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Offline thedog

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people keep crashing
« on: 15 Oct 2008, 14:53:29 »
hey guys, im kinda new around here and im trying to learn as much as possible so i hope you can help me ( and btw im not 100% sure this post is in the right forum if not sorry :( )

anyways im in the 15th MEU Realism unit, and we try to simulate as much realism as possible but playing EVO over and over gets old after a while and we came to the point where wanto simulate deployment to avgani iraq. ive been working on an AIRBASE ( MARINE AIRBASE PHOENIX ) for our deployment HQ and its come along great so far, just minor problems.

here are a few screen shots ( this airbase uses several mods and scripts for private use within the unit only )


AIRFIELD DIAGRAM ( oh lol btw the UAZ CONTROL is the UAV control, typo XD )




MOTOR POOL

i hope you guys like it as much as our 15th boys :)

so far it looks good, we have respawn points to choose, we have the f18's with the arming menu, we have 4 refuel rearm and repair points, we have mando bombs ( only the UAV part of it ) on the map, we have custom ammo crates, we have all the correct standard marine corps weapon load outs for every slot ( 64 from my count ) and i think a few other things. ( btw this is the first time that i ever put this much time and effort into a project like this, before its just been quick stuff like throw down a few spawn points and enemies and go, so if i sound like a noob or something, please bear with me :P ). so far i hope it sounds appealing to some of you :), now lets get to the problems.

a few minor things,

the f18's for example seem to twist around, if u look at the airfield diagram, you can see them twisted slightly, this goes from 20-30 degrees all the way to 180 and up, not really a to big problem but if they twist 180 degrees there's no way to get them out of the hangar. anybody know why?

it seems that sometimes people spawn without weapons ( initial spawn ) and have to go to the armory in order to get their weapons, anybody?  :blink:

the vehicles respawn heading 360 even tho i entered for example 180...

thats for the minor things now the biggest problem, we jumped on a user hosted server last night to try it out and find bugs and bla, but people kept on crashing completely out of the game. i dont know enough about scripting and all that good stuff to figure out myself why but im thinking its probably 1 or 2 scripts conflicting with each other?! this is pretty much the biggest issue ive had so far and i dont know anybody that can help me on this within the unit, going a little more public with this reaching for help... oh and btw the crash's where randomly for example i had people crash out on the briefing screen, had people crash out jumping in vehicles, had people crash out just walking, driving or flying... so its really random which makes it really hard to troubleshoot.

if anybody is interested in helping i would gladly zip up the mission and send it to you for troubleshooting. if theres anything else i can do to help u guys help me please let me know what and ill try and do that asap. thanks guys and i hope we can get this job done ;)

« Last Edit: 15 Oct 2008, 14:56:51 by thedog »

Offline h-

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Re: people keep crashing
« Reply #1 on: 15 Oct 2008, 16:27:46 »
Quote
and btw im not 100% sure this post is in the right forum if not sorry
Missed by that | much.. :P
I'm guessing you are looking for help on the problems you're having so I moved this to the correct board (if not, then this is again in the wrong place :D ).

You know, the whole picture galore etc. is quite confusing if you're looking for help.  :scratch:
Straight questions would be much easier to read and so on, not to mention how the mission itself would be much more helpfull for troubleshooting purposes.  :)
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Offline thedog

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Re: people keep crashing
« Reply #2 on: 15 Oct 2008, 16:44:58 »
well the mission itself... isn't really a mission. so far its just the template of the airfield so our "mission makers" can then just add the actual missions. but my question was, if anybody with allot of scripting experience could maybe check out the map and help me troubleshoot, maybe find out why people are crashing, or if any scripts are conflicting with each other. as of right now i just want to get the airfield to work 100% and then continue on making it into a mission. we want to create something like evo to where a player can just jump in the game and into action without having to restart the map every 5 minutes. we were thinking of dividing the map into a few sectors and the player would have to clear the sector ( again, kinda like evo but we want to throw in a few different things ) but as of right now i just want the airfield to work properly without people crashing. maybe if i post the init.sqf or something would that help?

Offline loki72

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Re: people keep crashing
« Reply #3 on: 16 Oct 2008, 18:40:51 »
greetings,

set the degree for respawn to 361  it will place it in the original position.

Offline thedog

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Re: people keep crashing
« Reply #4 on: 17 Oct 2008, 00:42:18 »
thanks! :) finally a response, anybody else have tips for me? :)

Offline bluevein

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Re: people keep crashing
« Reply #5 on: 04 Dec 2008, 18:14:18 »
This will save your players weapons when they get killed and the amout of mags and ammo they had once they died.

init.sqf

Code: [Select]
_units = ["p1","p2","p3","p4","p5","p6","p7","p8","p9","p10"]
;{[_x,1] exec "weapons_respawn.sqs"} foreach _units;

Change the names to match your units e.g ["w1","w2","w3","etc etc remember the last one dosent have a , befor the last ]

weapons_respawn.sqf

Code: [Select]
;Universal Weapons Respawn Script v1.04 (March 31, 2003) revised (February 1, 2007)
;Required Version: ArmA
;original by toadlife revised by norrin for ArmA
;toadlife@toadlife.net
;intialize like this: ["unitname",0] exec "weapons_respawn.sqs"
;            Or this: ["unitname",1] exec "weapons_respawn.sqs"
;
; * "unitname" = The name of the player the script runs on (must be enclosed by quotes!)
; * 0/1 = method of repleneshing weapons
;  **if method is 0, the player gets the same weapons he started out with every time
;  **if method is 1, the player gets the same weapons he had when he died
;
; Advanced example method of initializing script - put the following lines in your init.sqs,
; and replce the unit names with your own:
;_units = ["w1","w2","w3","w4","w5","w6","w7","w8","w9","w10","w11","w12","w13","w14","w15","w16","w17","w18"]
;{[_x,0] exec "weapons_respawn.sqs"} foreach _units
;
;

~(random 0.3)
_name = _this select 0
_method = _this select 1
_hasrifle = false
_unit = call compile format["%1",_name]
?(_method == 0):_return = "checklocal";goto "guncheck"

#checklocal
_unit = call compile format["%1",_name]
?(local _unit):goto "respawnloop"
~(1 + (random 3))
goto "checklocal"

#respawnloop
@!alive _unit
#checkmethod
?(_method == 1):_return = "waitforlife";goto "guncheck"

#waitforlife
@alive call compile format["%1",_name]
_unit = call compile format["%1",_name]
removeAllWeapons _unit
?_hasrifle:_guns = _guns - [_prigun];_guncount = count _guns
_c = 0
while {_c <= (_magcount - 1)} do {_unit addmagazine (_mags select _c); _c = _c + 1}
_c = 0
while {_c <= (_guncount - 1)} do {_unit addweapon (_guns select _c); _c = _c + 1}
?_hasrifle:_unit addweapon _prigun;_gun = _guns + [_prigun]
;//If unit has a rifle select it
?_hasrifle:goto "selectrifle"

;//No rifle - if unit has a pistol, select it
?_unit hasweapon ((weapons _unit - [secondaryweapon _unit,"Binocular","NVGoggles"]) select 0):_unit selectweapon ((weapons _unit - [secondaryweapon _unit,"Binocular","NVGoggles"]) select 0);goto "respawnloop"

;//No rifle or pistol, select secondary weapon
_unit selectweapon secondaryweapon _unit
goto "respawnloop"

#selectrifle
;// BUG WORKAROUND! - Added to compensate for selectweapon bug
;// Any gun with more than one muzzle (grenadelaunchers) cannot be selected with selectweapon!
;// Default Grenadelaunchers supported - Add your own types if you need to.
_unit selectweapon _prigun
?_prigun == "M16A2GL":_unit selectweapon "M16Muzzle"
?_prigun == "M16A4GL":_unit selectweapon "M16Muzzle"
?_prigun == "M16A4_ACG_GL":_unit selectweapon "M16Muzzle"
?_prigun == "M4GL":_unit selectweapon "M4Muzzle"
?_prigun == "M4A1GL":_unit selectweapon "M4Muzzle"
?_prigun == "AK74GL":_unit selectweapon "AK74Muzzle"

goto "respawnloop"


#guncheck
_guns = weapons _unit
_mags = magazines _unit
~(random 0.5)
_guncount = count _guns
_magcount = count _mags
?_unit hasweapon (primaryweapon _unit):_hasrifle = true;_prigun = primaryweapon _unit;goto _return
_hasrifle = false
goto _return

why do they keep crashing? check the arma.rpt or it may even be a texture malfunction in a mod your using, what error do they get if any.
« Last Edit: 04 Dec 2008, 18:16:02 by bluevein »