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Is this Nevada Mission bonked? When I host nobody can join...


moespeeds

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Hey guys, I built this mission a few months back and myself and my squad were playing it no problem. Opened it back up tonight, and I can host it and play it fine, but nobody seems able to join. They can join my server, and I can see that they joined, but it won't let them select an aircraft.

 

It says it requires the VPC Objects mod, which we all have. I removed all the VPC objects from the mission just for good measure, but it still says it requires VPC objects.

 

I created a free flight Nevada mission just to test, and they can all join that no problem.

 

Any suggestions?

 

Here's the mission: https://drive.google.com/open?id=1tTsJSj1XyEINzS2-iAaG4ov_e4Bl7q2O

Moe "Moespeeds" Colontonio

vVMA 231

http://www.vvma-231.com/

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Hey guys, I built this mission a few months back and myself and my squad were playing it no problem. Opened it back up tonight, and I can host it and play it fine, but nobody seems able to join. They can join my server, and I can see that they joined, but it won't let them select an aircraft.

 

It says it requires the VPC Objects mod, which we all have. I removed all the VPC objects from the mission just for good measure, but it still says it requires VPC objects.

 

I created a free flight Nevada mission just to test, and they can all join that no problem.

 

Any suggestions?

 

Here's the mission: https://drive.google.com/open?id=1tTsJSj1XyEINzS2-iAaG4ov_e4Bl7q2O

I took a quick look and didn't spot anything that should keep others from joining in the mission itself. A number of aircraft are set to "Client", etc. But since they are getting the mod requirement message, it means the sim won't let them join because of it.

 

As for the mod: Once the mod is written into the mission file, it seems to remain written in, even if you remove the mod. The only way to remove reference to it is to edit the reference out of the "Mission" file contained within the MIZ file. I've done that and attached it below. See if it makes a difference.

IRAQ AIRBASE ASSAULT V113-EDITED.miz

YouTube Channel: https://www.youtube.com/channel/UCU1...CR6IZ7crfdZxDg

 

_____

Win 10 Pro x64, ASUS Z97 Pro MoBo, Intel i7-4790K, EVGA GTX 970 4GB, HyperX Savage 32GB, Samsung 850 EVO 250 GB SSD, 2x Seagate Hybrid Drive 2TB Raid 0.

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As for the mod: Once the mod is written into the mission file, it seems to remain written in, even if you remove the mod. The only way to remove reference to it is to edit the reference out of the "Mission" file contained within the MIZ file.

 

Editor seems to remove it with the WW2 asset pack units if you delete them from the mission. Not entirely sure how that gets determined. Possibly due to how the mod is configured or if an exception is made specifically for the WW2 assets.

The right man in the wrong place makes all the difference in the world.

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Editor seems to remove it with the WW2 asset pack units if you delete them from the mission. Not entirely sure how that gets determined. Possibly due to how the mod is configured or if an exception is made specifically for the WW2 assets.

The WWII Assets pack gets installed in the main directory, doesn't it? The ones I've noticed it happening with are going into the Saved Games folder--or, at least, that's where the user is being advised to install them these days. Perhaps that's the difference.


Edited by Ironhand

YouTube Channel: https://www.youtube.com/channel/UCU1...CR6IZ7crfdZxDg

 

_____

Win 10 Pro x64, ASUS Z97 Pro MoBo, Intel i7-4790K, EVGA GTX 970 4GB, HyperX Savage 32GB, Samsung 850 EVO 250 GB SSD, 2x Seagate Hybrid Drive 2TB Raid 0.

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It gets installed to mods/tech just like any other purchased module. I just tested it with that Arleigh Burke class mod pack and it removed itself from the requirements once I removed the ship from the mission. It was in saved games. Maybe it was just down to when the mission was made or when the units were removed and that functionality just didn't work for some reason.

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

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It gets installed to mods/tech just like any other purchased module. I just tested it with that Arleigh Burke class mod pack and it removed itself from the requirements once I removed the ship from the mission. It was in saved games. Maybe it was just down to when the mission was made or when the units were removed and that functionality just didn't work for some reason.

 

:) Well...another hypothesis bites the dust.

YouTube Channel: https://www.youtube.com/channel/UCU1...CR6IZ7crfdZxDg

 

_____

Win 10 Pro x64, ASUS Z97 Pro MoBo, Intel i7-4790K, EVGA GTX 970 4GB, HyperX Savage 32GB, Samsung 850 EVO 250 GB SSD, 2x Seagate Hybrid Drive 2TB Raid 0.

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It works, thank you! So what did you do, so I can fix the follow on missions in this series, as they all seem to have this issue.

MIZ files are ZIP files. Inside are several files and folders. One is the mission file. Open it with NotePad++. The first section is Required Mods. Delete the mods listed between the brackets and save.

 

Now just repack the files into a ZIP file and change the “.zip” to “.miz” . Done.

YouTube Channel: https://www.youtube.com/channel/UCU1...CR6IZ7crfdZxDg

 

_____

Win 10 Pro x64, ASUS Z97 Pro MoBo, Intel i7-4790K, EVGA GTX 970 4GB, HyperX Savage 32GB, Samsung 850 EVO 250 GB SSD, 2x Seagate Hybrid Drive 2TB Raid 0.

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