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Thread: COOP 20 Takistan Force (OA)

  1. #421
    Quote Originally Posted by Bon View Post
    Most easy to detect them would be having a commander to use the UAV. However, I am wondering if it would be best to drop this task for the next update - you are not the first one who reported being stuck on that task.

    Regarding to marking the weapons cache, well, there is no such mission task. If you mean marking the fuel dump you need to be within 25m to place the strobe properly.


    hf.
    Hey thanks a lot, I will be sure to switch over to commander. About the cache, I did mistaken it for the fuel dump mission at the time, and I forgot that we solved that problem before I typed it.
    "has anyone really been far even as decided to use even go want to do look more like?"-anon

  2. #422
    Gunnery Sergeant Phantom Six's Avatar
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    Hi, I'm wondering why if I pick "First Aid to..." for a certain player who's down, they always end up bleeding out from wounds and dying. If a player is down, do I just use the regular first aid or use first aid to? It seems like the AI have better luck reviving downed players sometimes.
    Phantom Mission Site Download my missions, view screenshots, and check out a step by step mission editing tutorial here - - - - - - - - - - - - - - - - Join CiA Coop Nights
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  3. #423
    Sometimes the "commander assets" disappears for the commander. I think it has to do with respawning. Is this a known issue?
    I can't recreate it but it happened when I airlifted the MHQ and got shot down.
    Last edited by cuel; Mar 31 2012 at 15:42.

  4. #424
    Im having a small issue with 1.07 code. When ever i look at something i have placed down in the editor i get lots of RPT spam. Base mission with no edits. I have checked it with your last build 1.06 and have no such problems. What has changed in 1.07 to cause this as the server RPT is going to get out of hand when 20 players are looking at all different objects and its just spaming the RPT like crazy.


    ACE co20 TFOR 1.07 Airfield North
    Code:
    WARNING: Function 'name' - TFOR_TERMINAL has no unit
     - network id 0:0
    WARNING: Function 'name' - f2a34800# 1167: ind_shed_02_ep1.p3d has no unit
     - network id 1:-1666988913
    WARNING: Function 'name' - ed7810c0# 438979: hmmwv.p3d has no unit
     - network id 0:0
    WARNING: Function 'name' - ed7810c0# 438979: hmmwv.p3d has no unit
     - network id 0:0
    WARNING: Function 'name' - ed298100# 438989: mtvr_fuel.p3d has no unit
     - network id 0:0

  5. #425
    Sergeant Major JuggernautOfWar's Avatar
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    Is there an ACE Isla Duala version floating around somewhere? I checked on the files page and didn't see one.
    Phenom II X4 955 45 nm OC 3.6 GHz
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  6. #426
    Gunnery Sergeant Bon's Avatar
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    Author of the Thread
    Quote Originally Posted by Cytreen View Post
    Im having a small issue with 1.07 code. When ever i look at something i have placed down in the editor i get lots of RPT spam. Base mission with no edits. I have checked it with your last build 1.06 and have no such problems. What has changed in 1.07 to cause this as the server RPT is going to get out of hand when 20 players are looking at all different objects and its just spaming the RPT like crazy.


    ACE co20 TFOR 1.07 Airfield North
    Code:
    WARNING: Function 'name' - TFOR_TERMINAL has no unit
     - network id 0:0
    WARNING: Function 'name' - f2a34800# 1167: ind_shed_02_ep1.p3d has no unit
     - network id 1:-1666988913
    WARNING: Function 'name' - ed7810c0# 438979: hmmwv.p3d has no unit
     - network id 0:0
    WARNING: Function 'name' - ed7810c0# 438979: hmmwv.p3d has no unit
     - network id 0:0
    WARNING: Function 'name' - ed298100# 438989: mtvr_fuel.p3d has no unit
     - network id 0:0
    Hi Cetreen,

    many thanks for the hint. I can confirm this issue and was able to narrow it down to the playertags - basically, moving an "is alive" check in the code fixed the problem.
    Just in case you want to fix it by yourself until I get to release it here is the edited bon_playertags\playertags.sqf:
    Spoiler:




    Quote Originally Posted by JuggernautOfWar View Post
    Is there an ACE Isla Duala version floating around somewhere? I checked on the files page and didn't see one.
    Hey JuggernautOfWar,

    I am currently spending the very small amount of free time I have to prepare v1.08. It does not come with a lot of changes, however, it will make switching to ACE easier, specifically, simply by uncommenting a line in two script files. I am going to put for each edition a corresponding ACE version to the download list. Can't say when exactly, as some more tests need to be done, though.



    hf.

  7. #427
    Any chance you can resolve the Supply Drop as i think the latest patch broke it as nothing comes up now in the list ?

    thanks

  8. #428
    Master Gunnery Sergeant Yokhanan's Avatar
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    Hi Bon, me and my friends I co-op with play TFOR for quite awhile now and are fans of your work. However, I was wondering if there is a way to have your IED stuff somehow capable of being replaced by Reezo's EOD mod? I like having to use the ACE mine detector and c4 (and on occasion APOBS, mwahahaha!) to get rid of IED's instead of walking up to a big car or something and using the scroll wheel and having it disappear. I contacted the author of MSO to try and see how he managed to get Reezo's EOD mod to "plug into" MSO if using it and see if I can attempt to get it working privately on TFOR to see if I can get it to actually work, but I wanted to also ask you directly if this is something you could maybe consider in the far future?

    In Loving Memory of my Uncle Mike. RIP 1-31-13
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  9. #429
    Gunnery Sergeant Bon's Avatar
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    Quote Originally Posted by psvialli View Post
    Any chance you can resolve the Supply Drop as i think the latest patch broke it as nothing comes up now in the list ?
    Hi psvialli,
    sorry but I can't reproduce. Tested with the current beta and all works fine for me.

    Quote Originally Posted by Yokhanan View Post
    Hi Bon, me and my friends I co-op with play TFOR for quite awhile now and are fans of your work. However, I was wondering if there is a way to have your IED stuff somehow capable of being replaced by Reezo's EOD mod? I like having to use the ACE mine detector and c4 (and on occasion APOBS, mwahahaha!) to get rid of IED's instead of walking up to a big car or something and using the scroll wheel and having it disappear. I contacted the author of MSO to try and see how he managed to get Reezo's EOD mod to "plug into" MSO if using it and see if I can attempt to get it working privately on TFOR to see if I can get it to actually work, but I wanted to also ask you directly if this is something you could maybe consider in the far future?
    Hi Yokhanan,
    to me, there is nothing that justifies an addon dependency in my work. Sorry. But in case you succeed with adding it to the mission by yourself, don't hesitate to share it with us or send me a howto so I can put it to the wiki of the TFOR project page.

  10. #430
    Hmmm not sure why , I have even tested on standalone with no other Mods running just in case but no joy ,
    results , can you have a look the example and let me know if it works for you if so it must be something on my PC !

    Example..

    http://www.4shared.com/rar/-Qam4f9i/...pDesert_E.html
    Last edited by psvialli; May 16 2012 at 11:10.

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