what could cause error
TJ_init.sqs - error 7?
i even use the groups what you made and i haven touched the TJ_init.sqs.
it just crashes when i join game
what could cause error
TJ_init.sqs - error 7?
i even use the groups what you made and i haven touched the TJ_init.sqs.
it just crashes when i join game
Is that a CTD?
Ive never seen that one. if possible zip up the mission and send it to me. PM me when you have the zip. Otherwise make sure all the stuff is copied in from template mission. All helicopters and the logics by the helicopter base the example mission has a couple of groups so make sure they are all there if your not changing the TJ_Init. CTD's can be a bad groupname or missing element but Im not sure and I dont know where these error codes are listed.
Are you using the West or East version?
First, thanks for the quick answer.
iv got West and East folders in my mission, but only west helos so far.
i tought it must be something to do with the groups.
Ill try later today to remove all *** = group this, from the units and try only with one BLU_1 = group this.
Just want to make sure, can BLU_1 be anything? like Inf?
or should they allways be BLU_1, BLU_2 etc..?
Also is that E_Tower02 (or something close to that) nesessary?
Well what comes for the mission, it haves-loads of scripts, so it could be any of those that makes it crash.
(www.arma-tow.com)
Ill try later just to merge your mission into mine and see what happens. if it crashes then i can be 99% that theres some script that makes it not working.
Ouh one thing more, is possible to call the script not by squad leader, but by player name?
I believe the example mission has two groups BLU_1 and BLU_2. I assume the example mission works on your system so you could test it out initially. Let me know if your running it with other scripts or by itself currently. You may need to copy the whole template into a new mission and re -merge or copy in the elements of your other mission just to verify everything is there.
The tower logic should not be required its not used.
The group names can be anything but the entries have to be updated in TJ_Init accordingly. If the readme isnt clear let me know and I will assist.
The leader group code in TJ_Init could be replaced by a unit name but this isnt tested.
So where it says:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
leader groupname
[/QUOTE]
in the Player list array you can replace it with the units name and should not be a problem. But again, the leader group method is from the first versions of the script and may cause errors with respawn and pickup so results may vary from what I expect.
This named unit still needs a group name and should be the group leader otherwise the script will break and or other errors will pop up on. ***You just have to replace the names in TJ_Init as per the instructions and integrate what I wrote above.
ok got it working.
i was using ExecVM, changed it to the basic one and it worked.
2nd thing, possible to reduce the chopper for 2?
should i remove all that end to _3,_4,_5,_6?
also noticed that when helo turned back to base and when called again, text "pilot killed" popped up, but seemly i need to read more carefully. it needs 3 pilots![]()
You can disable any of the choppers by changing the zero to one on any of the reference arrays at select 1. They are near the top of TJ_init.sqs.
So the ref array for Airlift one is
wtar01 = [1,0,0,1,0,0,0,0,0]
change it to
wtar01 = [1,1,0,1,0,0,0,0,0]
That will disable the Airlift effectively with no errors. Same for every one of those you do. Let me know about that pilot destroyed error I havent tested in a while but that shouldnt be happening unless he crashed. The three pilots shouldnt be needed anymore either.
ill try that out and see if solves the pilot "dying".
pilot dies when helo is called 2nd time.
it moves back the helo on the pilot seat and then text "pilot dead" appears. pilot is still alive
hi TJ
all seems to work pretty well now the action is removed .
just one question would it be possible for the map to appear automatically after calling for airlift and dissapear again once all vectors and LZ are set
similar to the way bravo 6 s arty strikes in man overboard
operate ..
great work ...![]()
Watch shark-attack take a beating ...
No match for Batman and Robin .. It took the 2 of them and a nasty can of kickass.. The pair of bastards ...
Hi shark-attack,
I loved tiptoe boys btw!!!!
Im not sure what command is used to bring up the map automatically, as I wasnt aware it could be done. I was always ok with the old M key bring up. Only thing that might be annoying if you are in a firefight while calling it in and the Map comes up right as you need to shoot someone.
But I will seriously consider doing this since I would love it if you included it in one of your missions.
Also: if people who have used Airlift in SP or for LANS it would be really nice to get some more feedback as its a great motivating factor for me to keep working on it. Posts here or PM's are welcome!
Anyways...
If I add feature that in I would make it an option that you could switch on and off so the mission maker could enable/disable. I would just add a variable (like TJ_ForceMapDisplay = 0/1) for on off in the init. I would like people to think of my script as user friendly and accommodating as possible as my kind of "calling card" or attribute of my work...
I recently recieved a PM from another forum user about this script. Before that, the interest in the script was dying down AFAIK. But I was working on a new version with vengeance1 with a feature that dropped a boat down on the water if you were stranded at sea. Actually got it working ok. Maybe I could add in ammo drops and reinforcement to a players AI squad even....
Morticus wanted me to add a vehicle lift feature which I agreed would be very cool but I never added that in.
I am planning to release this soon but I have ben working on several other scripts, which are all very cool but I somehow buried myself in unfinished scripts now and Im having a hard time picking the work back up, my fault completely and I would really like to finish this stuff someday soon. Its just one of those "where to start" situations.
I was also thinking of making a big user mission with this and my other scripts for the forumn since so few public missions are using it
I will do my best to get this all worked out in the next few weeks.
Thanks for your interest and compliments and the feeling is mutual for your missions!