Jump to content

Search the Community

Showing results for '.raP'.


Didn't find what you were looking for? Try searching for:


More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter
  • Mercurious Brotherhood +2347063372861's +2347063372861>> I WANT TO JOIN OCCULT FOR MONEY RITUAL
  • 123betcasino01's Topics

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 472 results

  1. pierremgi

    mission opening error

    You sent a binarized file. So, no way to help you with it. You broke your mission.sqm attenting to delete extra lines for non-used addons. error seems to occur where .rap exists. do you have this string somewhere in your file?
  2. Well, when opened with notepad ++ the text is in a nice order. The error (line1:.EditorData: Undefined base class ") could probably be fixed when anyone understands what "Undefined base class" means. This is the first line in the mission.sqm: raP - version 5 EditorData P addons V A3_Modules_F_Multiplayer A3_Ui_F A3_Characters_F A3_Air_F_Heli_Light_01 A3_Air_F_Beta_Heli_Transport_01 A3_Air_F_Beta_Heli_Attack_01 A3_Drones_F_Air_F_Gamma_UAV_02 A3_Air_F_EPC_Plane_CAS_01 A3_Soft_F_Exp_MRAP_01 A3_Soft_F_Exp_Quadbike_01 A3_Soft_F_Exp_LSV_01 A3_Armor_F_Exp_APC_Wheeled_01 A3_Armor_F_Exp_MBT_01 A3_Modules_F_Effects A3_Structures_F_Mil_Cargo A3_Weapons_F_Ammoboxes A3_Supplies_F_Exp_Ammoboxes A3_Signs_F A3_Structures_F_Heli_Furniture A3_Structures_F_Civ_Camping A3_Structures_F_EPB_Furniture A3_Structures_F_EPA_Civ_Constructions A3_Structures_F_Items_Electronics A3_Modules_F_Supports A3_Static_F A3_Static_F_Mortar_01 A3_Static_F_AA_01 A3_Modules_F_Intel A3_Structures_F_Mil_Flags A3_Boat_F_Exp_Boat_Armed_01 A3_Props_F_Exp_A_Military_Equipment A3_Structures_F_Wrecks A3_Characters_F_Exp A3_Weapons_F_Pistols_Pistol_Heavy_02 JSRS_SOUNDMOD_ReloadingSounds A3_Weapons_F_Acc A3_Weapons_F A3_Weapons_F_Items cba_xeh A3_Modules_F_ObjectModifiers A3_Structures_F_Heli_Items_Electronics A3_Soft_F_Quadbike_01 A3_Armor_F_Gamma_MBT_02 A3_Soft_F_Exp_Truck_01 A3_Structures_F_EPA_Mil_Scrapyard A3_Supplies_F_Heli_CargoNets A3_Soft_F_Gamma_Truck_02 A3_Armor_F_Beta_APC_Tracked_02 A3_Armor_F_Beta_APC_Wheeled_02 A3_Air_F_Heli_Heli_Transport_03 A3_Characters_F_Common A3_Soft_F_Exp_Truck_03 A3_Soft_F_Exp_MRAP_02 A3_Modules_F_Curator_Flares A3_Boat_F_EPC_Submarine_01 A3_Modules_F_Events A3_Weapons_F_Mark_LongRangeRifles_DMR_04 A3_Weapons_F_Mark_Acc A3_Weapons_F_Mark A3_Weapons_F_Exp A3_Characters_F_Exp_Headgear A3_Weapons_F_Explosives A3_Air_F_Beta_Heli_Attack_02 A3_Structures_F_EPB_Items_Vessels A3_Structures_F_Items_Vessels A3_Structures_F_EPC_Civ_Garbage A3_Structures_F_Argo A3_Structures_F_Civ_Market A3_Structures_F_Heli_Civ_Constructions A3_Soft_F_Offroad_01 feint_shark A3_Boat_F_Exp_Boat_Transport_02 A3_Characters_F_Exp_Civil A3_Weapons_F_Mark_LongRangeRifles_DMR_05 A3_Soft_F_Exp_Offroad_02 A3_Structures_F_Furniture A3_Structures_F_Civ_InfoBoards A3_Weapons_F_Rifles_SDAR A3_Weapons_F_Rifles_MX A3_Characters_F_Exp_Vests A3_Modules_F A3_Air_F_Exp_VTOL_01 KA_G11 Calico_M950 A3_Weapons_F_Rifles_MX_Black panda_mod AddonsMetaData m The error refers to the red highlighted term. The blue highlighted terms are the two weapons that are showing up as deleted content.
  3. JSON/BSON is an excellent analogy for raPification. The docmentation states "raP encoding applies to any humanly readable text file in OFP that contains class statements.". So while it is true that raPification doesn't apply to SQF files specifically, it is not because it contains SQF contains logic or satements. Both raP and BSON are forms of serialization. I don't understand exactly what you're asking. Yes, the Zend Engine is a virtual machine. The Zend Engine however is not the classical PHP interpreter which is not a virtual machine(more or less, like I said this has changed relatively recently). The article you linked specfically talks about features from Zend the classical php interpreter will borrow.
  4. vilas

    Music Recommendations

    funny anti-pop :D Behemoth rulez, apo pantos kakoidemonaz http://www.youtube.com/watch?v=JN-2s9aPtQg&feature=related Jam, beautifull letter to mother in blues music form http://www.youtube.com/watch?v=25GcFQMKFRE Vader rules http://www.youtube.com/watch?v=d51S8BxvSeA&feature=related http://www.youtube.com/watch?v=wrQ4nncRoYo Hunter rulez "you've got mothers, widows, you've got medal instead of head suck your petro-dollar till your blood, let the demon laugh and there is a time that Hades flow and nothing helps when you'll mix blood of innocent people with oil, a lot of sheeps lead to nothing by the petro-god and there is a time that Hades flow and nothing helps when you'll mix blood of innocent people with oil" evil is evil no matter from what side, those last wars have no one bright side and other dark, and this is song about it, about greed of rich, who push poor to fight (as SOAD "why they always send the poor") ___ by the way i hate gangsta rap, i cannot imagine that someone who sings about criminal acts is not treated like shit ? for every criminal (who steal, harm people) place is in prison or in grave instead of gangsta rap i would like to hear police rap about killing burglars :D
  5. USMCLuke

    Warfare Proton Mods

    There aren't MLRS in the US Marine Corps inventory. So you don't have to include it. It is capable of striking the entire area of Chernarus in theory, however the current units only fire a short range and then the rounds explode mid-air. The M119A1 105mm Howitzer only has an effective range of 14km (max charge) on a standard round. If it is using RAP (Rocket Assisted Projectile) rounds, it is roughly 19.5km. However, I can attest to the fact that RAP rounds make a very distinctive sound overhead as the rocket fires, and the rounds in the game definitely are not RAP rounds, therefore you can limit their range based on an assumption they are firing standard HE. I agree with having the two bases separated by the best possible distance. This goes back to my perm. base idea.
  6. So if I make a mission with - for example - the ASR AI mod, something gets written to the mission .sqm file that then requires that addon to be present, even when that addon has no objects in the mission? (Same for the ACE mod.) Why oh why oh why. So if I disable the ASR AI mod I cannot use or edit the mission. That's it. All I can do is make the exact same mission again, but without that mod active. Even though it has no objects in the mission. Manually editing the reference out seems to just screw up the mission in a different way. ".rap encountered instead of =". Tell me it isn't so.
  7. BattleChief

    Ravage

    So, I got an issue...anyone know how to fix my mission.sqm file error? here's what I get when I try to start it : File Missions\Ravage%23Altis.Altis\mission.sqm, line 0, '.raP': '' encountered instead of a '='
  8. Hey im having some problems with compiling my map its been a while since i have done this and forget what to do and cant seem to find the answer error: class santry_BigFallenBranches_pine: DefaultClutter In File santry\cfgclutter.h: Line 3 rap: missing inheritence class(es) rapify failed. View->output (santry) clutter: https://pastebin.com/57A5cbPn
  9. hey all, I've been trying to rap my head around all of this stuff and have a script work in a sense but whenever I get to downloading the actual mod I get errors like this for all mods ERROR! Download item 123modid123 failed (Failure) using steam cmd
  10. Larrow

    MP script issues

    No need to name them as initPlayerLocal gets passed the players unit in its params //initPlayerLocal.sqf params[ "_player", "_didJIP" ]; Then use _player to refer to the unit Yes it will suffer from the same problem. Just rap it all in a if ( isServer ) check so that only the server adds the cargo globally at mission start.
  11. Rapify.exe Version 1.73, Dll 3.99 1111.txt In File C:\Users\xxx\Desktop\1111.txt: Line 33 rap: missing inheritence class(es) //forcing arma raP class CfgPatches { class Pachi_rhm4replace { units[] = {}; weapons[] = {M16A2}; requiredVersion = 1.04; requiredAddons[] = {"CAweapons", "RH_M4", "CAWeapons_E"}; }; }; class CfgWeapons { class M16A2; // External class reference class M16A4 : M16A2 { model = "\RH_m4\RH_m16a4aim.p3d"; picture = "\RH_m4\inv\m16a4aim.paa"; }; class m16a4_acg : m16a4 { model = "\RH_m4\RH_m16a4acog.p3d"; picture = "\RH_m4\inv\m16a4acog.paa"; }; class M16A4_GL : m16a4 { model = "\RH_m4\RH_M16A4glaim.p3d"; picture = "\RH_m4\inv\m16a4glaim.paa"; }; class M16A4_ACG_GL : M16A4_GL { model = "\RH_m4\RH_m16a4glacog.p3d"; picture = "\RH_m4\inv\m16a4glacog.paa"; }; class M4A1 : M16_base {
  12. Hello everyone, I present to you the USAF TACP (Tactical Air Control Party) Assets. "WE CONTROL VIOLENCE" This pack enhances the targeting systems of the UAVs, UGVs and M-RAP. Tailored for the needs of JTACs, JFOs and FAC(A)s. http://imgur.com/cETLray,04hzG0f,izCT1wv,Q41QKwF,ow01uNb#0 Features: - New Turret UI. - Mounted Laser Designator. - Added White Phosphorus Rounds in the GMG version, to mark targets. - Added more inventory items more suitable for FAC roles. Download Link: USAF TACP Assets v2.0 Patchwork's Review: Authors: - geraldbolso1899 (aka Kimi) (config) - PatchworkHD (textures) (Check Patchwork's Youtube Channel) Changelog: Credits and Thanks: - PatchworkHD for the awesome textures. - TheSystematicPsycho for the "Laser On" marker. Enjoy! END USER LICENCE AGREEMENT: DISCLAIMER You are permitted to install and use this software for personal entertainment purposes only. You may not use this add-on (nor any of its parts) in any other add-on or mod (not even partially) nor redistribute or mirror it without geraldbolso1899's prior permission and agreement. :cool:
  13. wane im am trying to load the map in editor it says something like this  found b insteed of { Help! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMusic {   tracks[]={ SwCantina Band,Falcon,SwMarch,Sw rap,Wired al catlina,myname is dhaetvade,Battel,Light,main teame};   class SwCantina Band   {     name="SwCantina Band";     sound[]={"\music\StarWars - Cantina Band.ogg",db+70,1.0};   };   class Falcon   {     name="Falcon";     sound[]={"\music\Disc 2. 02 - The Millennium Falcon & Imperial Cruiser Pursuit.ogg",db+60,1.0};   };   class SwMarch   {     name="SwMarch";     sound[]={"\music\05 The Imperial March - Darth Vaders Theme.ogg",db+70,1.0};   };   class Sw rap   {     name="Sw rap";     sound[]={"\music\Weird Al Yankovick - Star Wars Gangsta Rap (Yoda Mix).ogg",db+60,1.0};   };   class Wired al catlina   {     name="Wired al catlina";     sound[]={"\music\Weird Al - Star wars cantina.ogg",db+70,1.0};   };   class myname is dhaetvade   {     name="myname is dhaetvade";     sound[]={"\music\Wierd Al Yankovic- Star Wars - My Name Is Darth Vader.ogg",db+60,1.0};   };   class Battel   {     name="balttel";     sound[]={"\music\[Movie Themes] - Star Wars - Battle Theme.ogg",db+65,1.0};   };   class Light   {     name="light";     sound[]={"\music\THEME - The light of the Force Star wars.ogg",db+60,1.0};   };   class main teame   {     name="main teame";     sound[]={"\music\john williams - star wars main theme.ogg",db+65,1.0};   }; };
  14. Ex-RoNiN

    Celebrities you would like to shoot

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (advocatexxx @ May 09 2002,21:22)</td></tr><tr><td id="QUOTE">bullshit. i know what rap is. I remember going to high school where everyone listened to Wu Tang Clan at the time, including all my frineds. I was under such pressure that I bougth their album and ended up walking around streets listening to method man. And it did have effect on me. Â Teens go through a period of confusion and uncertaintity. Â They are easily swayed into anything. Â I too wanted to be hardcore mad looking guy, dressed in ghetto clothes, and anyone that would look at my differently i wanted to fuck up. Â Sure I was in rage. Â That's all they talk about in those songs, messin him up for this, shooting him for that. Â All negative issues. So don't give me shit about me not knowing what rap is and how it affects people okay ? Â I too once laughed at those who insulted rap. Â I said "You ain't got no idea about what that shit it. Â Iz all about rhymes yo. Â These niggas can rhyme shit that would make you think for hourz, aiight ?" Â I've been there for years. Â I hung out in the ghetto neighborhood of my friends here in NYC many many times. Don't lecture me about this ok ? Â I know how vulnerable kids between 14-20 are to music. Â They want to be just like their friends and that's the biggest problem. Â Friends are not always "good boys" either. Listening to curses, violent language and topics can easily affect your brain if you listen to it on a daily basis.<span id='postcolor'> Absolute rubbish, mate. I have been listening to old school gangsta rap since the age of 12, stuff like NWA, Westside Connection, Wu Tang, and all that really hardcore stuff. I am 21 now and I am a rather succusful uni (college for u i guess) student, still listening to it, still not one murder committed. Don't tell me about rap effects on kids, 'cos I'm perfectly normal. Don't say I'm the minority, every single kid I know here (here=Europe) that has been listening to this sort of music is absolutely fine.
  15. I tried to read as much as I can to get the WLTanoa working but not having much luck. I copied all the content from the pbo file into the steam/missions folder but when i open ARMA 3 and choose Scenerios I get an error: File Missions/WLT/mission.sqm, line 0:raP': '(0)' encountered instead of '=' Do I still need to look into installing the sneak peak preview version since APEX is already live?
  16. Larrow

    Parachute - Ammobox

    When creating a trigger in the editor each machine in the game( server, clients) when loading the map will create their own copy of this trigger so each will run the code when the condition is met. Just rap the code in a isServer check so only the severs trigger spawns the crate.
  17. PELHAM

    How do I rapify???

    OK just to check you have this done correctly. Open eliteness and find the mission.sqm in the domination folder. Right click and rapify - it will ask where to save the rapified copy. DeRapified looks like this in notepad (52kb): version=11; class Mission { addOns[]= { "CA_Modules_ARTY", "camisc3", "takistan", "cacharacters_e", "CAAir_E_UH60M", "caair_e_ch_47f", "CAWheeled_E_stryker", "CAWheeled_E", "camisc_e_wf", "camisc_e", "CAAir_E_AH6J", "CAAir_E_UH1H_EP1", "ca_modules_functions" Rapified looks like this and has raP at the start of the file(not sure it will look the same here due to all the odd characters) 32kb raP ÕŠversion Mission Z Intro È OutroWin …‰ OutroLoose -ŠÕŠaddOns CA_Modules_ARTY camisc3 takistan cacharacters_e CAAir_E_UH60M caair_e_ch_47f CAWheeled_E_stryker CAWheeled_E camisc_e_wf camisc_e CAAir_E_AH6J CAAir_E_UH1H_EP1 ca_modules_functions addOnsAuto cacharacters_e CA_Modules_ARTY ca_modules_functions caair_e_ch_47f CAAir_E_UH1H_EP1 CAAir_E_UH60M DeRapify puts a readable version in the elitness window. I usually copy and paste it (version11 onwards) into a blank mission.sqm
  18. In rough terms when talking about configs, config.bin is what arma will make your config.cpp into at run time. Pre-creating the bin allows for faster loading times and I consider it good practice if you release stuff publicly and takes no time at all compared to all the other things you do. If you use Eliteness it takes about 5 seconds to raP-ify your config, including the select-where-to-save-your-file-dialog :) But let's stay on topic and happily await Rioukens' return :)
  19. ahmedslimkw

    (SOLVED) How to configure cfgFaces

    Hello, Do you mean this? raP B StageTI H ambient diffuse ffæ>= ×>ÃÌÌ> forcedDiffuse ÃÃŒL>ÃÌÌ>ÃÌÌ>ÃÌÌ=emmisive ÃÃŒL?š™™>ff&?333?specular ? ? ? specularPower PixelShaderID Skin VertexShaderID Skin Stage1 Stage2 9 Stage3 ã Stage4 › Stage5 J Stage6 B texture a3\characters_f\heads\data\m_ti_ca.paa texture a3\characters_f\heads\data\m_white_04_nohq.paa uvSource tex uvTransform Þ 9 aside up dir pos 9 texture #(argb,8,8,3)color(0,0,0,0,MC) uvSource tex uvTransform ˆ ã aside up dir pos ã texture a3\characters_f\heads\data\m_white_04_co.paa uvSource tex uvTransform @ › aside up dir pos › texture a3\characters_f\heads\data\m_as.paa uvSource tex uvTransform ï J aside up dir pos J texture a3\characters_f\heads\data\m_white_04_smdi.paa uvSource tex uvTransform © aside up dir pos texture #(ai,64,64,1)fresnel(0.5,0.3) uvSource none B I get a error every time i open any RVMAT editor. So i think you may be referencing this? Thanks!
  20. 11-05-2016 Size: ~1.5 MB TOOLS: Work Drive Added: Registration of the version number at the end of the unrap process (AddonFolder\rap.txt) Added: Detection of standalone PBOs Changed: The decision to update or skip a PBO is now made upon its version number (among other things) Fixed: Some PBOs were extracted to the wrong path. They are now correctly extracted, according to their prefix. BankRev Added: A new startup parameter -prefix to extract the data to Destination\Prefix\Data instead of Destination\PBOName\Data Arma 3 Tools Launcher Added: Extended support for WorkDrive Changed: Cleaned project drive management Fixed: The option to mount P drive on startup was fired even when the project drive was already mounted Tweaked: Various labels were updated Removed: Option to change the default log folder Removed: About box Steam configuration Changed: Incremented version to reflect the current stage (0.983.3)NOTES: More information about the update of Work Drive can be found here.
  21. Base Burn/Bleed rounds use a non-propelling rocket motor in the back to create an area of high pressure around the back end of the shell. This reduces drag (effectively it gives it a really nice boat-tail in terms of air flow) quite a lot, increasing range. Compared to a RAP (Rocket Assisted Projectile) round they are much more accurate, as there is no additional propulsion (RAP rounds ignite a propelling rocket motor mid flight that gives it a boost in speed) to exaggerate or introduce new variations in the trajectory. Right now the BB effect is done via a light source and a particleSource attached to the round as it leaves.
  22. Well. I don't think you're "an ugly baguette". It's just the idea that I personnaly find dumb. And yes you are free to do wathever you want. For the solution, I think you can get the state of the game with a server sided extension. Don't forget to Rap the mission then it's more difficult to edit.
  23. Hello everyone. First at all, I'm trying to get my campaign to work. I wanted to group it together and give it to the testers before I add other missions. I got it all setup beautifully, but then... Some very bad error popped up when I tried to launch the campaign. It says it's error with mission.sqm of my first mission: It says raP B· encountered instead of "-" (The mission opens propely in Eden) Here's my description EXT, what could be wrong? class Campaign { name = "Unleashed Hell Season 2"; firstBattle = Mission; disableMP = 1; enableHub = 1; briefingName = "Unleashed Hell Season 2"; author = "Goro"; overviewPicture = "\campaigns\S02\picture.jpg"; overviewText = "Campaign made by Goro. Unleashed Hell Season 2 is campaign about zombies, survival and sacrifice."; class MissionDefault { lives = -1; lost = ; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; }; class Mission { name = "INTRO"; cutscene = ; firstMission = S02E00; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; lost = ; class S02E00: MissionDefault { end1 = S02E01; lost = S02E00; template = S02E00.Stratis; }; class S01E01: MissionDefault { end1 = S02E02; lost = S02E01; template = S02E01.Stratis; }; class S02E02: MissionDefault { end1 = S02E03; lost = S02E02; template = S02E02.Stratis; }; class S02E03: MissionDefault { end1 = S02E04; lost = S02E03; template = S02E03.Stratis; }; class S01E04: MissionDefault { end1 = S02E05; lost = S02E04; template = S02E04.Stratis; }; class S01E05: MissionDefault { end1 = S02E05; lost = S02E05; template = S02E05.Stratis; }; }; };
  24. Hi devs! I have a big problem with eden editor. I just import my missions.sqm in eden editor (it works fine) But when I build a campaign.pbo (same build as old mission.sqm), I have always the same crash: NavySeals_Chapter1/Campaigns/missions/NS_01.Stratis/mission.sqm, line 0: '.raP': 'â–¡' encountered instead of '=' I precise their missions works fine in a scenary mission (eden) or campaign (if I keep old mission.sqm) Can you help me? Do I have to change my description.ext or others?
  25. Not sure I can provide more insight, but I'll add what I've seen... The Enemy AI will indeed use grenades, launchers, and 40mm grenades. It seems to be somewhat random, based on some BIS formula/system. Not sure if it applies to vanilla units or all. We always go for the Grenadier first if ambushing, because he often opens up with a barrage if not dealt with first. There also seems to be a morale system in play as well. The Enemy AI will act differently based on several factors. I could be wrong. The more you retreat or get outnumbered and pinned down, the more aggressive they seem to be. And vice versa. They also seem to use throwable grenades more in urban/close environments for obvious reasons. We have noticed this alot while watching battles play out in our death cam waiting to Spawn a new game. And a great game we had last year... The two of us were sneaking into enemy territory when we were spotted by a patrol, only to engage in a small firefight. But little did we know word got out (over Radio?). We moved into a small abandoned rock-walled house nearby to re-qroup and reassess the situation. Then we heard footsteps around the house.... We waited... My friend was watching with his gun on the front door and I was checking all windows to see what I could. Someone was lurking around checking out the House, and then soon left.... Several tense minutes had passed... Nothing. All quiet. Looks clear... Still checking and moving from window to window. Then I noticed a long ways away, movement. Didn't look right. Not a CIV. Grabbed the Binoculars.... Yup, enemy! Saw a single CSAT soldier jogging across a field. He was about 600m away. Maybe more. Far enough that I couldn't make out detail without the Binoculars... He had a Tube! So he stops in the middle of this field, a long ways out. And gets out his Rocket Launcher. Points it at the house. All while I'm watching.... Keep in mind, about ten long minutes had passed at this point since that firefight. All was dead quiet. Then it happened... Puff of smoke.... Before I could finish yelling - GET OUT!!! I saw that warhead scream across those fields, and right into my window. KABOOM! Game Over. It sucked to get beat by the Enemy AI. But it was awesome, to see the AI actually play out that way. Realistic. Instead of simple gun to gun battles, when we were dug-in, they actually foresaw to get a Launcher out, way out in the field and just put that Rocket in through the window. Right in the face! Wow! It was great. Amazing. So they will indeed use Rockets, Grenades, and the Underbarrel when they see fit. Just may not seem too obvious sometimes. The AI gets a bad rap a times, often justified, but other times, ...it is absolutely fantastic.
×