-
Content Count
719 -
Joined
-
Last visited
-
Medals
Everything posted by opusfmspol
-
Can't Respawn On When Diplomacy Fails
opusfmspol replied to Moby1997's topic in ARMA 2 & OA - OFFICIAL MISSIONS
I now find the line "doesn't help with missions distributed in the game" is not actually correct... there is a fix I didn't discover until just recently. The distributed missions are part of the Arma Licensed Data Pack released under BI's APL-SA licenses. By going to the Data Pack website and obtaining the zip file(s) containing the pbo's with the missions, you can extract them from the .pbo and place them in your editor mission files. From there you can apply the Warfare respawn fix given in the prior post's linked page. Exporting to SP or MP repacks them as .pbo's. Arma Public License - Share Alike (APL-SA): http://www.bistudio.com/english/community/licenses/arma-public-license-share-alike Arma Licensed Data Pack: https://community.bistudio.com/wiki/Arma_Licensed_Data_Pack#Arma_2 Some lessons learned along the way.... 1) After extracting and moving to your editor mission folder, and prior to opening the mission in editor, open the mission.sqm file and change the class:Intel "briefingName" and "briefingDescription" to something of your own. Otherwise the game engine confuses the original distributed mission with your mission, and once exported you too will have trouble telling them apart. 2) If it's a mission you've already played before (assuming it is if you're trying to apply the respawn fix), go to your saved missions and delete the old "save" before launching the mission you work on. It prevents an "incompatible version" error from resulting. The error will prompt you to delete the prior saved mission, which it will do, but then the game locks up. You have to punch out with ctrl+alt+delete and restart the game before launching. 3) Warfare missions really need to be played with -nologs as a launch param. Warfare does A LOT (one-stop shop for a complete CTI scenario) but it also generates a lot of error messages, quite a few of which are looping errors that can slow the game as the log is generated. Tried and tested, works on my machine. I'm playing "When Diplomacy Fails" and "Mountain Warfare" with respawn again. --- Edit -- I don't have a dedi server, but kg333 who does found this out: 4) The mission folder name inside the .pbo apparently tells the client's engine which mission to load. For a dedi server, If you don't change the folder name before exporting to .pbo, the clients will end up loading the original mission with no respawn; so you will also want to change the name of the mission folder itself, example: from "MP_Superpowers.Chernarus" to "Another_Mission_Name.Chernarus". --- (Another) Edit -- 5) Many missions in the game will already have a custom Mission Init, usually to run custom configs. The respawn fix says to create a new Mission Init; however it was written for editor missions before the mission fix was found. If the mission already has a custom Mission Init, use the one already there (it will often be named "InitMission.sqf"). Don't create a new one. -
Go to file \Users\<<username>>\AppData\Local\ArmA2OA and open the Arma2OA.rpt file with a text editor (notepad or other). See if it reflects the same messages you're seeing. It sounds like the -showScriptErrors box you're seeing. Both are used in debugging missions; the black box shows when the error occurs, the rpt file logs them for review. In Steam, right-click Arrowhead and select "Properties" at the bottom. Click "Set Launch Options" button and see if you have -showScriptErrors listed there. If not, check the properties on your desktop icon(s).
-
Arma 2 OA Error When Attempting To Create LAN Game
opusfmspol replied to zeroip's topic in ARMA 2 & OA - TROUBLESHOOTING
My impression is that in your @DayZ addon, the dayz_code.pbo is bad. It's missing the description.sqf file. Deactivate your Dayz addon, and move your DayZ addon folder to some side folder. Try hosting a basic mission, see if it works. If it launches you know the .pbo is the problem. I believe the game engine scans all addons when you create a server, MP or LAN. I base this on every time I launch server I get these messages reported in the error log: File description.ext, line 2: '.respawn': Missing ';' at the end of line File description.ext, line 2: '.onLoadMission': Missing ';' at the end of line File description.ext, line 10: '.onLoadIntro': Missing ';' at the end of line Not a single one of them has to do with the mission I'm launching, and I just ignore them until the day comes I hit on one causing the report. Another possibility is the mission your launching calls for that file for whatever reason, and just isn't finding it. -
How to Fix Respawn Failure in Warfare2 Editor Missions
opusfmspol replied to opusfmspol's topic in ARMA 2 & OA - TROUBLESHOOTING
Couldn't reproduce on a clean map. MP mission setup, SP setup exported to MP missions, both worked as expected. 1) Mods? (Spectator mode?) 2) This maybe? http://forums.bistudio.com/showthread.php?81625-Revive-butterfly -
Found .RPT and getting strange bugs
opusfmspol replied to vincentz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The errors stemming from modules can be resolved by recreating the ca folder path in your mission file, placing the problem script there and fixing the problem line. i.e., for functions you would create file path ca\Modules\Functions in your mission and place the functions init.sqf script in the Functions folder, and fix the error line. http://forums.bistudio.com/showthread.php?168767-ARMA-2-OA-beta-build-112555-(1-63-build-release-not-backward-compatible)&p=2564086&viewfull=1#post2564086 It will handle a number of errors thrown from the modules files; the functions error, silvie error, alice error... but for some errors it doesn't work. I know it doesn't resolve the _handleGear error, that one comes from UI rather than Modules. I think the post mentioned a work-around for that by icomrade. -
ARMA 2: OA Beta build 125548 - Steam Mp Lobby (1.63 build, Steam only)
opusfmspol replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
These are the two DayZ changelog entries on 1.63: [96755] Changed: Isolated unofficial DayZ variants (like Lingor) into a separate mission type to prevent Arma server browser pollution. [95309] Changed: MP: Dayz servers are now visible if and only if the Dayz mod is active. It's odd, my server list is always overwhelmed with DayZ too, mostly epoch now, and I haven't had a DayZ mod active in almost a year. And I'm not seeing a new mission selection that I know of. Currently running 1.63.125548 and they're still there. I think a "filter out" option to complement the current "filter for" would be nice, but it's just my own two cents. -
COmmander mode and missions like when diplomacy fails.
opusfmspol replied to zacvader's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
The teams and squads config of Warfare are the source. They use the barracks, light and heavy configs as the source of units for the teams config, which itself is used by the squads config. The configs are used by the AI to build their squads. The missions can be extracted and placed in your mission folder. You array particular units you want to include for your squads in a script and add them into the factories using BIS_WF_AddUnitData, called from a custom Init_Common script. Then you modify copies of the teams and squads configs (which can be heavy work depending on what you're aiming at) and use the custom Init_Common to compile your custom configs. It's not easy. It's challenging. -
Help fixing Factory Script
opusfmspol replied to sargken's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In 1.63 nil variables are deleted (they used to be kept). Using _nul as suggested won't work unless _nul is also defined (else you'll get another undefined variable error). You should predefine _min_factory by its null type, objNull. Using null type, if it's being returned, any check on the return should use if IsNull/if !isNull rather than if isNil/if !isNil. From the 1.63 changelog: [97926] Changed: Scripting: When a global variable is assigned a nil value, it is now deleted (was kept with a nil value). -
Lag after few minutes of playing no matter what
opusfmspol replied to nikssims's topic in ARMA 2 & OA - GENERAL
The sound errors are common ones, and it seems clear looping errors aren't the culprit or your log would be filled with a lot more than the common sound errors. There has to be another cause but I don't know where it would lie. -
Change plane type for SOM airstrike
opusfmspol replied to AnimalMother92's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I would explore the requestSecOps.sqf as the first likely candidate for introducing custom to SOM. The description reads: File: requestSecOp.sqf Author: Joris-Jan van 't Land Description: Function allowing designers to request a specific SecOp to be started. The SecOp can be started immediately with high priority or wait for the next available opportunity. It is also possible to [b][u]pass along certain specific parameters[/u][/b] and [b][u]even[/u][/b] [b][u]to replace complete phase-scripts[/u][/b]. Parameter(s): _this select 0: name of the SecOp (String) _this select 1: is this a high-priority request? (Boolean) _this select 2: SOM main scope reference (Object) _this select 2: (optional) parameters (Array) _this select 3: (optional) phase-script paths (Array) EDIT: (Side comment): I found this stuff out debugging a Warfare mission. Turns out Warfare calls on SOM but never assigned and synched SOM to players, so when "mainscope" was called nothing was there. And when a SOM module in map was synchronized to the player, Warfare didn't wait for the SOM to initialize. I used a custom Warfare script to assign & synch a SOM to each player, wait for SOM init, and now SOM plays nice with Warfare. But to learn all this I had to go searching through the SOM scripts. --- Final Edit -- The solution was found and has been posted. http://forums.bistudio.com/showthread.php?73329-Secondary-Ops-Manager-Module-Discussion&p=2784950&viewfull=1#post2784950 http://forums.bistudio.com/showthread.php?73329-Secondary-Ops-Manager-Module-Discussion&p=2788974&viewfull=1#post2788974 Objects and Units created by SOM can be changed, and any of the phase scripts can be replaced with scripts in the mission folder. -
Change plane type for SOM airstrike
opusfmspol replied to AnimalMother92's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
From Post#5 here by DnA: http://forums.bistudio.com/showthread.php?73329-Secondary-Ops-Manager-Module-Discussion&p=1294555&viewfull=1#post1294555 my understanding is that you can create your own SOM missions, which I've never done, but in the SOM "secops" folder are 14 scripts providing template and you put your custom info where they say "//Your phase content goes here:". So you would copy the airstrike scripts over and change the aircraft types, use them as a custom SecOps mission. That's my understanding anyway, could be wrong. -
Arma 2 no servers showing up.
opusfmspol replied to dgruber's topic in ARMA 2 & OA - TROUBLESHOOTING
You'll note the panel still says "powered by GameSpy", and GameSpy is gone. Using the "Remote" button you can still connect to servers as long as you have the IP address. -
Lag after few minutes of playing no matter what
opusfmspol replied to nikssims's topic in ARMA 2 & OA - GENERAL
Replace -noLogs with -showScriptErrors. It will reactivate the error log and you'll have a black panel displaying errors on screen as they occur. Go to the Arma2OA error log and clear the report. Arma2OA.rpt can be found at C:\users\<username>\appdata\local\Arma2OA file. When you play the game again a new report will generate. Pay particular attention to errors displaying when the lag kicks in. It could be that some loop that kicks in on a certain event is spewing errors at an incredible rate. Then exit the mission and check the ArmaOA.rpt log to see if that's what the situation is. -
Lag after few minutes of playing no matter what
opusfmspol replied to nikssims's topic in ARMA 2 & OA - GENERAL
If using 1.63, are you running with -noLogs as a launch parameter? It turns off the error log, which piles up over time and drags on performance. It might help. -
[EDITING] Effects of Waypoints for one unit?
opusfmspol replied to pt92's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could use a trigger: - placed in the waypoint radius - grouped to one of the group units, and - set it to activate by "any group member" present. in the "OnAct." field have it: - query the unit in the trigger, and - pass that data to a script in a folder. Have the script run the effect on the unit who fired the trigger. -
Need help with objective completions.
opusfmspol replied to golfpro1286's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Correct, when "tskobj_3" gets broadcast. "2" objStatus "DONE"; tskobj_2 setTaskState "SUCCEEDED"; player setCurrentTask tskobj_3; tskobj_3 = true; [b][u]publicVariable "tskobj_3";[/u][/b] That underlined portion will fire the event handler code. Should work. -
Combined Operations Spawning PRoblem
opusfmspol replied to wucke13's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
1.63 uses stronger error detection and when it encounters the error it stops this particular problem script. 1.62 and earlier encountered the error but didn't stop the script. -
Combined Operations Spawning PRoblem
opusfmspol replied to wucke13's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Warfare has respawn failure in MP as well. There is a fix that can be applied for editor missions, but not the original missions. http://forums.bistudio.com/showthread.php?181276-Can-t-Respawn-On-When-Diplomacy-Fails -
create an array of random locations from a count and then spawn objects at each loc?
opusfmspol replied to jakkob4682's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just some quick observations glancing at it without testing; 1) [player,"NameCity"] should probably be [getpos player,"NameCity"] 2) _num is not defined 3) I think size (_loc) returns a number value, not an array that can be selected from (meaning _area is not an array for _size to select from) 4) You must have a functions module if calling a function (dunno if you do or not, but just saying), and 5) Is _area returning a valid value? Because things appear dependent upon it. -
How to : Multiple scripts within single .sqf
opusfmspol replied to burdy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It may have been because Nil is one of the commands. You would want to avoid using any command (i.e., like "time") as a variable because if the command occurs later it can affect the variable. https://community.bistudio.com/wiki/nil EDIT: Or, apparently, affect the command. -
Need help with objective completions.
opusfmspol replied to golfpro1286's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could lay down a new trigger with the event handler in it. Make it a full map trigger (no radius) and set to anybody present. As soon as the game starts the event handler will initialize. But if you have an init.sqf script, it would be a better place to put it. -
Need help with objective completions.
opusfmspol replied to golfpro1286's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Don't think it'll work. You need the event handler to initialize -before- the variable broadcasts. The way you have it the variable will broadcast before the event handler initializes. -
Trying to make a wreck have smoke and fire but only get smoke.
opusfmspol replied to golfpro1286's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Might try a test in editor with no addons. Also, you do know that rain has an effect as well? (I dunno if you're using weather or not.) -
Hackers shall always cast hatred upon BE.
-
I stand corrected and humbled. :) You might get in touch with BE support and see what they say. http://www.battleye.com/support.html My detections keep coming up with RDN/generic.dx!dd, a different name than W32/Mental which is odd since I also use McAfee. The one I get is a low risk and the full scan comes clean. EDIT: I put MP filter on "BattlEye Required: No" and only got 12 servers total. That's pretty limiting.