Ninja2dan

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About Ninja2dan

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  1. Ninja2dan

    [SOLVED] Looking for "remove item" script

    Works perfectly. Awesomesauce
  2. Ninja2dan

    [Release] Purchased vehicles spawn at specific location

    The version that was posted by tinboye uses a single helipad type (empty) for all vehicle classes, which I think is the "invisible" helipad. If that's correct, you can place down any style of helipad you want, then place the empty style over the top of it. If you're wanting each class to spawn on a specific pad type because your traders are close to each other, the version of the script I was provided does use different types of helipad for each vehicle class.
  3. Ninja2dan

    [SOLVED] Looking for "remove item" script

    So instead of placing something (object, logic, etc) at the center of where I need objects cleared, I just copy and paste their coord into that script. And I don't have an init.sqf, just the local/server files. Does that mean I need to create the init.sqf to place into the mission folder?
  4. I'm needing some kind of script or code that I can use to remove objects on the map at server load, such as curbs. I have been trying some code that works great in the editor, but fails to work on the live server. For example, I can place the code below into the init of a battery, flagging the battery as s simple object and to not show the model. It then removes all curbs, bushes, trees, trash cans, or other objects (not buildings) within the radius called by the code. When I preview the map in the editor with the batteries and init code in the mission.sqm, it works. The curbs are gone, without any "ghost" object to bump into. It's vital that this works due to my trader layout, but when I add those items and code into the mission.sqm for the server, those items are not removed. I've already talked with a few very talented scripters, and so far they have not been able to provide a working solution. I have seen a few other servers that have curbs or other items removed on their maps, so I know it's possible. But so far nobody has been willing to share how to do it. I'm left with posting on the forums here and asking if anyone else either knows of an existing method that actually works, or is willing to create something that works. I'm on a fixed income, but I'm willing to compensate someone if necessary if they can make this happen.
  5. Ninja2dan

    [UPDATE] ExAd v1.0.4

    Got it working after finding where the data was saved locally. Deleting the user profile and joining the server got the status bar working, although if you mess around with it too much it goes full retard. When that happens, I just reconnect without saving the changes, and it's restored.
  6. Ninja2dan

    [UPDATE] ExAd v1.0.4

    Once again I reverted to the backup and started from scratch, this time using the new files and instructions. New .rpt error below: I looked in the new files, and sure enough the exad.cpp is not there, but it is in the original files as posted on the first page. I copied that file, unchanged, into the new directory. No change, all of the same errors/problems. Note that in the exad.cpp, everything is commented out, so that file currently serves no purpose at all.
  7. Ninja2dan

    [UPDATE] ExAd v1.0.4

    Your files are quite a bit different, because you are running ExAd VG and a few other items that I'm not. Plus I'm seeing code for those features that isn't in my vanilla ExAd files, so I assume your files are modified. Unfortunately, this doesn't do me any good. EDIT: I also noticed that some of your file dates are newer, such as the exad_core.pbo and exad_dv.pbo being dates 6/24/2018 while the originals are dated 3/12/2018. In addition, you have a folder called "overwrites" when the original files and instructions have this folder named "overrides", if that makes any difference. Either way, the version you are using is NOT the same as the one available for download on the first post of this topic. I have completely restored my server to the pre-ExAd state and reinstalled it again from scratch. Still having both of the same problems mentioned above; font error, with the status bar settings not showing any fonts as selectable; and the .rpt keeps spamming that script error. Status bar is not showing up, but the ExAd watermark on top-left of screen does show up. I was able to install Kuplion's status bar and it worked fine, but (no offense kuplion) it's not the one I want on my server. I like the exad version, especially the option for each player to modify it. Whatever the problem is, it appears to be something in the files provided for exad.
  8. Ninja2dan

    [UPDATE] ExAd v1.0.4

    I'm having some trouble with ExAd. I have followed the steps correctly, redoing everything 3 times now. But I'm getting an error in my .rpt. When I do connect, I also get a "font" error, which I assume is part of the statusbar. Font error All XM8 buttons are there, all apps are working, spawning quad works, etc. But there is no status bar at all, even after trying to adjust the status bar settings. I'll post the error below: As you can see, this error keeps popping up in the .rpt until the server is shut down. I looked for the file that is mentioned, and it's in the default exile_server.pbo that came with Exile. That file hasn't been unpacked or modified, so I'm not sure why this error is popping up. Any ideas?
  9. Ninja2dan

    [Updated] Easy Trader set up

    That would be totally f-in awesome if you could get the RHS stuff separated into different categories, where all weapons and vehicles are split based on their parent mod (AFRF, USAF, GREF, etc). I am curious though, are these folders having ALL items from those mods listed? Or is it just a few weapons/vehicles/items? I would much rather have everything listed, and having the option of commenting out the stuff I don't want on my trader, than having to go find the classnames of stuff that wasn't added because someone else thought it wasn't cool or whatever.
  10. Ninja2dan

    M3Editor - 3DEN Edition

    I'm a little confused about why the format in the original Exile files is completely different from the format being used to generate the same files using the current plug-ins. Yes, I'm using the "Save initServer.sqf" (and initLocal) option under the Exile tab up top, not the "Export Objects/Traders" option under M3Editor tab. The format found from the M3Editor export function actually appears to be closer to the format found in the files that unpacked with the Exile mod server files. I'm assuming that any files created using the current plug-in, even if the format is different, should still work correctly?
  11. Ninja2dan

    [Updated] Easy Trader set up

    Does anyone have this updated for the latest CUP/RHS/NIA? I"m also not seeing any instructions on how to modify the settings, in order to remove certain items that have been added. Do I just comment out the portions in the ItemListxxx.hpp, or do I also need to comment those items out on the TraderCategoriesxxx.hpp as well?
  12. Ninja2dan

    Exile 3DEN Plugin

    Does anyone know how to load an existing mission into the editor so it can be edited? For example, you spend 8 hours placing all of your traders, static objects, markers, etc. and export them, only to later find out that something is placed incorrectly. I am able to load the mission up, but from the editor itself I do not see any of the objects. If I place a player character and click Play, I can then see the static objects and markers, but not the trader AI. Go back to the editor, and everything is gone again, making it impossible to easily move an object. My current "solution" is to place each trader and its associated display objects as separate groups, and when copying the objects to the correct file I add a comment line first that informs which trader they belong to. This way, if I find a trader is messed up, I can delete the items for just that specific trader and start again. But it would be so much easier if I could just load those items so that they are visible in the editor and adjust the positions of a few items, as opposed to clearing everything out and starting over again.
  13. I'm not expert in scripting, but to my knowledge you need to check the values in both "service_point.sqf" and "service_point_rearm.sqf" for max magazine counts. The following is from the first script: //====================== rearm settings _rearm_enable = true; // enable or disable the rearm option //deny re-arm if more than this amount of current weapons magazines already in the vehicle _deny_already_armed_with = 4; //deny re-arm if more than this amount of magazines already in the vehicle _GlobalMagazineMAX = 4; And the following is from the second (rearm) script: if(_type isKindOf "Air") then { _ammoMAX = 1; _ammoMIN = 2; } else { _ammoMAX = _weapon select 3; _ammoMIN = _weapon select 4; As you can see, in "service_point_rearm.sqf" there is a spot that defines a max for air vehicles and a different max for ground vehicles. I would try raising the value for aircraft in the rearm script to match the value for ground vehicles.
  14. If I remember correctly, the "GlobalMagazineMAX" defines how many max "magazines" a vehicle can have before it stops allowing you to rearm a vehicle. If you have a ground vehicle, such as a Strider HMG, this will limit the maximum number of reloads that can be added to the HMG. Unfortunately, from what I can remember, some helicopters have a problem with this because the loaded countermeasures (chaff/flare) count as a magazine. And I think the laser battery for the designator might also count as a magazine. I don't think smoke grenade loads for ground vehicles count as a magazine though. It's been a while, so I could be wrong on a few of these details. But if you want to be able to load more ammo into a vehicle, you'll need to increase the above-listed value. Note that by doing so, you can load more magazines into a vehicle than normally intended, so it's up to the server admin how they want to proceed.
  15. Ninja2dan

    New Weapons & Constructions

    Because a lot of development for Arma is a result of development from VBS, I don't think it will take too long before BI releases female assets for Arma. While many of the end users of VBS are using their own assets, which are created to suit their individual needs, VBS is being selected by several large nations which have large numbers of female personnel. I have a feeling BI is going to introduce female characters sooner than most think. And as soon as VBS has solid female assets in place with the core program, I'm sure they'll be porting much of that over into Arma, especially considering how many female gamers they are likely to attract with such an addition.