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Found 2 results

  1. I'm currently tring to set up a mission where a player activates an action witch activates a trigger that spawns units in a group. I have done the addAction and it looks like this: this addAction ["Spawn INF", {(_this select 0) setVariable ["GERinf", 2, true];}]; and the condition of the trigger: ((InfTrigGER getVariable ["GERinf", 0]) == 2) But i have trouble with spawning the units. So far i have done this: _group105=createGroup west; _unit2=_group105 createUnit ["fow_s_ger_heer_rifleman", getMarkerPos "GERinfspawn", [], 4, "FORM"]; I'm trying not to use an outside script and basicly only do it from the ingame init. If someone can help that would be awesome :)
  2. Hi! My team and I had been playing for a while with verifysignatures disabled on our server. I've decided to reenable signatures check on the server for various reasons but the server behaves strangely. I have no troubles connecting to it whatsoever but some of my friends are kicked out with the usual message stating that the addons are forbidden. Trouble is the error message tells them about mods that they do have but ARE NOT activated when they join the server (we've checked and double checked and there's the autoconfigure thingy in the launcher as a 3rd failsafe). All mods and keys on the server are up to date and we use steam workshop to keep our mods updated. Contrarily to other players in my team I've changed the !worshop mods directory's location to a different location from the default one which might be why I don not get the error message? I was also wondering if it was an issue brought by the latest updates of the game since we used to have signatures verification a while back and it worked fine at the time. For the moment I have disabled signatures on the server but I'd like to have them back. Has anybody experiences the same issue and found a solution? Is it a known issue?
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