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DroopyPiles

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Everything posted by DroopyPiles

  1. DroopyPiles

    Locking enemy inventory

    That sounds difficult do you have a example? and does that have to be done per unit
  2. all the new weapons don't show on my servers loadout crate? they do in the editor but not in the server, here a example of my script, the older FAL works, but any of the additional weapons the scar range and UZi dnt show _this addweaponcargoGlobal ["arifle_mas_mk17", _weaponAmount]; <----- don't work on server _this addweaponcargoGlobal ["arifle_mas_fal", _weaponAmount]; <----- Works fine on server
  3. I have enabled the save and loadout manager, is there a way I can get it to not give me my old VAS loadout options? I don't want them present for what i'm doing
  4. Hi, I got a MP problem when I upload my mission to the server, I made a custom loadout script, and i'm calling it in my init, but when I load the game some & most of the time its ok, othertimes it wont and things maybe missing like my backpack vests etcor grenades, whatever it is, a random selection from my custom loadout, instead of 100% of it. can you please guide me on how to correct this please, heres my script and init call removeAllWeapons Jon; removeAllItems Jon; removeAllAssignedItems Jon; removeUniform Jon; removeVest Jon; removeBackpack Jon; removeHeadgear Jon; removeGoggles Jon; Jon AddUniform "U_mas_uk_B_CombatUniform_veg2_vest"; Jon addVest "V_mas_afr_PlateCarrier1_rgr"; Jon addBackpack "B_mas_AssaultPack_black"; Jon addMagazines ["HandGrenade",3]; Jon addMagazines ["SmokeShell",3]; Jon addHeadgear "H_mas_uk_HelmetB_light_g"; Jon addGoggles "G_Sport_BlackWhite"; Jon addMagazines ["20Rnd_mas_762x51_T_Stanag",20]; Jon addWeapon "srifle_mas_mk17s"; Jon addPrimaryWeaponItem "optic_MRCO"; Jon addMagazines ["25Rnd_mas_9x19_Mag",4]; Jon addWeapon "hgun_mas_uzi_F"; Jon addHandgunItem "muzzle_snds_acp"; Jon addHandgunItem "optic_Yorris"; Jon addItem "Medikit"; Jon addItem "NVGoggles_mas_mask_b"; Jon assignItem "NVGoggles_mas_mask_b"; Jon addWeapon "Rangefinder"; Jon additem "ItemMap"; Jon assignItem "ItemMap"; Jon additem "ItemCompass"; Jon assignItem "ItemCompass"; Jon additem "ItemWatch"; Jon assignItem "ItemWatch"; Jon additem "ItemRadio"; Jon assignItem "ItemRadio"; Jon addEventHandler ['killed', {(_this select 0) execVM 'removeBody.sqf'}]; And the init null = [] execVM "gear\jongear.sqf";
  5. DroopyPiles

    Grimes Simple Revive Script

    Can someone help me with a few things, first of all in the editor it shows MRV marker on my mobile respawns as they should, but this doesn't show up on my gamingdeluxe server, so its hard to find car after I leave it whys that? do I have change those top lines that are in the init? Secondly sometimes when I go to revive my team mates the option is not there, are any of these known and fixable? Thx for your time
  6. So i'm using BTC Revive, and for a start I have names the mobile respawns the generic mobile_west_0 format, when I launch in editor there called that, but when I launch on our gamedeluxe server, its call vehicle_36 , whys that? Secondaary but really my primary problem, is that again in editor fine, but on the server when I load in first time the object that I have made to give me my context menu on the mobile respawns come up empty, no respawns show up or red text, but if I just leave and come back, it loads? whats going on there ? Please help, i'm around so I can get any relevant info to u, but its annoying now I can't figure out whats wrong, all the codes as clean as I can do I think
  7. Hi, I've been looking for the answer and no joy, so i'm hoping to find someone here with the knowledge. So I've added BTC Revive to my mission with mobile respawn, everything works flawlessly all good, one thing i'm try to do is get a custom crate loadout inside the mobile spawns, as it will be awesome to take the mobile spawn with us with the required ammo, the problem is it works in the editor , but its only showing the default trucks loadout in the servers MP, this is the code i'm using in the vehicle's init without brackets ( null = this execVM "Crate.sqf"; ) So as said its fine in editor it shows the weps in the script, but not in MP
  8. ---------- Post added at 18:23 ---------- Previous post was at 17:38 ---------- It worked! nice matey thx
  9. DroopyPiles

    =BTC= Revive

    Since using this the first person in a server doesn't get his loadout scripts loaded or any scripts tbh loaded, no mobile respawns show on map or anything, but if the leave an comeback everything fine, is there a common way around this ?
  10. What sort of things can break the ALiVE saving? I made a mission with alive and added my own stuff it works a treat, so I decided to add ALiVE to a old mission I made, and it doesn't save? it gives save confirmation but it doesn't load me back up, any idea?
  11. for some reason my support requester doesn't give me any on screen info anymore I.e request smoke for transport etc, does there have to be a debug option on?
  12. Hi, is there a simple way to reduce tanks, of selected Battalion 800, with light infantry and no ambient vehicles, and there was tons of armour, is there a reduction method? and would you mind telling me the exact modules to place for civilains in towns with CQB resistance in there, I no the marker bit, I just dnt seem to be able to get the civ's and cqb showing, my debug always comes up empty
  13. ah.. no play with six, ok :)
  14. There no Addins folder in @alive? do you mean addons? Server Admins must update the ALiVE Plugin for v0.6.8. Copy the files from @ALIVE/Addins into your @ArmA2net/addins folder
  15. BOBS DEAD!!! Thx my man :D Now why aint revive working ;) and do the standard modules working then? the task ones? have I gotta sync all those with the profiler if they do? Don't worry that works now, so the profiler is key to everything, anything I want my "own" control of basically don't profile
  16. Hi, right I was told on here that triggers work fine, so I repeated some actions ok 1. Laid down all the regular perquisites of ALiVE including a enemy and ally teams 2. Laid a standard unit on my team called bob 3. Laid a trigger with "!alive bob" without quotes in the condition & some simple text with in the triggers effects saying bob dead 4. Start mission bob dead text already showing, but bobs not dead, I haven't killed bob, so me and bob have become friends. So why can't I get that trigger to work? I really love the mod its so damn good, but I could use a answer other than look at the wiki, because unless I'm looking at a wrong wiki there is very little there. The other thing is I've copied my descript init and folder from grimes revive over it doesn't seem to function is this also known? if so is there one that works as I've tried =BTC= Revive as well now. Thx for your time
  17. I have reinstalled the service on server, and reinstall my game, I still get these errors, I even on this instance below just placed 1 unit on the map, whats all this about to? "Server error: Player without identity Droopy (id 1801836809)" because if I die my objectives are reset and I notice I get a new ID, I mean that's NOT my ID ? whats happeing :( Unknown hit sound type in bin\config.bin/CfgSurfaces/GdtVRsurface01.soundHit PhysX3 SDK Init started ... PhysX3 SDK Init ended. Initializing Steam server - Game Port: 2340, Steam Query Port: 2341 Connected to Steam servers Mission TEST.Altis: Missing 'description.ext::Header' Server error: Player without identity Droopy (id 1801836809) Server error: Player without identity Droopy (id 1801836809) Server error: Player without identity Droopy (id 1801836809) Server error: Player without identity Droopy (id 1801836809) Server error: Player without identity Droopy (id 1801836809) Server error: Player without identity Droopy (id 1801836809) Server error: Player without identity Droopy (id 1801836809) Server error: Player without identity Droopy (id 1801836809) Server error: Player without identity Droopy (id 1801836809) Server error: Player without identity Droopy (id 1801836809) Server error: Player without identity Droopy (id 1801836809) Server error: Player without identity Droopy (id 1801836809) Server error: Player without identity Droopy (id 1801836809) Server error: Player without identity Droopy (id 1801836809) Server error: Player without identity Droopy (id 1801836809) Server error: Player without identity Droopy (id 1801836809) Server error: Player without identity Droopy (id 1801836809) Server error: Player without identity Droopy (id 1801836809) Server error: Player without identity Droopy (id 1801836809) Strange convex component08 in a3\structures_f_epb\civ\garbage\garbagecontainer_closed_f.p3d:geometryView Strange convex component10 in a3\structures_f_epb\civ\garbage\garbagecontainer_closed_f.p3d:geometryView Strange convex component11 in a3\structures_f_epb\civ\garbage\garbagecontainer_closed_f.p3d:geometryView Strange convex component145 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView Strange convex component149 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView Strange convex component01 in a3\structures_f_epc\civ\accessories\beachbooth_01_f.p3d:geometryView Strange convex component02 in a3\structures_f_epc\civ\accessories\beachbooth_01_f.p3d:geometryView Strange convex component03 in a3\structures_f_epc\civ\accessories\beachbooth_01_f.p3d:geometryView Strange convex component04 in a3\structures_f_epc\civ\accessories\beachbooth_01_f.p3d:geometryView Attempt to override final function - bis_functions_list Attempt to override final function - bis_functions_listpreinit Attempt to override final function - bis_functions_listpostinit Attempt to override final function - bis_functions_listrecompile Attempt to override final function - bis_fnc_missiontaskslocal Attempt to override final function - bis_fnc_missionconversationslocal Attempt to override final function - bis_fnc_missionflow bin\config.bin/CfgMovesMaleSdr/States/AmovPknlMevaSrasWpstDr.InterpolateTo: Bad move AmovPknlMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon bin\config.bin/CfgMovesMaleSdr/States/AmovPknlMevaSrasWpstDl.InterpolateTo: Bad move AmovPknlMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon Animation o:\arma3\a3\anims_f_epa\data\anim\sdr\cts\hubcleaned\wave\hubwave_move1.rtm not found or empty Animation o:\arma3\a3\anims_f_epa\data\anim\sdr\cts\hubcleaned\wave\hubwave_move2.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\b_hub01\acts_welcomeonhub03_aiwalk.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\b_hub01\acts_welcomeonhub03_playerwalk.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\b_hub02\acts_welcomeonhub04_aiwalk.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\b_hub02\acts_welcomeonhub04_playerwalk.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\b_hub03\acts_welcomeonhub05_aiwalk.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\b_hub03\acts_welcomeonhub05_playerwalk.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_abuse_abuser.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_abuse_abusing.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_abuse_akhanteros.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_abuse_lacey.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_bootkoreshootingrange_adams.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_bootkoreshootingrange_lacey.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_bootkoreshootingrange_lacey_001.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_bootkoreshootingrange_lacey_002.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_bootkoreshootingrange_lacey_003.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_bootkoreshootingrange_lacey_004.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_ending_adams.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_ending_lacey.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_farmincident_adams.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_farmincident_commander.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_farmincident_lacey.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_helicargo_in.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_helicargo_loop.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_helicargo_out.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_helicargohopinsignal.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_helicargopointing.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_helicargotalking_in.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_helicargotalking_loop.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_helicargotalking_out.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_kore_idlenoweapon_in.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_kore_idlenoweapon_loop.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_kore_idlenoweapon_out.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_kore_introducing.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_kore_pointingforward.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_kore_talkingoverradio_in.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_kore_talkingoverradio_loop.rtm not found or empty Animation a3\anims_f_bootcamp\data\anim\sdr\cts\acts_kore_talkingoverradio_out.rtm not found or empty Animation a3\cargoposes_f\anim\kia_driver_truck_03.rtm not found or empty Animation a3\air_f_beta\heli_attack_01\data\anim\pilot_heli_light_02_kia.rtm not found or empty Animation a3\air_f_beta\heli_attack_01\data\anim\copilot_heli_light_02_kia.rtm not found or empty No default vars in bin\config.bin/CfgMovesMaleSdr/States/Acts_UnconsciousStandUp_part1.variantsPlayer No default vars in bin\config.bin/CfgMovesMaleSdr/States/Acts_UnconsciousStandUp_part2.variantsPlayer Warning: looped for animation: a3\anims_f\data\anim\sdr\idl\knl\stp\low\rfl\aidlpknlmstpslowwrfldnon_g01.rtm differs (looped now 1)! MoveName: aidlpknlmstpsraswrfldnon_g01 Warning: looped for animation: a3\anims_f\data\anim\sdr\idl\knl\stp\low\rfl\aidlpknlmstpslowwrfldnon_g02.rtm differs (looped now 1)! MoveName: aidlpknlmstpsraswrfldnon_g02 c:\w\futura_stable\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing! Mission TEST.Altis: Missing 'description.ext::Header'
  18. What do you kind of call any player? in scripting, I have 5 players that i'm using in my co-op, I have this area you walk thru that when you go thru it it changes the loadout of who goes thru it, but at the mo I have to do it separately so I have to name that player in the script, how do I make the script just say any player? so I don't have to name them individually, thx
  19. um the trigger I got set to detect blufor at mo, then when its walked thru it runs a script changing the weapons of the player named in the script, but I want the script instead of being named player specific, be something like "this" but that don't work, so anyone who walks into area gets weps changed, that make sence? ---------- Post added at 19:18 ---------- Previous post was at 17:44 ---------- i'm trying to do this _wep1 = "Jon","Jason","Chris","Lindsay","Dax"; removeAllWeapons _wep1; _wep1 addWeapon "arifle_MXC_Black_F"; but each person who triggers gets the change not the whole squad obviously
  20. So I have made a co-op and uploaded to the server, now I have set the server config to persistent, all triggers and task that I set off/complete are shown that way excellent, now the problem is I have markers showing where the next task is, these are not showing, as the maker of the co-op I no where to go to to trigger the next event, but I need the markers to be showing the current state upon our return to the server, where am I going wrong, is there a easy way to fix this as i'm not deep into scripting, I have merely layed markers and given them a name and I use "setMarkerAlpha" to hide or show upon my triggers, thx in advanced
  21. Is it possible to make it happen ?
  22. Is there a link to this bit directly? because I never find anything like this in the wiki :/
  23. Right because triggers don't work with alive, i'm just wondering I got a old non alive mission I made, with lots of triggers all the usual stuff, now can I use the save & load player persistence bit from alive with it? as its a long mission and me and friends never get to finish it. is it possible? if so what do I need to place :) thx peeps
  24. The only placed units are 5 all playable, the rest are purely ALiVE, do you no how I can get around the use off triggers? I wanted to kinda make my own game with ALiVE as awesome ambience
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