed. Almost looks like a town in ruins after a big bombardment.
  20. stlassen

    OPEX

    Your welcome. :) I noticed that the Group Manager fails to work after load. Not tested thoroughly. Also I just did a mission delivering supplies to a village, but the mission doesn't complete. Don't know if it is related or if I'm missing something in the mission. EDIT: Must have missed something. The task works. Do enemy units prevent the a task from completing?
  21. stlassen

    OPEX

    I looked a bit more into the save/load issue and seem to have found a solution that works, at least for the TPW and Team Switch scripts. I updated the TPW scripts to his newest version, although that shouldn't be necessary to make it work. In my previous attempt, it was the onTeamSwitch event that was troublesome. Using addMissionEventHandler instead, works. I added this code to cfgFunctions: class STLA { class init { class saveLoadManager { preinit = 1; file = "scripts\fnc_saveLoadManager.sqf"; }; }; }; And I added this file: // fn_saveLoadManager.sqf addMissionEventHandler [ "Loaded", { 0 = [] execVM "scripts\TPW\tpw_core.sqf"; //0 = [5,500,15,5,4,50,0,25,15,1] execVM "scripts\TPW\tpw_civs.sqf"; //0 = [25,300,150,50,10] execVM "scripts\TPW\tpw_park.sqf"; //0 = [5,1000,10,2,1] execVM "scripts\TPW\tpw_cars.sqf"; 0 = [250,750,2,[75,250,500],1] execVM "scripts\TPW\tpw_air.sqf"; 0 = [10,5,300,150,60] execVM "scripts\TPW\tpw_animals.sqf"; 0 = [10] execVM "scripts\TPW\tpw_houselights.sqf"; //0 = [10,1000,1,1] execVM "scripts\TPW\tpw_streetlights.sqf"; // not needed anymore with last update of CUP maps ? //[250,10,1,1,1,1,1] execvm "scripts\TPW\tpw_fog.sqf"; //0 = [] execvm "scripts\TPW\tpw_rainfx.sqf"; 0 = [1,1,1,1,1,0,0,0,0] execVM "scripts\TPW\tpw_soap.sqf"; 0 = [10,1000,1,1] execVM "scripts\TPW\tpw_hud_init.sqf"; addMissionEventHandler [ "TeamSwitch", { _from = (_this select 0); _to = (_this select 1); if (leader _from == _from) then { (group _from) selectLeader _to; } } ]; } ]; That solved the issue with TPW and Team Switch as far as my tests go.
  22. stlassen

    OPEX

    SOLVED! See next post. --------------------------------- I tried adding this code to the init.sqf and it sort of works... Well... _EH_SaveLoad = addMissionEventHandler [ "Loaded", { onTeamSwitch {if (leader _from == _from) then {(group _from) selectLeader _to;}}; 0 = [] execVM "scripts\TPW\tpw_core.sqf"; //0 = [5,500,15,5,4,50,0,25,15,1] execVM "scripts\TPW\tpw_civs.sqf"; //0 = [25,300,150,50,10] execVM "scripts\TPW\tpw_park.sqf"; //0 = [5,1000,10,2,1] execVM "scripts\TPW\tpw_cars.sqf"; 0 = [250,750,2,[75,250,500],1] execVM "scripts\TPW\tpw_air.sqf"; 0 = [10,5,300,150,60] execVM "scripts\TPW\tpw_animals.sqf"; 0 = [10] execVM "scripts\TPW\tpw_houselights.sqf"; //0 = [10,1000,1,1] execVM "scripts\TPW\tpw_streetlights.sqf"; // not needed anymore with last update of CUP maps ? //[250,10,1,1,1,1,1] execvm "scripts\TPW\tpw_fog.sqf"; //0 = [] execvm "scripts\TPW\tpw_rainfx.sqf"; 0 = [1,1,1,1,1,0,0,0,0] execVM "scripts\TPW\tpw_soap.sqf"; 0 = [10,1000,1,1] execVM "scripts\TPW\tpw_hud_init.sqf"; } ]; For some reason it cannot initialize both onTeamSwitch and TPW init. If I have both, only TPW gets initialized. If I comment out the TPW stuff, the Team Switching part works. Not sure if there are some timing issue here or some other thing/code that interferes... I'm not that familiar with your code. On can say that the OnTeamSwitch event doesn't get called when doing team switching after loading a saved game. In some of my own test missions, I put the addMIssionEventHandler call in an init function defined in cfgFunctions with a preInit = 1. That has always worked so far, but I don't have that much experience with this event handler yet, to know what the issue is in this case.
  23. stlassen

    OPEX

    Hello I really like OPEX. I play it as a SP mission and using the in game Arma 3 save functionality as that suits my style. That does create some problems, though, where some scripts are not getting initialized when loading a saved game. It is scripts such as TPW, which doesn't work after reload from a saved game. Also team switching function differently, and there are probably others as well. It is the typical problem when loading saved games using the Arma 3 save/load functionality. However, there is an easy solution to it. By adding these lines, it will solve the problem: // Put code here that needs to be initialized when the mission is started anew. // e.g. 0 = [] execVM "scripts\TPW\tpw_core.sqf"; _saveLoadHandler = addMissionEventHandler [ "loaded", { // Put code here that needs to get reinitialized when mission is loaded from a saved game. // e.g. 0 = [] execVM "scripts\TPW\tpw_core.sqf"; } ]; I don't know how many scripts in your mission that has this problem, but it seems like every script that runs, but doesn't get stored in the missionNamespace (or something), has this problem. I've seen TPW and teamswitching having this problem in your mission.
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