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Awesome :) Do we need the old calls from init.sqf file?

 

I.E. //Vampires Missions
if (!isDedicated) then {
 "VEMFChatMsg" addPublicVariableEventHandler {
  systemChat ((_this select 1) select 0);
  [
   [
    [((_this select 1) select 0),"align = 'center' size = '1' font=PuristaBold'],
    ["","<br/>"],
    [((_this select 1) select 1),"align = 'center' size = '0.5'"]
   ]
  ] spawn BIS_fnc_typeText2;
  VEMFChatMsg = nil;
 };
};

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Awesome :) Do we need the old calls from init.sqf file?

 

yes :) except the ExecVM that directs towards the init.sqf inside the VEMF.pbo because I made it so the pbo "starts itself"

 

EDIT: I added missing install info to the README.md on GitHub.

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Mission is not completed, wait for the next mission already 1 hour

 

Bug?

 

RPT:

"[VEMF] WaitMissComp: Waiting Over. VEMFDynInv Completed."

"[VEMF]: DynTownInv: Crate Spawned At: [13994.5,18705.4,0.00255013] / Grid: 139187"

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Mission is not completed, wait for the next mission already 1 hour

 

Bug?

 

RPT:

"[VEMF] WaitMissComp: Waiting Over. VEMFDynInv Completed."

"[VEMF]: DynTownInv: Crate Spawned At: [13994.5,18705.4,0.00255013] / Grid: 139187"

 

What is the problem exactly? Are you getting the messages onscreen?

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ppl does not understand that you need a radio, not to mention  the fact that the code for that sometimes fail and is not recived correctly.

 

in my version i just changed it to always message all players online ... also when it fails and is deleted, so they know that aswell.

 

 

oh and the completetion radius is sometimes messed up, im not sure whats up with that, i havent looked into it yet ...

 

(this is in my personal version of vemf btw, idk if you already tried to fix that)

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ppl does not understand that you need a radio, not to mention  the fact that the code for that sometimes fail and is not recived correctly.

 

in my version i just changed it to always message all players online ... also when it fails and is deleted, so they know that aswell.

 

I have made it so they do not need a radio.

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Problem found. The Bug is in the fn_missionTimer.sqf.

 

RPT:

 

0:32:28 "[VEMF] WaitMissComp: Waiting Over. VEMFDynInv Completed."
0:32:28 "[VEMF]: DynTownInv: Crate Spawned At: [17063.9,9992.4,0.0336895] / Grid: 170099"
0:32:33 "[VEMF] Mission 'Dynamic Town Invasion' started!"
0:32:54 "[VEMF]: (VEMFDynInv) Waiting for 0/11 Units or Less to be Alive and a Player to be Near the Objective."
0:33:54 "[VEMF] WaitMissComp: Waiting Over. VEMFDynInv Completed."

0:33:55 "[VEMF]: DynTownInv: Crate Spawned At: [20769.9,6741.12,0.031826] / Grid: 207067"

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Some crates will be destroyed if they spawn nearly houses

 

i disabled dammage on the crates in my missions, for some reason crates gets destroyed a lot easier in arma 3 than in arma 2.

 

try something like:

_this allowDammage false;

obviusly change _this to whatever the variable is for your crate.

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Some crates will be destroyed if they spawn nearly houses

 

I have in fact seen that issue I will look if I can fix it. I am very busy atm because I am developing for Epoch atm so expect it to take a little longer than ussual.

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