Page 60 of 91 FirstFirst ... 105056575859606162636470 ... LastLast
Results 591 to 600 of 907

Thread: Insurgency

  1. #591
    Wow guys! Thank you so much for this help! JonBon's solution was the missing variable for this problem and now that this array has been expanded to 56 slots from the old 25 the problem has basically evaporated! Thank you for this solution!

    Now, I have a 2nd question. I am seeking to remove ALL bluforce vehicles from the mission so that I can spawn default vehicles that are always static. This is being done for balance purposes as well as making the bluforce stuff fit in our FOB. How do I properly remove all vehicles.

    Finally, is there a way to remove limitations on weapons? With these new 9 man squads, each squad now has 2 ARs and can theoretically carry 2 AT weapons because the teams are condensed. How do I remove these limitations? I have been messing with this issue for a long time but always return errors.

  2. #592
    I have been working on, and having problems with importing the Lingor units into Insurgency. I am trying to create a version of insurgency more suited to Lingor so I am aiming for DEA vs the Drug lords type scenario.
    The first thing I want to know, now that I am strating again from scratch is how to use the Lingor civilian units. Am I right in thinking that I can add another instance of this code for Lingor:
    Code:
     case "lingor": {
                    BIS_alice_mainscope setvariable ["trafficDistance",1000];
                    BIS_alice_mainscope setvariable ["spawnDistance",700];
                    BIS_alice_mainscope setVariable ["civilianCount","round (5 * (sqrt %1))"]; 
                    [] spawn compile preprocessFileLineNumbers "mip\ALICE2_houseEffects.sqf";
                    BIS_alice_mainscope setVariable ["townsFaction",["CIV_LGR","ibr_arl_faction"], true];
            };
    My current error I am facing I think is to do with me trying to change the enemy classes to that of the Lingor Island Drug Lord Army. When loading the mission I get this error:
    "Missing [" at line 152 of my common\functions.sqf
    I have an error in this code here:




    Code:
    if (_type == "count") then { _result = 0; } else { _result = []; }; 
    	{
    		if (typeOf _x in eastInfClasses && ( (alive _x && primaryWeapon _x != "") || !_alive ) ) then {
    			if (_type == "count") then { _result = _result + 1; } else { _result set [count _result, _x]; };
    		};
    	} forEach _arr2;
    Although I have resigned my self to the fact that I should start the edit from scratch now I was wondering if there was maybe something that I may have overlooked when defining the units. If, even with my basic ability, I can read the code right I would guess that it is struggling to call out what weapon to give to the East factions but I cant see any issues in my definitions.

  3. #593
    You should paste code snippets of everything that you've defined so far so that we can see what's missing. I suggest referring back to page 59 and the answers that I had received there as some of them pertain to your issue.

  4. #594
    Still wondering about this.

  5. #595
    Sorry for the late reply Helios. I have decided to start my edit again from scratch. I had edited far too much code to post it all here or have any idea where the error could of occured. A begginers mistake I am sure When I get round to editing it again I will start with one class at a time. I would like to know how to change the civilian faction that Alice uses though.

  6. #596
    Quote Originally Posted by iOGC_Aenigma View Post
    Sorry for the late reply Helios. I have decided to start my edit again from scratch. I had edited far too much code to post it all here or have any idea where the error could of occured. A begginers mistake I am sure When I get round to editing it again I will start with one class at a time. I would like to know how to change the civilian faction that Alice uses though.
    Post some code snips of everything that you've done so that I can see what you're missing and we can go over possible solutions

  7. #597
    Does someone still have access to N3ro Troy's version which contained AI recruiting? I dont think its on servers any longer

  8. #598
    Quote Originally Posted by smacker909 View Post
    Does someone still have access to N3ro Troy's version which contained AI recruiting? I dont think its on servers any longer
    I would also love to get hold of this version — actually any with AI recruiting on.

    Tried to add Bon's recruitment myself and failed!

  9. #599
    Quote Originally Posted by Mono View Post
    I would also love to get hold of this version — actually any with AI recruiting on.

    Tried to add Bon's recruitment myself and failed!
    I did try this one, which has AI recruiting, but I have trouble not killing warlord in order to interrogate

    http://forums.bistudio.com/showthrea...-Missions-pack

  10. #600
    Thanks very much I'll give that one a go also.

Page 60 of 91 FirstFirst ... 105056575859606162636470 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •