Page 65 of 91 FirstFirst ... 155561626364656667686975 ... LastLast
Results 641 to 650 of 907

Thread: Insurgency

  1. #641
    Quote Originally Posted by kiberkiller View Post
    I edited the latest version of Insurgency:
    http://www.mediafire.com/?b7i25eqb2f1i1lq

    +Added AI Recruitment using AI Recruitment script by Bon_Inf
    +Added option to chose maximum amount of AIs in a group
    *Made a new, simple loading screen (because the old one was, frankly, sub par).
    I have had a few issues with this version:

    1. Medic's can't seem to heal you. They attempt and you can start moving but immediately fall back over as if they haven't healed you. Tried this a couple of times through 2 different sessions and same all the time.

    2. Can't respawn back with your group which is a bit annoying. This isn't too bad though as you can grab a vehicle and get back to the group if they aren't dead by then but still. Would be nice to be able to respawn with them as per coop play.

    Update: Aug 8 11:35pm EST:

    3. If you take control of the Heli and then return you lose your AI recruits. I remember having this bug in the version I created and wasn't able to determine why. Because of this you cannot use the heli at all.
    Last edited by Delta99; Aug 9 2012 at 03:42.

  2. #642
    Private First Class
    Join Date
    Aug 9 2012
    Location
    San Diego County, US
    Posts
    12
    Quote Originally Posted by GR7 View Post
    I have been trying to convert the Takistan insurgency mission to be Russians versus Insurgents, I am running into a lot of problems adding them in instead of Blufor though. Is there already a Russian version out there? Or does anyone have any tips for converting the code? The insurgents being on OpFor seem to be throwing me for a loop. Thanks for any help, back to messing around in scripts for me.
    I've been working on a version of Zargabad Insurgency using Vilas' Project '85 units and came across an easy work around while searching this board. I'm not sure what thread I found it in though.

    Essentially you can group units to the faction you want them to appear as (ex. OPFOR tethered to BLUFOR), set that units rank higher so they'll take command and set them to be unplayable with 0% probability of presence.
    Last edited by Fadi; Aug 9 2012 at 01:10. Reason: poor wording

  3. #643
    Quote Originally Posted by Delta99 View Post
    I have had a few issues with this version:

    1. Medic's can't seem to heal you. They attempt and you can start moving but immediately fall back over as if they haven't healed you. Tried this a couple of times through 2 different sessions and same all the time.

    2. Can't respawn back with your group which is a bit annoying. This isn't too bad though as you can grab a vehicle and get back to the group if they aren't dead by then but still. Would be nice to be able to respawn with them as per coop play.

    Update: Aug 8 11:35pm EST:

    3. If you take control of the Heli and then return you lose your AI recruits. I remember having this bug in the version I created and wasn't able to determine why. Because of this you cannot use the heli at all.
    I'm sorry but I know pretty much nothing about ARMA programming so I can't fix any of those issues. All I did was to implement an already made script into the mission.

  4. #644
    Quote Originally Posted by kiberkiller View Post
    I'm sorry but I know pretty much nothing about ARMA programming so I can't fix any of those issues. All I did was to implement an already made script into the mission.
    Yeah, I'm hoping the maintainers of Insurgency put something like this in as an optional component. I know there was code in there at one point to support this but it was never enabled or taken out in the early days if I am not mistaken.

    Is there a place we can/should go to make such a request?

  5. #645
    Here's some footage from our Insurgency on Fallujah. Give you an idea of the mission on another map.

    Head Admin of Reality Gaming
    Mature Tactical ARMA 2 Community
    www.realitygamer.org


  6. #646
    @the mission authors: could you add a script to remove crashed helos quickly, as they seem to be the source of the dreaded 'flame bug'? This bug seems to be worse than ever, playing last night we could literally not see the entire western part of the map because of one crashed, constantly burning helo.
    "Gentlemen, you can't fight in here... this is the War Room!"

    "Always remember, opinions are like assholes...everybody's got one." - D. Devito

  7. #647
    Hello, I am having an issue running ACE Insurgency 1.50 on my server. The vehicles do not spawn correctly at the HQ, and the loadout option does not appear in the menu (not sure if it is meant to be this way)

    The servers .rpt has a handful of errors, and enabling script errors in-game shows the same thing continuously. It is as follows.

    Code:
    2012/08/26, 10:09:44 Error in expression <humv11>
    2012/08/26, 10:09:44   Error position: <humv11>
    2012/08/26, 10:09:44   Error Undefined variable in expression: humv11
    2012/08/26, 10:09:45 Error in expression <effectcreate ["colorcorrections",1549];
    _ppEffect ppEffectEnable true;>
    2012/08/26, 10:09:45   Error position: <_ppEffect ppEffectEnable true;>
    2012/08/26, 10:09:45   Error Undefined variable in expression: _ppeffect
    2012/08/26, 10:09:45 Error in expression <500];
    _color = [_R,_G,_B,_intensity];
    
    
    _ppEffect ppEffectAdjust [
    1,
    1,
    -0.002->
    2012/08/26, 10:09:45   Error position: <_ppEffect ppEffectAdjust [
    1,
    1,
    -0.002->
    2012/08/26, 10:09:45   Error Undefined variable in expression: _ppeffect
    2012/08/26, 10:09:56 Error in expression <humv12>
    2012/08/26, 10:09:56   Error position: <humv12>
    2012/08/26, 10:09:56   Error Undefined variable in expression: humv12
    2012/08/26, 10:09:56 Error in expression <humv13>
    2012/08/26, 10:09:56   Error position: <humv13>
    2012/08/26, 10:09:56   Error Undefined variable in expression: humv13
    2012/08/26, 10:09:56 Error in expression <humv14>
    2012/08/26, 10:09:56   Error position: <humv14>
    2012/08/26, 10:09:56   Error Undefined variable in expression: humv14
    2012/08/26, 10:09:56 Error in expression <atv11>
    2012/08/26, 10:09:56   Error position: <atv11>
    2012/08/26, 10:09:56   Error Undefined variable in expression: atv11
    2012/08/26, 10:09:56 Error in expression <atv12>
    2012/08/26, 10:09:56   Error position: <atv12>
    2012/08/26, 10:09:56   Error Undefined variable in expression: atv12
    2012/08/26, 10:09:56 Error in expression <atv13>
    2012/08/26, 10:09:56   Error position: <atv13>
    2012/08/26, 10:09:56   Error Undefined variable in expression: atv13
    2012/08/26, 10:09:56 Error in expression <atv14>
    2012/08/26, 10:09:56   Error position: <atv14>
    2012/08/26, 10:09:56   Error Undefined variable in expression: atv14
    2012/08/26, 10:09:56 Error in expression <heli>
    2012/08/26, 10:09:56   Error position: <heli>
    2012/08/26, 10:09:56   Error Undefined variable in expression: heli
    These errors seem to point to the "defines.sqf" in the /common folder in the .pbo. I am trying to diagnose what is actually happening here and having a bit of an issue..this is the part of "defines.sqf" that I think is involved:

    Code:
    #define westVehicles 		[humv11,humv12,humv13,humv14,humv15,humv16,atv11,atv12,atv13,atv14,atv15,heli,MHQ]
    #define westVehicleStrings	["humv11","humv12","humv13","humv14","humv15","humv16","atv11","atv12","atv13","atv14","atv15","heli","MHQ"]
    We really love Insurgency and would like to use ACE in conjunction with it, so help would be much appreciated!


    EDIT: Looked on some other servers which have..lets just say a strange setup of vehicles. They work fine. Loaded some unarmed and different vehicles on my server and it would seem that the defines script is referring to some of the vehicles with the wrong names. Further down the defines.sqf, I found this:

    Code:
    #define HELITYPE         (\
    if(INS_AdvanceType == 1)then{"ACE_MH6"}else{\
    if(INS_AdvanceType == 2)then{"UH1Y"}else{\
    if(INS_AdvanceType == 3)then{"CH_47F_EP1"}else{\
    if(INS_AdvanceType == 4)then{"BAF_Merlin_HC3_D"}else{\
    if(INS_AdvanceType == 5)then{"AW159_Lynx_BAF"}else{\
    if(INS_AdvanceType == 6)then{"MV22"}else{\
    "ACE_UH60M"}}}}}})
    
    	#define PILOTTYPE          "US_Soldier_Pilot_EP1"
    	
    	#define CAR1TYPE         (\
    if(INS_CarType1 == 1)then{"HMMWV_M1151_M2_DES_EP1"}else{\
    if(INS_CarType1 == 2)then{"BAF_Jackal2_GMG_D"}else{\
    if(INS_CarType1 == 3)then{"BAF_Jackal2_L2A1_D"}else{\
    if(INS_CarType1 == 4)then{"ACE_HMMWV_M2_USARMY"}else{\
    if(INS_CarType1 == 5)then{"LandRover_Special_CZ_EP1"}else{\
    if(INS_CarType1 == 6)then{"BAF_Offroad_D"}else{\
    if(INS_CarType1 == 7)then{"ArmoredSUV_PMC"}else{\
    if(INS_CarType1 == 8)then{"SUV_PMC"}else{\
    "SUV_PMC_BAF"}}}}}}}})
    I've not included the whole thing, but this indicates that some of the vehicles here have the wrong names. I've checked alongside the classlists of ACE and correct me if I'm wrong, but more than a couple of these are mismatched..
    Last edited by Bates; Aug 26 2012 at 16:18.

  8. #648
    First of all, you are looking at the wrong errors, they are known and appear because some loops and FSMs run before the mission had completely initialized, but they're unrelated to what you see and cause no side effects.

    There was some first release of ACE Insurgency 1.50 where the ammobox did not work correctly, so if you did not download the mission from the official dev-heaven project site, please do so again (see first post).

    About the vehicles - which island are you playing (or trying to play, rather)?
    System Specs:
    Spoiler:

    http://dev-heaven.net/issues/16128 - Fireball's all-time favorite bug/feature tickets

    Insurgency Project Home

  9. #649
    We are using the Takistan version of the map. We did get the mission from the official site a few days ago, and I ran an MD5 check, even tried another copy. If we choose a certain combination of vehicles the mission loads fine -- for example, UH1Y, Jackal HMG, Jackal GMG, CZ Land Rover. However using certain vehicles causes the RPT errors I posted to endlessly loop. I've tried leaving the mission on for 30 minutes with these RPT errors -- wow do they stack!!

    Comparing the chosen vehicles to the ACE class lists, I don't see any reference to some of these at all. Could this be because we're not using ACE USNavy and RUNavy or am I missing something here? For example the HMMWV.. "HMMWV_M1151_M2_DES_EP1" in the script, and "HMMWV_M1151_M2_CZ_DES_EP1" in the classlist, whereas if you compare the Jackal from script to class list, it matches, and loads fine in the mission..etc..

    I'm not going to list them but I think there's more than one.. and although I don't have much scripting experience it would seem that this is the only viable lead as to why those errors continuously appear with only CERTAIN vehicles chosen in the parameters.

    I did Google the stuff in the .rpt and I did see the discussion on dev heaven about it. Having read that and let the mission run for an amount of time that I consider NOT negligible at all..I do think something is wrong here.
    Last edited by Bates; Aug 27 2012 at 07:48. Reason: I'm not very good at making posts

  10. #650
    Staff Sergeant
    Join Date
    Aug 26 2012
    Location
    East Kilbride
    Posts
    338
    Hey guys

    Fairly new to ARMA II server hosting!

    Trying to get Insurgency to start on my new server!

    Constantly stuck at wait for host.. Would someone please take a look at my cfg file for me and see what I have done wrong!

    Much appreciated

    Obviously the server.cfg file has the MOTD etc above, no point posting that!

    At the moment I have left beta patch and mods as 0..

    Thanks again!

    Code:
    // JOINING RULES
    maxPlayers = 20;					// Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
    kickDuplicate = 1;					// Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.
    verifySignatures = 2;					// Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). 
    equalModRequired = 0;					// Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.
    requiredBuild = 0;					// Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect
    // ======================= 
    
    
    // VOTING
    voteMissionPlayers = 1.5;					// Tells the server how many people must connect so that it displays the mission selection screen.
    voteThreshold = 1.5;					// 33% or more players need to vote for something, for example an admin or a new map, to become effective
    
    
    // INGAME SETTINGS
    disableVoN = 0;						// If set to 1, Voice over Net will not be available
    vonCodecQuality = 10;					// Quality from 1 to 10
    persistent = 0;						// If 1, missions still run on even after the last player disconnected.
    timeStampFormat = "short";				// Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full".
    BattlEye = 1;                                           // Server to use BattlEye system
    
    
    // SCRIPTING ISSUES
    onUserConnected = "";					//
    onUserDisconnected = "";				//
    doubleIdDetected = "";					//
    //regularCheck = "{}";                                  //  Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Causes heavy I/O, uncomment to disable feature
    
    
    // SIGNATURE VERIFICATION
    onUnsignedData = "kick (_this select 0)";		// unsigned data detected
    onHackedData = 	"kick (_this select 0)";	//"ban (_this select 0)";			// tampering of the signature detected
    onDifferentData = "";					// data with a valid signature, but different version than the one present on server detected
    
    
    // MISSIONS CYCLE (see below)
    class Missions {
    
            class InsurgencyChernarus 
    	{
    		template = Insurgency X.Chernarus;
    		difficulty = "Veteran";
    		
    	};
    };
    Last edited by marker; Aug 27 2012 at 21:27.

Page 65 of 91 FirstFirst ... 155561626364656667686975 ... 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
  •