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Now I see that the EU3 is more tactical :) In this thread is all info I need to play on this server? :)

 

 

EDIT: I read the rules and HOW TO thread but so far didn't locat the mods I need to have. Would you mind to point me to it please? :)

 

I gues I found it :) Thanks and hope I see you in game :)

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Hello,

 

I just want to say love everything you have done with this, I am having a few issues with adding the ACE medical system and I cant quite figure it out. I am following all the ACE guides to the T. I then reload the PBO into my server but when I go to select the mission it fails and reverts back to a default mission. I then removed the ACE Medical Modules and the mission runs fine no problem. I am wondering if maybe I am wasting my time by trying to troubleshoot it, is the mission designed to have ACE? Is it Possible? If so I am at a loss and would love some expert help. 

 

V/R

Richard Crews

Leader of 2nd Infantry Division

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V2.85

Hummingbird fails to respawn

 

 

Hi all

 

I was wondering if anyone could firgure this one out. The humminbird fails to respawn on the default AW IA as well as our custom private server. Anyone else having this issue or know of a fix? 

 

 

B_Heli_Light_01_F

0 = [this,20,FALSE,QS_fnc_vSetup02] spawn QS_fnc_vMonitor

/*
@filename: fn_vMonitor.sqf
Credit: Tophe for earlier monitor script
Author:

	Quiksilver
	
Last modified:

	23/10/2014 ArmA 1.32
	
Description:

	Vehicle monitor. This code must be spawned, not called. Ex. 

______________________________________________________*/

if (!isServer) exitWith { /* GO AWAY PLAYER */ };

//======================================== CONFIG

private ["_v","_t","_d","_s","_i","_sd","_sp","_ti","_u"];

#define DIST_FROM_SPAWN 150

_v = _this select 0;												// vehicle
_d = _this select 1;												// spawn delay
_s = _this select 2;												// setup
_i = _this select 3;												// init

_t = typeOf _v;														// type
_sd = getDir _v;													// spawn direction
_sp = getPosATL _v;													// spawn position

sleep (5 + (random 5));

[_v] call _i;

//======================================== MONITOR LOOP

while {true} do {
	
	//======================================== IF DESTROYED
	
	if (!alive _v) then {
		if (({((_sp distance _x) < 1.5)} count (entities "AllVehicles")) < 1) then {
			_ti = time + _d;
			waitUntil {sleep 5; (_ti < time)};
			if (!isNull _v) then {deleteVehicle _v;}; sleep 0.1;
			_v = createVehicle [_t,[(random 1000),(random 1000),(10000 + (random 20000))],[],0,"NONE"]; sleep 0.1;
			waitUntil {!isNull _v}; sleep 0.1;
			_v setDir _sd; sleep 0.1;
			_v setPos [(_sp select 0),(_sp select 1),((_sp select 2)+0.1)]; sleep 0.1;
			[_v] call _i;
		};
	};
	
	sleep (5 + (random 5));
	
	//======================================== IF ABANDONED
	
	if ((_v distance _sp) > DIST_FROM_SPAWN) then {
		if (isMultiplayer) then {_u = playableUnits;} else {_u = switchableUnits;};
		if (({(_v distance _x) < PARAMS_VehicleRespawnDistance} count _u) < 1) then {
			if ((count (crew _v)) == 0) then {
				_v lock 2;
				_v allowDamage FALSE;
				_v setPos [(random 1000),(random 1000),(10000 + (random 20000))];
				_v enableSimulationGlobal FALSE;
				_v hideObjectGlobal TRUE;
				waitUntil {
					sleep (5 + (random 5)); 
					(({(_sp distance _x) < 1.5} count (entities "AllVehicles")) < 1)
				};
				_v enableSimulationGlobal TRUE;
				_v hideObjectGlobal FALSE;
				_v allowDamage TRUE;
				_v lock 0;
				_v setDir _sd; sleep 0.1;
				_v setPos _sp; sleep 0.1;
				_v setDamage 0; sleep 0.1;
				_v setVehicleAmmo 1; sleep 0.1;
				if ((fuel _v) < 0.95) then {[[_v,1],"setFuel",true,false] spawn BIS_fnc_MP;};
				if (isEngineOn _v) then {_v engineOn FALSE;}; sleep 0.1;
				if (isCollisionLightOn _v) then {_v setCollisionLight FALSE;}; sleep 0.1;
				if (isLightOn _v) then {_v setPilotLight FALSE;}; sleep 0.1;
			};
		};
	};
	sleep (20 + (random 20));
};

/*
@filename: fn_vSetup02.sqf
Author:

	???
	
Last modified:

	22/10/2014 ArmA 1.32 by Quiksilver
	
Description:

	Apply code to vehicle
	vSetup02 deals with code that is already applied where it should be.
_______________________________________________*/

//============================================= CONFIG

private ["_u","_t"];

_u = _this select 0;
_t = typeOf _u;

if (isNull _u) exitWith {};

//============================================= ARRAYS

_ghosthawk = ["B_Heli_Transport_01_camo_F","B_Heli_Transport_01_F"]; 			// ghosthawk
_strider = ["I_MRAP_03_F","I_MRAP_03_hmg_F","I_MRAP_03_gmg_F"];					// strider
_blackVehicles = ["B_Heli_Light_01_armed_F"];									// black skin
_wasp = ["B_Heli_Light_01_F","B_Heli_Light_01_armed_F"];						// MH-9
_orca = ["O_Heli_Light_02_unarmed_F"];											// Orca
_mobileArmory = ["B_Truck_01_ammo_F"];											// Mobile Armory
_noAmmoCargo = ["B_APC_Tracked_01_CRV_F","B_Truck_01_ammo_F"];					// Bobcat CRV
_slingHeli = ["I_Heli_Transport_02_F","B_Heli_Transport_01_camo_F","B_Heli_Transport_01_F"];											// sling capable
_slingable = ["B_Heli_Light_01_F"];												// slingable
_notSlingable = ["B_Heli_Light_01_armed_F", "B_Heli_Attack_01_F"];				// not slingable
_dropHeli = ["B_Heli_Transport_01_camo_F","B_Heli_Transport_01_F"]; 			// drop capable
_uav = ["B_UAV_02_CAS_F","B_UAV_02_F","B_UGV_01_F","B_UGV_01_rcws_F"];			// UAVs

//============================================= SORT
//===== Add to Zeus

{_x addCuratorEditableObjects [[_u],false];} count allCurators;

//===== Heli sling

if (_t in _slingHeli) then {
	_u setVariable ['sling_veh',TRUE,TRUE];
};
_u setVariable ["slingable",TRUE,TRUE];

//===== black camo

if (_t in _blackVehicles) then {
	for "_i" from 0 to 9 do {_u setObjectTextureGlobal [_i,"#(argb,8,8,3)color(0,0,0,0.6)"];};
};

//===== strider nato skin

if (_t in _strider) then {
	_u setObjectTextureGlobal [0,'\A3\soft_f_beta\mrap_03\data\mrap_03_ext_co.paa'];
	_u setObjectTextureGlobal [1,'\A3\data_f\vehicles\turret_co.paa']; 
};

//===== aaf skin

if(_t in _wasp) then {
	_u setObjectTextureGlobal [0,'A3\Air_F\Heli_Light_01\Data\skins\heli_light_01_ext_digital_co.paa'];
};

//===== aaf skin

if(_t in _orca) then {
	_u setObjectTextureGlobal [0,'A3\Air_F\Heli_Light_02\Data\heli_light_02_ext_indp_co.paa'];
};

//===== remove ammo cargo

if (PARAMS_VehicleAmmoCargo == 0) then {
	if (_t in _noAmmoCargo) then {
		_u setAmmoCargo 0;
	};
};

//===== Mobile VAS/Arsenal

if (_t in _mobileArmory) then {
	if (PARAMS_MobileArmory != 0) then {
		_u setVariable ["mobile_armory",TRUE,TRUE];
	};
	if (PARAMS_MobileArmory > 1) then {
		[_u] execVM "scripts\VAserver.sqf";
	};
};

//===== Airdrop

if (_t in _dropHeli) then {
	_u setVariable ["airdrop_veh",TRUE,TRUE];
};

//===== Ghosthawk specific, animated doors, and turret locking system

if (_t in _ghosthawk) then {
	_u setVariable ["turretL_locked",FALSE,TRUE];
	_u setVariable ["turretR_locked",FALSE,TRUE];
	[_u] execVM "scripts\vehicle\animate\ghosthawk.sqf";
};

//===== UAV respawn fixer

if (_t in _uav) then {
	{deleteVehicle _x;} count (crew _u);
	[_u] spawn {
		_u = _this select 0;
		sleep 2;
		createVehicleCrew _u;
	};
};



			
		

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Is it possible to add civilian planes for invade and annex to make them flyable for everyone on tanoa?!

Thanks

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I don't know if this has already been asked but, why can spotters, who are supposed to work side by side with snipers, not equip guile suits? Seems like an obvious mistake to restrict them from gear they should always have.

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Hi!

 

I am planning to host a linux port server with I&A and have 2 questions:

 

1. Am I allowed to use your missions and host them?

2. If 1. is answered with Yes - could you tell me which one is the last stable version for 1.54 and 1.58?

 

Thanks guys!

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We would like to host a modified version of your Invade and Annex mission on our small US based server.

 

The modification we would like to make would be to add asymetrical warefare in terms of adding small groups of both independent and opfor units that are respawnable.

 

To elaborate we would like to have 20 bluefor, 10 Independent and 5 Opfor slots with respawns. Thus creating an Asymetrical multiplayer experience while allowing for the traditional Invade an Annex style of gameplay.

 

If possible and allowed could you please point me to the section of the mission file I would need to add or modify to allow for Indepenent and Opfor respawns ..as well as limited vehicle respawns at those locations.

 

Thank you,

Rhino

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On 12/3/2016 at 9:07 AM, Rhino said:

We would like to host a modified version of your Invade and Annex mission on our small US based server.

 

The modification we would like to make would be to add asymetrical warefare in terms of adding small groups of both independent and opfor units that are respawnable.

 

To elaborate we would like to have 20 bluefor, 10 Independent and 5 Opfor slots with respawns. Thus creating an Asymetrical multiplayer experience while allowing for the traditional Invade an Annex style of gameplay.

 

If possible and allowed could you please point me to the section of the mission file I would need to add or modify to allow for Indepenent and Opfor respawns ..as well as limited vehicle respawns at those locations.

 

Thank you,

Rhino

Ive made some rudamentary progress on this...Ive been able to add east and guerrila units with the editor using the basic respawn features. Opfor (east units) can join the fight with the AI but the guerrila appear friendly to opfor and I need them to be friendly to no one. I can literally walk a guerilla players into a mission and be engaged. Searching hi and low digging through the files to find where setFriendly might be.

 

In fact I just noticed that when a guerilla faction player shoots an opfor the score is negative. They are clearnly displayed as friendly.

 

Any help in sorting this out would be appreciated.

 

Would this have any bearing on this issue? (from the description.ext)
   

 class MainEnemyFaction {
            title = "Main Enemy Faction (Not Working Yet)";
            values[] = {1,2,3,4,5,6,7};
            texts[] = {"CSAT","CSAT Tropic","AAF","ParaMillitary","Bandits","FIA Independent","FIA Opfor"};
            default = 2;
        };

        class SecondaryEnemyFaction {
            title = "Secondary Enemy Faction (Not Working Yet)";
            values[] = {1,2,3,4,5,6,7};
            texts[] = {"CSAT","CSAT Tropic","AAF","ParaMillitary","Bandits","FIA Independent","FIA Opfor"};
            default = 4;
        };

Solved. Found I could get the desired result by setting it in the mission editor.

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1 hour ago, retroz said:

How can I mod the code to enable mortar please.

In the initPlayerLocal.sqf file you can find the following code:

 

//------------------- Disable Arty Computer for all but FSG
enableEngineArtillery false;
if (player isKindOf "B_support_Mort_f") then {
    enableEngineArtillery true;
};

 

If you want everyone to be able to use the arty computer simply delete this piece of code.

 

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Great Mission, We love IA3 on our server. One question though. How do I enable Arty computer? It seems disable by default on the mission file.

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7 hours ago, Specleaf said:

Great Mission, We love IA3 on our server. One question though. How do I enable Arty computer? It seems disable by default on the mission file.

Like i replied 2 posts ago:

 

In the initPlayerLocal.sqf file you can find the following code:

 

//------------------- Disable Arty Computer for all but FSG
enableEngineArtillery false;
if (player isKindOf "B_support_Mort_f") then {
    enableEngineArtillery true;
};

 

If you want everyone to be able to use the arty computer simply delete this piece of code.

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