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novainfuse

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About novainfuse

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  1. I have done some searching for this, but it all seems to link bad to a memory issue...and I have tried doing all of the fixes for that. Basically, I think I knocked something in the code when I was poking around the mission file (Maybe when I was removing a unit associated with a mod I no longer wanted??). When I try to load the mission, I get an error that says "Bad Module Info Crashed" - it is only with this map. I spent maybe over 100 hours making this map, so any help with this will be greatly appreciated... I have attached a copy of the crash report... If anyone could help me with this it would be amazing... I'll even name my unborn child after you! This seems like the primary errors 13:00:58 codenamemuteki.Altis\mission.sqm/Mission/Entities/Item360/Entities/Item5.type: Unknown enum value SeekAndDestroy 13:00:58 codenamemuteki.Altis\mission.sqm/Mission/Entities/Item1904.type: Vehicle class arifle_Mk20C_F no longer exists 13:00:58 codenamemuteki.Altis\mission.sqm/Mission/Entities/Item2080/Entities/Item7.type: Unknown enum value SeekAndDestroy 13:00:58 codenamemuteki.Altis\mission.sqm/Mission/Entities/Item2248/Entities/Item6.type: Unknown enum value SeekAndDestroy 13:00:58 codenamemuteki.Altis\mission.sqm/Mission/Entities/Item2249/Entities/Item6.type: Unknown enum value SeekAndDestroy 13:00:58 codenamemuteki.Altis\mission.sqm/Mission/Entities/Item2250/Entities/Item8.type: Unknown enum value SeekAndDestroy
  2. Trying to get this animation to run on an AI on my mission: I've been looking around, but all the solutions don't seem to work. This is in the init field: this disableAI "ANIM"; this disableAI "MOVE"; if (isServer) then {[[this,"Acts_Onchair_Dead"],BIS_fnc_ambientAnim ] remoteExec ["call"] }; This one from the wiki also doesn't seem to get the job done: if (isServer) then { [[this,"SIT2"],BIS_fnc_ambientAnim ] remoteExec ["call"] }; However, nothing seems to work. I also tried putting it in a waypoint (giving the unit a name, and changing the "this" to the unit name). That waypoint was also repeated. This seems to be the case for most of the animations found in the animation viewer (specifically under "cut scene").
  3. Hello. I'm running into a slight issue with one of my scripts I wrote. I'm trying to run it via MP and have players walk up to an object, collect it, and then a diary entry (with a notification) will be created showing (along with a few other things). if (hasInterface) then { player createDiaryRecord ["Intel", ["Generator Location", "Local resistance cells have managed to <markername='generatorloc'>locate</marker> a generator which is powering The Castle. If we destroy, it will knock out communication and power to the city, making our extraction easier.<br /><img image='generator.paa' />"]; deleteVehicle intel1pick; "Intel collected. Check Map." remoteExec ["hint"]; "generatorloc" setMarkerAlpha 1; ["TaskSucceeded",["Intel: Generator Location"]] call bis_fnc_showNotification; }; So, as you can see a few things are going on. First the diary record is to be created (I tried playing around with the built in intel one but it was a bit confusing, and I wanted to try my hand at scripting). Next, the laptop is deleted/removed. Next a hint is played, followed by a marker on the map showing up, and as a final measure, another notification displaying the type of intel. This is the code within the laptop: intel1pick addAction ["Download Information", remoteExec ["intel1.sqf"]]; I originally had JIP on the end but it was throwing up some errors, complaining about missing sections. The only problem is that when I go up to the item and active the addAction, nothing seems to work? In fact, when I load into the map my intel (above) is already showing. To make matters worse, the actual image isn't showing up in the briefing despite being in the folder. I was told that as it is addAction I don't need to play around too much with remoteExec, as it is for MP? Is there something that I'm missing in the scripts?
  4. novainfuse

    CfgMusic & CfgSound won't work

    Oh, how would I go about that? Isn't all the data and assets saved via the mission.sqm? I might be misunderstanding you though.
  5. novainfuse

    CfgMusic & CfgSound won't work

    Okay. So. I just woke up and tested this. I created a new empty mission (no add ons) and I make the trigger, with the music etc. That worked fine. That was with 0 add ons but the same scripts. So, I'm going to assume from that that it would be something to do with the addons I am using? Is there a sure-fire way to check this, or do I need to load each one and see when the music stops? (Edit update - See below) Yep, tried it, that works perfectly. Yes I did. I make sure to select it and press okay. I assumed there wasn't something else I needed to do with it? Edit: I just created a new mission (see above) and decided to go in there with that list of addons that I have. When I walked into the trigger everything went fine. New mission, full addonlist = the music plays. From that (once I've put on my Sherlock hat) it seems that these is SOMETHING in the actual mission file which is causing sound/music to not be played? https://mega.nz/#!vp4wVb5J!ut5GP92byf9alj7FFr7EOqXNyuO2qoqbAiFqyx6MLAE I will be going through the .sqm later and removing all of the mods that aren't needed for our server/mission making. However, there were previously some scripts I had on the map (e.g. the sushi breach script fix version) which I ended up removing. Once the folders and in-game code is deleted, will there be any remanents of it? Want to make sure I'm ticking all the boxes here.
  6. novainfuse

    CfgMusic & CfgSound won't work

    Yeah I don't understand why it's not working... I have it showing up in the trigger and it is selected. I tried the hint thing and it was showing up as triggering. Here is the description: overviewText = "Codename Muteki"; overviewTextLocked = "Codename Muteki"; overviewPicture = "codenamemutekiloading.paa"; author = "NovaInfuse"; #include "downloadData.hpp" class CfgMusic { sounds[] = {entermusic}; class music { name = "entermusic"; sound[] = {"sound\entermusic.ogg", db+10, 1.0}; titles[] = {1, "Music plays"}; }; }; And then I have also uploaded the files once more to show that I have adjusted the file structure... https://mega.nz/#F!r8AUyaoL!9VkKkokvN1vNJOIVII19WA
  7. novainfuse

    CfgMusic & CfgSound won't work

    I just removed the ";" at the end of the line. Thank you for telling me about that, I will remember it for the future. Although the music name is now showing up in the trigger (!), whenever I step into it (after selection it to trigger on blufor or player) the music still does not seem to be firing.
  8. novainfuse

    CfgMusic & CfgSound won't work

    The arma magic seems to not be strong with me tonight. Thank you for your test. I tried copying everything, however, when I open up a trigger I don't have the option to select the song (as you have done in your test mission). I tried to run it manually with a playmusic, and to no avail once more. Literally all I can think of that might be causing this is that it's in the mpmission folder? But I assumed that didn't have any affect on the actual mission file? Edit: And I just tried putting it into an SP folder and the playMusic is still not working, nor is the file showing up in the tirgger as you have in your test mission.
  9. novainfuse

    CfgMusic & CfgSound won't work

    Yeah it's at maximum (it was the first thing I thought of). I changed a couple of the files around, but this is with the copied template from above: https://mega.nz/#F!bxACnRRB!IYiHUVUOwBtBWYwNE0pvcA That is also the version with the aforementioned MP fix inside. I will also check out that link to see if I'm missing anything.
  10. novainfuse

    CfgMusic & CfgSound won't work

    I literally just copied the example that you put above for the CfgMusic and put it in my description (even made a new file called audio, as you have done, and renamed my sound file to music). It is still not working. Can you tell me how you got it to work? I simply have it activating off a trigger, but still nothing...
  11. novainfuse

    CfgMusic & CfgSound won't work

    That was for CfgSound. Trying to get music picking up the file. However, I did try the CfgSound before (pulled that one straight from the wiki) and it wasn't managing to start the sound file.
  12. novainfuse

    CfgMusic & CfgSound won't work

    I've tried adding in the quotation marks, and also changing the 0. I'm not getting a missing message, but the music isn't starting when I hit the trigger still. Is that before the slash? I'll try and see what it does. Edit: Just tried this and it didn't work.
  13. I've searched for this answer all day, but all the results I've found don't seem to actually get this to work. I currently have a music folder with a stero .ogg file inside titled "villagemusic". I want this to play when the players hit a trigger. This is currently my description which has been taken from the wiki (I have also tried it with class CfgMusic { tracks[]={villagemusic,entermusic}; class villagemusic { name = "villagemusic"; sound[] = {\music\villagemusic.ogg, db+10, 0}; titles[] = {2,"entering village"}; }; class entermusic { name = "entermusic"; sound[] = {"\music\entermusic.ogg", db+10, 1.0}; }; }; However, when I go into game and try and run it from the playmusic command I get one of two results: 1) Nothing happens. No message, the trigger fires (it's linked to other create tasks) but no music is player; or, 2) I get a message saying "Can't find sound/music villagemusic." Is there something I'm doing wrong here? I want to pull my hair out...this is something so simple but it's causing me so much grief. This was all done on testing in singleplayer, however, I was told that as this was for a multiplayer game I need to run it through a script. Well, in my music folder is an SQF file titled playvillagemusic, with the code: playMusic "villagemusic"; I am then trying to run it from the trigger with remoteExec ["playvillagemusic"]; This is also in my init for the above MP fix: villagemusic = compile (preprocessFileLineNumbers "\music\playvillagemusic.sqf"); JUST TO CONFIRM: The music still will not play when I try it without the script (eg. The singleplayer method of just running a playmusic command). I am 100% sure that it is the right file, and that the music file is within my music subfolder. I have also tried grouping everything under Cfgsounds (and changing all the commands to fit), but again, this does not seem to fix the problem. My volume is up full, and I have also tried using the fademusic command. I will name my first son or daughter after anyone who can help me get this to work.
  14. I am getting an error when I load ace and try to join specific servers: I was playing fine, but once I relogged to fix a bug with ACE I was unable to reconnect. For me, when I was connecting I would get to Retrieve Data and then it would hang, then crash to desktop. When I deleted my mpmission cache, I redownloded the map and then it downloaded all but the last 1kb, hung and then crashed. However, in Battleye there is no log. It just says "Starting BattlEye Service... Launching the game..." and that is it. No error message. When I do crash, I get the following error: 0xCFFFFFF - STATUS_APPLICATION_HANG. Checking google that seems to talk about parameters, but I am not running any. My log: I have tried loading without parameters, and with only ace and no mods - I get the same issue.
  15. novainfuse

    Crash on retrieving data + Battleye error

    It doesn't as much. I think I had it hang once and got a battleeye error. I'll post in that thread once I'm home tonight. It seems strange to me that ACE would be causing conflictions with Battleeye? But then again, I'm still amazed by floppy disk.
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