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About giorgygr

  • Rank
    Sergeant Major


  • Occupation
    Artist/Music engineer
  1. @SavageCDN Here 's the Pastebin link of the error i mentioned (line 2683) : 2:32:40 Error in expression < = getpos _object}; }; _objectPosition inArea _marker;> 2:32:40 Error position: <inArea _marker;> 2:32:40 Error 0 elements provided, 3 expected 2:32:40 File x\alive\addons\x_lib\functions\markers\fnc_inArea.sqf, line 41 2:32:40 Error in expression < = getpos _object}; The mission was set just running CBA,ALiVE,CUP_terrains_Core,CUP_Terrains_maps,CLAfghan_A3_fix to setup an "indexing-supplementary-test-run" mission we talk about with HeroesandvillainsOS. The error was encountered when i tried to preview the mission (in SP) from within Eden editor..and was just frustrated to move i m literally butchering for 2 weeks the original mission i m working on to get rid of this error.. :/
  2. I will do the test you propose (with the approved ingredients of course) although there wasn't any "critical" script error or clickable one-only radio chat. Sorry..i haven't got a screenshot right now (even my screenshots apps failing lol) ..but i ll be able to do the test either some hours from now (*now 00:12)-either tommorow. I had already today my ~6 hours spend in ArmA as monkey-with-a-wrench in a nuclear missile silo :D
  3. I don't want to discourage you in any way...but i got some warnings in side chat (nothing more "lethal") and i didn't actually got to location myself to see the created assets (really sorry) BUT!.... the mission port i m working on it's pretty much mutilated by me and i m still running a large collection of addon with CBA,ALiVE,ACE,ProjectOPFOR, the warnings might be unrelated. I WILL test more the system because i loved CLAfghan like no other map (official and not) and i want it to be as trouble-free can be. Hats off for your work already-and keep up- but for more solid answers we (players) should test more :)
  4. @HeroesandvillainsOS Unfortunately i haven't got the time to FULLY explore the *new indexing as now. I tried 3 auto-generated missions though..and the AI-selected locations was pretty "solid". Although i WILL explore more in depth the system and the indexing the following days..there was at least 2 *minor issues more related to tasks system than the Indexing i believe.. 1. "Destroy Location" tasked me to destroy an (allied) guard post 30m West from me inside my declared A.O. 2. "Clear Town" wanted to send me in a town with 2 buildings (i dont know if there is way to seperate bigger AO's from smaller) More to come..
  5. Hey SavageCDN !! I m using CLafghan-the so called *A3_fix version. Although i 've read the ALiVE mission generator wasn't among the priority features..using it on this map is a hell-on-earth. Missions ~90% of times ending up creating assets on SW of map (the presumable 0,0,0 it is?..) :) *added* I 'll make sure ASAP to clean the mission of possible extra-unrelated errors so i can provide an *.rpt with as-much-less clutter possible.
  6. @HeroesandvillainsOS ..and @spyderblack723 ...thank you guys for your speed :) I should inform you 1st that the mentioned error occurred in Hosted MP environment (due to ease of access and less time consuming within Eden editor) ..and as i said..after 10 minutes wait time (until the 2 errors show)..the mission started ok. Loading the same mission in a *dedicated server environment (via TADST) was total fail due to other error No entry 'bin\config.bin/CfgPatches.cup_terrains. Yes..i m running lots of addons but my configuration should have being ok (unless i remove from the equation the CLAfghan for A3 i m running-which i believe it doesn't collaborate at all with ALiVE) If you insist...i could send you an .rpt ..but i think there are other problems i should try to solve first...
  7. Can you assist guys? I m getting beaten by fnc_InArea.sqf error (twice per mission initialization) just before player spawns on map (MP) +10 minutes wait time...everytime Tried to google it further to no avail...
  8. @spookygnu I hope this doesn't mean APEX will be required for the building pack..
  9. RIP Paul legendary "Bushlurker". I m shocked-i just can't deal with that kind of news...It's always f@kin "fresh".. :(
  10. Hi guys. I m looking for (requesting) a small client side addon that automatically reverts player to "normal-jogging" speed the moment he will use "sprint"(W+Shift for x reason) -while he 's already toggled to "walk" mode aka Force player to "default" movement mode (jogging) whenever i press W+Shift (or "2xW") *added* If none is interested-at least help me in a way to approach the problem. i.e. i was looking for scripting commands like OnKeypress(or similar) etc to no avail..
  11. Hmm..i was having the impression of ONLY the owner of AI (ie server) was needed to run the mod in a scenario type Group-of-players VS server-guided-enemy. I was wrong all the time or something has been changed on the road?? ^^
  12. Can't play nothing without ASR AI...from few ArmA titles back :D Bandits react like real players-and they will hunt you inside buildings. (I got instagibbed 1 hour ago in my rogue-like 3rd day-Ravage session @About driving Freshly tested the mod..i ve seen bandit drivers having serious difficulties moving on villages. Also i was testing a mission i m creating on CLafghan..and drivers there was crappy also. You should test VCOM driving AI again i think.There aren't that much of vehicles to clog the system in a way you ll notice...
  13. if you only contact Rydygier and ask him if he is the mood to develop a more *specific variant of his Predator AI for a creature like yours...we can all climb a to new level of awesome-ness :) *ARTEMIS* Hunting Instinct AI mod >>
  14. I m not getting (normal bullets-not the boom-boom stuff!) impact sounds on surfaces -at least not noticeable ones.Is it something on my end? Also last time i ve checked PwS had the 1.5 version several days after 2.0 release. Can't confirm right now if its still an issue. *confirmed* (I m using both ES+DS) Cheers *edited again* Major confusion. As it looks on PwS today So...the DS latest version (v2.0) it's listed as Dynasound2 (inner version 0.1)?
  15. Hi guys. I was wondering if any of you is having problems with weapons "safe" mode using the RHS units (along with its corresponding compatibility mod) What i came across while trying to change fire mode (on RHS units) the safe mode *Stucks in (even after i made sure nothing is conflicting via "Configure addons keys" and default game controls) For Vanilla units everything works as expected (Change firemodes with "F" /Activate -deactivate "Safe mode" with "Shift+S") Check it out plz *Added* Done