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leegreaves

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Posts posted by leegreaves

  1. On 27/09/2015 at 1:05 AM, Steven1230 said:
    On 27/09/2015 at 1:05 AM, Steven1230 said:
    53 minutes ago, viper179 said:

    Try this and see if it helps you out

    !=\"briefing\enddefault_ca.paa'/>\",0,0,15,0,0,8406] spawn bis_fnc_dynamicText;};\n};\n}else{\nplayer setPos _position;\ntitleText[forma\"<<<<<<< So put this in the correct be filter your getting the kick for on the correct line also.

    !"spawn BIS_fnc_dynamicText;" !"] spawn BIS_fnc_dynamicText;" !"zoneY + safezoneH - 0.8,0.7],_onScreenTime,0.5] spawn BIS_fnc_dynamicText;

    !"spawn BIS_fnc_dynamicText;" !"] spawn BIS_fnc_dynamicText;" !"zoneY + safezoneH - 0.8,0.7],_onScreenTime,0.5] spawn BIS_fnc_dynamicText;

    Seems that this exception may have worked though I am now getting a new kick (#16) for the following:

    #16 "eCollisionWith player;
    player moveInDriver _chute;
    _chute setVelocity [0,0,0];
    waitUntil{vehicle player isEqualTo _chute};
    if (a"


    Ive tried a solution that has already been suggested regarding this one in an earlier post and added it to the setvelocity set on line 18 (for me this is applicable although the solution in the post already submitted says line 17 as I assume that for the player in question their setvelocity must be on that line). BUT...it hasnt worked - several times with slightly differing versions as shown below.

     

    Try number 1: !"player setvelocity [" !"bis_fnc_halo_vel * 0.96;\n player setvelocity [" !="eCollisionWith player; player moveInDriver _chute; _chute setVelocity [0,0,0]; waitUntil{vehicle player isEqualTo _chute}; if (a"     FAILED

    Try number 2: !"player setvelocity [" !"bis_fnc_halo_vel * 0.96;\n player setvelocity [" !="eCollisionWith player; \nplayer moveInDriver \n_chute; \n_chute setVelocity [0,0,0]; \nwaitUntil{vehicle player isEqualTo _chute}; \nif (a" FAILED - i tried the \n so as to set a "new line" for those points in the filter exception as in the script log its showing those parts on new lines so set it that way.

    Lastly, Try number 3: I ommitted the !"player setvelocity [" !"bis_fnc_halo_vel * 0.96;\n player setvelocity [" section and just added the following: !="eCollisionWith player; \nplayer moveInDriver \n_chute; \n_chute setVelocity [0,0,0]; \nwaitUntil{vehicle player isEqualTo _chute}; \nif (a"  This also FAILED.

     

    Currently I am on Try number 4 by ommitting the \n bits and just using this: !="eCollisionWith player; player moveInDriver _chute; _chute setVelocity [0,0,0]; waitUntil{vehicle player isEqualTo _chute}; if (a" 

    Nope...that one didnt work either. Im unsure of where to go from here, any pointers please?

  2. On 27/09/2015 at 1:05 AM, Steven1230 said:
    Just now, viper179 said:

    Try this and see if it helps you out

    !=\"briefing\enddefault_ca.paa'/>\",0,0,15,0,0,8406] spawn bis_fnc_dynamicText;};\n};\n}else{\nplayer setPos _position;\ntitleText[forma\"

    !"spawn BIS_fnc_dynamicText;" !"] spawn BIS_fnc_dynamicText;" !"zoneY + safezoneH - 0.8,0.7],_onScreenTime,0.5] spawn BIS_fnc_dynamicText;

    I have ONLY just sort of started teaching myself a little about BE filters (a rather STEEP learning curve at that!) and originally was going to add the line myself without asking for any assistance using something "similar" to that. I say "similar" as I would have probably researched how to write a BE filter (again!) and maybe (just possibly maybe) have eventually come up with that same line (hopefully!) but wasnt too sure as im very early in my career of learning about BE filters. But of course I will try that out right now and let you know (fingers crossed!)

  3. Was wondering I noticed that a couple of guys in here (obviously posted some time ago now) that they were getting a kick for the following:

     

    #1 "briefing\enddefault_ca.paa'/>",0,0,15,0,0,8406] spawn bis_fnc_dynamicText;
    };
    };
    }else{
    player setPos _position;
    titleText[forma"

     

    Was wondering if anyone had the solution for this, I checked the forums couldnt come up with anything than what was mention in this thread, but noticed an actual solution was not listed just that people had resolved this particular issue. So would appreciate if someone could post it up for reference. References to this error were made on page 24, but no indication of what the solution was.

     

     

    *EDIT* I noticed in a following post on page 24 that someone replied regarding this. Would the following be the solution as regards what I am experiencing above? Or is it something else - Im sort of half presuming this is the solution due to the reference to the bis_fnc_dynamicText function that is referenced.

     

    On 27/09/2015 at 1:05 AM, Steven1230 said:

    !"spawn BIS_fnc_dynamicText;" !"] spawn BIS_fnc_dynamicText;" !"zoneY + safezoneH - 0.8,0.7],_onScreenTime,0.5] spawn BIS_fnc_dynamicText;

  4. At moment I am just setting up an epoch server (near vanilla flavour with minimal addons at present). Ive hit a few glitches along the way which I have managed to iron out. One in particular that seems to be happening is if I try to change to Chernarus map, my rpt log says that I am missing an addon called "cup_chernarus_config". I've looked everywhere to see where this addon maybe and cannot find it. Ive googled to see what I could find about it and have searched on the forums here also. I was wondering if anyone can shed any light and tell me where this config would be or which addon in particular it may belong to - I am assuming in part that it must belong to one of the CUP addons due to the nature of its file name. For info sake I only have a minimal set of addons enabled ie epoch/epochhive/AiA TP and also a health status bar.

     

    Does anyone know which addon this file belongs to as the only alternative is to remove any references to this from my mission sqm file for chernarus in order to at least get the map running for the time being. I am going to be looking for the answer in the meantime but would appreciate a pointer.

  5. I think this is a good idea. BUT...when I added this script just a couple of issues are present. For a start I dont have any traders standing there to actually trade with. No good going there to trade if there isnt an NPC to trade with in the first place.

     

    Also I am getting an error due to this:

     

    animation source door not found in "bin\config.bin/CfgVehicles/MAP_barrack2/

     

    Any suggestions on a solution for this?

  6. Was wondering if anyone knows what the following error message is to do with, and also on any fix for it.

     

    I run a small private server and recently rebuilt it from scratch as had some major issues with it. I've re-added some of the scripts that I was using and tested them out one by one. I now have a small issue with the following error:

     

    - Animation source door not found in "bin\config.bin/CfgVehicles/MAP_Barrack2/"

     

    I run the following scripts on an Epoch server:

     

    Self transfusion (though not a script just a config edit ie selftransfusion = true;)

    I also run WAI/DZMS and will also add DZAI at some point but after I resolve this issue.

    I also run R3F tow and lift script. (I have a feeling it is to do with this script as it was the last one i installed - if i remember rightly so)

     

    Cheers

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