FireWalker

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About FireWalker

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    Marylands Eastern Shore

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    FireWalker_007
  1. Hellz yes!!
  2. You would be correct. It actually can happen with either one (hunger or thirst) when we're playing. But I've not seen both at the same time.
  3. This update seems to have fixed placing compositions of buildings down with zeus, but still can't set a group of soldiers or tanks down. Looks great though, and I just noticed that the M1 has the "ping" again. Awesome
  4. Been having another issue with zeus and Iron Front since this last ARMA update. Zeus will not let us place a "GROUP" down on the map. We can select a group, but not actually place it. Seems to work fine in vanilla Arma. I have not tried it with other mods. When testing this, I've tested with just Iron Front and the required mods. Nothing else. All updated including the latest hotfix from Iron Front. This also appears to happen when trying to place a composition of buildings. (like a base when using achilles) I can put this in your phabricator issue tracker if you need, that just looks more like a developer tool than an average issue tracker. Has anyone else ran into this since the update? Fire edit: I went ahead and opened an account on your tracker. I'll post there if other people seem like they are having a similar issue
  5. McYuki is very close, but I don't think what he posted will be exactly what you asked for. BIS_fnc_saveInventory and BIS_fnc_loadInventory wil respawn you with whatever you died with. You may try something along these lines: initPlayerLocal.sqf sleep 2; nul=execVM "load_no_nvg.sqf"; onPlayerRespawn.sqf if (!alive player) exitWith {}; player execVM "load_no_nvg.sqf"; load_no_nvg.sqf //sleep 0.3; if (!alive player) exitWith {}; removeAllWeapons player; removeAllContainers player; removeVest player; _vests = ["V_TacVestCamo_khk","V_TacVest_oli","V_TacVest_khk","V_TacVest_camo","V_TacVest_brn","V_TacVest_blk","V_HarnessOSpec_gry","V_HarnessOSpec_brn","V_HarnessOGL_gry","V_HarnessOGL_brn","V_HarnessO_gry","V_HarnessO_brn","V_Chestrig_rgr","V_Chestrig_oli","V_Chestrig_khk","V_Chestrig_blk","V_BandollierB_rgr","V_BandollierB_oli","V_BandollierB_khk","V_BandollierB_cbr","V_BandollierB_blk"]; _count = count _vests; player addVest (_vests select floor random _count); removeUniform player; _uniforms = ["U_IG_Guerilla3_2","U_IG_Guerilla3_1","U_IG_Guerilla2_3","U_IG_Guerilla2_2","U_IG_Guerilla2_1","U_IG_Guerilla1_1","U_OG_Guerilla2_1","U_C_Poor_2","U_C_Poor_1","U_BG_Guerilla2_2","U_B_SpecopsUniform_sgg","U_O_GhillieSuit","U_B_CombatUniform_mcam_tshirt","U_B_GhillieSuit","U_MillerBody"]; _count = count _uniforms; player addUniform (_uniforms select floor random _count); removeHeadgear player; _headgear = ["","H_shemag_olive","H_shemag_olive","H_shemag_olive","H_Bandanna_sgg","H_Bandanna_khk","H_Bandanna_gry","H_Bandanna_cbr","H_Bandanna_camo"]; _count = count _headgear; player addHeadGear (_headgear select floor random _count); player addItem "acc_flashlight"; player additem "FirstAidkit"; player addItem "itemWatch"; player additem "itemMap"; player additem "ItemCompass"; player assignitem "itemwatch"; player assignitem "itemmap"; player assignitem "itemcompass"; player addmagazine "30Rnd_9x21_Mag"; player addmagazine "30Rnd_9x21_Mag"; player addmagazine "30Rnd_9x21_Mag"; player addmagazine "30Rnd_9x21_Mag"; player addmagazine "16Rnd_9x21_Mag"; player addmagazine "16Rnd_9x21_Mag"; player addmagazine "16Rnd_9x21_Mag"; player addmagazine "16Rnd_9x21_Mag"; player addweapon "SMG_02_ACO_F"; player addweapon "hgun_P07_F"; //player addBackpack "B_Parachute"; sleep 0.5; { if(side _x == west) then { _x unassignItem "NVGoggles"; _x removeItem "NVGoggles"; }; } foreach (allUnits); Obviously, change the loadout classnames to what you want. The only thing I put in the player init is: enableSentences false; -I can't stand the constant jibber-jabber This will respawn your players with the original loadout that you set upon respawn. (unless I forgot something.. lol) Only thing is: This is for multiplayer environment. If you're playing single player it may need some adjustments. Fire edit: BTW this gives a "controlled" random loadout. - so not everyone looks identical.
  6. Hard to tell right now. Its killing the group we play with. Vanilla Arma seems fine. The issue seems to be associated with Iron Front Lite. (at least thats all I know of right now). It allows us to select a group, but it will not actually place the group on the map. Seem to be the same with structure compositions like Capt Soto mentioned also. I'm going to put mention of it in the Iron Front forums / bug tracker. Fire
  7. Tested this over the weekend. Zeus appears to work correctly when running vanilla. My issue appears to be mod related. My apologies, jumped the gun a little with my first post. Fire
  8. Also ran ravage last night for several hours. No new issues found. Running smooth as always. Fire
  9. As of new game update tonight, it appears that we can't drop groups of AI with zeus. Does anyone else have this problem? Single units work fine. Fire
  10. AWESOMESAUCE!!! ...just as things were getting back to normal....
  11. I'm working on a persistent mission and have a question. Is it possible to save the data including contents of a dynamically spawned vehicle? I was thinking I could trigger inidb2 to save the position and contents by using the "PUT" and "TAKE" or maybe the "getIn" EV's. But reading through the forums and wiki it doesn't look like spawned vehicles generate their own uid. So, I'm unsure how to actually get the database to save the vehicle data. In a nutshell, if a player comes across or captures a vehicle, I want inidbi2 to recognize that the vehicle should become persistent at that time. I definitely don't want all spawned vehicles to be persistent. I think I can get this, I just don't have a great knowledge of all the possible EV's and script commands that may work to accomplish this. Thank you, Fire
  12. I have no idea what your scripting knowledge is, but essentially you would have to look at the scripts that the writer is running that function on and check the map center and radius and adjust one or both if they extend beyond the map limits. Thats even if this is what the problem is. You would probably have the most luck by contacting the person who wrote the mission and ask him/her directly. Fire
  13. @Tachon. Normally when I see this error its because the radius for findSafePosition is set outside of the actual map area. I don't know if this is the case with your issue. It would be caused by a setting in the script. I typically end up with this in my rpt file until I fix it: if ((_pos distance _testPos) >= _minDist) the> 18:50:04 Error position: <_pos distance _testPos) >= _minDist) the> 18:50:04 Error Undefined variable in expression: _pos 18:50:04 File A3\functions_f\misc\fn_findSafePos.sqf, line 98 18:50:04 Error in expression <["_newX", "_newY", "_testPos"]; _newX = _posX + (_maxDist - (random (_maxDist * > 18:50:04 Error position: <_posX + (_maxDist - (random (_maxDist * > 18:50:04 Error Undefined variable in expression: _posx 18:50:04 File A3\functions_f\misc\fn_findSafePos.sqf, line 90 18:50:04 Error in expression < BIS_fnc_isPosBlacklisted)) then { if ((_pos distance _testPos) >= _minDist) the> 18:50:04 Error position: <_pos distance _testPos) >= _minDist) the> 18:50:04 Error Undefined variable in expression: _pos 18:50:04 File A3\functions_f\misc\fn_findSafePos.sqf, line 98 18:50:04 Error in expression <["_newX", "_newY", "_testPos"]; _newX = _posX + (_maxDist - (random (_maxDist * > 18:50:04 Error position: <_posX + (_maxDist - (random (_maxDist * > 18:50:04 Error Undefined variable in expression: _posx 18:50:04 File A3\functions_f\misc\fn_findSafePos.sqf, line 90 18:50:04 Error in expression < BIS_fnc_isPosBlacklisted)) then { if ((_pos distance _testPos) >= _minDist) the> 18:50:04 Error position: <_pos distance _testPos) >= _minDist) the> 18:50:04 Error Undefined variable in expression: _pos 18:50:04 File A3\functions_f\misc\fn_findSafePos.sqf, line 98 18:50:04 Error in expression <["_newX", "_newY", "_testPos"]; _newX = _posX + (_maxDist - (random (_maxDist * > 18:50:04 Error position: <_posX + (_maxDist - (random (_maxDist * > 18:50:04 Error Undefined variable in expression: _posx 18:50:04 File A3\functions_f\misc\fn_findSafePos.sqf, line 90 18:50:04 Error in expression < BIS_fnc_isPosBlacklisted)) then { ....Lather, Rinse, Repeat... or I could just be wrong about the whole thing. Fire
  14. @serena Winner, winner Chicken dinner. Worked perfect first time!! Thank you very much, Fire
  15. I'm trying to delete a group of AI units that are spawned by a script. A marker spawns on their location. I've tried: { deleteVehicle _x; } forEach nearestObjects [getMarkerPos "_marker",["O_recon_medic_F","O_Soldier_lite_F","O_Soldier_GL_F","O_Soldier_A_F","O_Soldier_lite_F"],50]; and: { deleteVehicle _x; } forEach side [getMarkerPos "_marker",[east],50]; and quite a few variations of each. Also tried " nearEntities " and " deleteGroup " I just don't think I'm getting all the parts right. ... I have the radius set at 50 to make sure the area is covered. Thank you for any help, Fire