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Nosfera242

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Posts posted by Nosfera242

  1. Phenomenal work!  Puts to shame the map editor work I've done :-P  Question for you:  How did you rotate/tilt the objects in the map editor?  I'm referring to things like wooden pallets tilted at 45-degree angles to form ramps, like those on the hangar roof in the Boneyard (and other places), and the vehicle wrecks tilted at different angles.  I know how to use Shift and Alt to change x/y/z axis, but how do you *tilt* objects??  Please tell me you didn't have to manually change the lines of code in the mission file(!)

  2. Heh, just figured that out in the last hour - lack of attention to detail on my part, sorry about that.  Was going off the video, but looked at the code and saw Stary.  He's there and he works, but I can see duplicate entries for a lot of the skins, and some blank lines in between skins in the list, and also there are skins missing (based on the list in the Skin_Trader files).  Any ideas on what I'm doing wrong?  Congrats on an *awesome* script btw!

  3. Followed instructions to the letter, but trader doesn't show up at designated spot in Klen (I didn't change default coordinates btw).  Server log reports this:

     

     2:32:10 Error in expression <AllPlayers set [count AllPlayers, "Bandit1_DZ","Ba>
     2:32:10   Error position: <set [count AllPlayers, "Bandit1_DZ","Ba>
     2:32:10   Error 67 elements provided, 2 expected
     2:32:10 File mpmissions\__cur_mp.Chernarus\scripts\variables.sqf, line 4

     

    Looked over the posts, but no one having "lack-of-trader spawn" issues reported a similar log error.  I double-checked to make sure I replaced BOTH the Model Variables and AllPlayers lines with *just* your AllPlayers lines.  What does this error mean?

  4. Looked at every line of the RPT.  See tons of errors involving Allowed Vehicle list during random spawn placement, and a few errors for character face selection.  Nothing for any calls to fn_selfaction script, nothing under Build Snapping.  Am wondering if I need to change lines in the fn_selfactions file itself, but that's a cumbersome file.  Also, the same file (selfactions) worked fine in Epoch Chern, 1.0.4.2. before I switched maps.

  5. I've taught myself a lot of the coding/scripting and Sql database manipulation, but I'll confess I know very little about the debug everyone talks about, and about this RPT file.  I researched and found "ARMA2OASERVER.RPT" which I can access through VIlayer's control panel...is that what you guys are referring to?  I've looked at that file while the server is running, and I see calls to DZMS (which I'm running), and some errors about character face selection but nothing about building or snapping, unless that's the wrong report and I'm looking in the wrong place.

  6. Used 1.6 with Epoch Chern on my Vilayer server, LOVED it, worked fine.  Switched my server map to Epoch Panthera, recopied all mod files over, making ajustments for Panthera differences and different instance id.  "Toggle Snapping" always shows up when I go to place something, but the mousewheel button *doesn't activate* snapping, and neither does scrolling mousewheel to "Toggle Snapping" and then left-clicking.  Basically, snapping script/mod is working on the server but I can't *activate* snapping.  I did read every post, but everyone else seems to have issues with the script working at all; for me it works (option shows up), I just can't *enable* snapping.  Even tried Tinux's suggestion from his post on page 9 (using BOTH options A and B during mod install), still no luck.  Running Epoch 1.0.4.2b & Snapping 1.6.  Any ideas on what's going on and how to fix it?

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